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25
Oct

SR 2007

   Posted by: The GM   in Uncategorized

We will be starting our first Shadowrun Campaign soon (2007).  We will be playing in the Denver setting in the year 2070.  I’ll be DMing as I have played SR before, and to give poor Jason a chance to play.

Shadowrun Backgrounds

Campaign Debriefings (New 10/30)

Game Night Highlights (coming soon)

Charater Creation Notes:

Heavily (and obviously) cybered people are rare; magicians/shamans are rarer still. Law enforcement will take them down, quickly and cleanly if possible. Team members are supposed to be shadowrunners, not Public Enemies numbers One through Six.

House Rules (Many of these are still under evaluation)

1. Smartgun link applies to two weapon firing - It makes no sense that the targeting sights that appear in your line of sight suddenly have no effect what so ever because you are using two guns. That rule is gone.

2. Common Sense Points - A lot of times, people come up with great ideas or hilarious comments in games.  Those deserve rewards, but karma is a bit much.  So we will reward Common Sense Points (CSP).  Essentially, they work the same as karma, but can only be applied to knowledge skills.  Knowledge skills are great, but rarely raised, because everyone puts their karma on active skills. This fixes that.

3.  Improved Physical Attribute Adept Power changed - It makes no sense that you can buy cyber and raise attributes normally, but when you use magic, it costs more to raise the attribute. So it doesn’t. It also makes no sense to make it cost 2 magic points once it goes over the normal attribute. So it doesn’t. This all seems to be an attempt to nerf physical attributes, when they were already expensive enough to begin with. With powers like Critical Strike, it makes no sense to make normal attributes so much more expensive.

4. Core Attributes refers to the following: Body, Agility, Reaction, Strength, Charisma, Intuition, Logic, Willpower. Attribute caps as listed in SR4 are removed. Characters may use karma, implantware or magic to augment any of their core attributes accordingly. Karma may be used to boost an attribute to no more than 150% of their normal racial maximum. No attribute may be increased through any combination of karma, implantware or magic more than twice the characters normal racial maximum. For example, a human would not be able to raise their Strength attribute higher than a 9 through Karma advancement (10 with Exceptional Attribute Quality) or 12 through combined measures (13 with Exceptional Attribute Quality).