Difference between revisions of "User:RandomChummer"

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==Active Characters==
==Active Characters==
[[Scion]]
==Inactive Characters==


[[John]]
[[John]]


[[Fischer]]
[[Fischer]]
==Retired Characters==


==Wiki Presence==
==Wiki Presence==
Line 17: Line 23:
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]


==Sandbox==
=-----Sandbox-----=


== Purpose ==
[[Chummer Setup]]


This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.


This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things.
==What's a Street Samurai?==


'''''Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS''''' The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.


==<span id="sec-magic"></span>Magic==
'''Your Role:'''


===<span id="sec-the-astral-plane"></span>The Astral Plane===
* Eliminate hostile combatants quickly.
* Survive.


* <span id="ruling-abc0"></span> Martial Arts do not function in any capacity on the Astral Plane. [http://www.shadowhaven.info/User:RandomChummer#ruling-abc0 Link] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source]
==The Plan==


===Spells and Spellcasting===
'''Essentials:'''


* <span id="ruling-abc1"></span> Ritual Spell Formulae will have the availability and cost of Combat Spell Formulae. [http://www.shadowhaven.info/User:RandomChummer#ruling-abc1 Link] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source]
* Excellent weapon dice
* Good defense and soak pools
* High initiative


* Spellblades will use the 'Spellblade' skill specialization which may be applied to either Clubs or Blades (or both.) Note the normal rules on skill specializations. Neither Powerblade nor Manablade will bypass armor entirely, however, they will both have AP equal to the hits on the spellcasting test, not to exceed half the force. This is not a mechanical limit that can be bypassed by Pushing the Limit with edge, or with reagents. This is subject to change at a future date, but will likely become more permissive, not less, if that occurs.
==The Build: Cyber Sam==


===Magical Objects===
Meta: low, med, high
Attr: med
Mag: low
Skills: low, med
Res: med, high


* Magical Lodges will have no direct impact on the background count of an area during downtime. If it is in-run, I suggest GMs have the background count of the area covered by a lodge be 1 for every 4 full points of force it possesses, with the points being aligned to the tradition of the lodge. The GM, however, has ultimate say. They are not active during downtime to avoid certain possible shenanigans with how background counts work.
===Metatype===
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.


===Mentor Spirits===
===Attributes===
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.


* '''''Regarding Oracle''''' - Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician's Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check. Mystic Adepts who are not locked out of Sorcery and who are following the Magician's Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM's control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle's Gifts.
===Magic/Resonance===
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn't worth it. You'll be mundane.


*  The Chaos Mentor spirit allows one to take two levels of Improved Potential in the same limit. You are still limited to 3 total ranks. This is an exception to the normal rules relating to Improved Potential
===Skills===
Primary Weapon, Perception, usually sneaking and gymnastics


==The Matrix==
===Resources===
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you'll want high resources.


===Technomancers===
==The Build: Adept Sam==


* The Editor Complex Form does not trigger data bombs, nor is it blocked by encryption on a file.
Meta: low, med, high
Attr: med
Mag: med, high
Skills: low, med
Res: med


==Skills==
===Metatype===
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.


* Nerve Strike is a valid skill specialization for Unarmed. Incidentally, so are "Shock Gloves" and "Knucks." Note the normal rules regarding specializations
===Attributes===
Adept powers can bump up your attributes, but you'll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.


==Gear==
===Magic/Resonance===
You'll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you'll want your metatype priority gives you 4 special attribute points.


===Drugs===
===Skills===
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.


* Chemical Glands may not take the Gradual Release option.
===Resources===
You don't need exorbitant resources, but you'll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.


* Permitted drugs for use in Chemical Glands are:
= Purpose =
** All drugs in the Core Rulebook are permitted. BTLs, as noted below, are not permitted.
** All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.
** All drugs in Boston Lockdown are permitted, with the following exception: Numb.
** No magical compounds, awakened drugs, or BTLs are permitted under any circumstance.
** No contact vector only drugs are permitted under any circumstance.


* Pretty much every entry a drug has will cause an overdose. Init dice and init score are distinct, but high pain tolerance and limit changes both overlap with themselves (not each other!) and cause overdose. If there are more specific questions, contact Mechanics Team.
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.


===Containers and Inventory===
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things.


* Only one weapon may be fitted into any given holster. However, it does not have to be a firearm. It simply must be the appropriate size. In this case, you can put a singular knife into a quickdraw holster.
'''''Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS''''' The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.


==Specific Books==
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It's meant to be a tool for referencing a specific rule interpretation.


===Run And Gun===
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.


* The PPP Vitals kit cannot stack with armor vests and armor jackets of most varieties. Ultimately, it is up to GM fiat, however, as I do not wish to have to maintain a comprehensive list. That said, both the Wild Hunt and the Big Game Hunter would definitely not stack with PPP Vitals.
==ShadowHaven==
 
===General===
===Hard Targets===
==Characters==
 
===General===
* Synthskin masks provide bonus dice to disguise tests - this bonus is equal to the successes on a single Software + Logic [Rating] test. In this case, one cannot use edge or other means to get around the limit - it is a hard limitation of the equipment. If you are using a biometric scan of someone's face, you may take another +2, for the purposes of duplicating that face only. In the absence of a proper disguise test, the pool of bonus dice should be rolled on their own, simply for wearing the mask. In any case, the face it is mimicing and the bonus dice a mask provides should be noted on your sheet, and remember that they cannot be changed.
===Races and Species===
 
===Qualities===
== Mechanics Threads ==
===Skills===
 
===Lifestyle===
Direct links to all Mechanics threads, that has more rulings:
===Contacts===
 
==Combat==
* [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/ Mechanics Thread I]
===General===
===Ranged===
===Melee===
==Matrix==
===General===
===Hardware and Software===
===Technomancers===
==Piloting and Rigging==
===General===
===Riggers===
===Drones===
===Vehicles and Chases===
==Magic==
===General===
===Spells===
===Traditions and Mentors===
===Astral===
===Spirits===
===Enchanting===
===Adepts===
===Initiation===
==Gear==
===General===
===Weapons===
===Armor===
===Devices===
===Drugs and Toxins===
===Augmentations===
===Critters===

Latest revision as of 09:55, 27 April 2020

Information

Reddit: RandomChummer

Discord nickname: "Borogove (<currently active character>)"

Active Characters

Scion

Inactive Characters

John

Fischer

Retired Characters

Wiki Presence

Wiki Pages Created

All Contributions

-----Sandbox-----

Chummer Setup


What's a Street Samurai?

Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.

Your Role:

  • Eliminate hostile combatants quickly.
  • Survive.

The Plan

Essentials:

  • Excellent weapon dice
  • Good defense and soak pools
  • High initiative

The Build: Cyber Sam

Meta: low, med, high Attr: med Mag: low Skills: low, med Res: med, high

Metatype

Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.

Attributes

Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.

Magic/Resonance

A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn't worth it. You'll be mundane.

Skills

Primary Weapon, Perception, usually sneaking and gymnastics

Resources

cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you'll want high resources.

The Build: Adept Sam

Meta: low, med, high Attr: med Mag: med, high Skills: low, med Res: med

Metatype

Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.

Attributes

Adept powers can bump up your attributes, but you'll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.

Magic/Resonance

You'll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you'll want your metatype priority gives you 4 special attribute points.

Skills

Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.

Resources

You don't need exorbitant resources, but you'll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.

Purpose

This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.

This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things.

Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.

Error creating thumbnail: File missing

In rulings below, this icon links to the exact location of itself. It's meant to be a tool for referencing a specific rule interpretation.

Error creating thumbnail: File missing

If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.

ShadowHaven

General

Characters

General

Races and Species

Qualities

Skills

Lifestyle

Contacts

Combat

General

Ranged

Melee

Matrix

General

Hardware and Software

Technomancers

Piloting and Rigging

General

Riggers

Drones

Vehicles and Chases

Magic

General

Spells

Traditions and Mentors

Astral

Spirits

Enchanting

Adepts

Initiation

Gear

General

Weapons

Armor

Devices

Drugs and Toxins

Augmentations

Critters