Difference between revisions of "User:RandomChummer"

From ShadowHaven Reloaded
Jump to navigation Jump to search
Tag: visualeditor-wikitext
 
(23 intermediate revisions by one other user not shown)
Line 6: Line 6:


==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-----=
 
[[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


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


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.
===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.


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.  
===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.


'''''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.
===Skills===
Primary Weapon, Perception, usually sneaking and gymnastics


== Combat ==
===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.


=== General ===
==The Build: Adept Sam==


<span id="ruling-dv5vykm"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-dv5vykm]][[File:Reddit_share_square_rounded_128.png|20px|link=https://www.reddit.com/r/ShadowHavenBBS/comments/7xw0vr/mechanics_thread_ii/dv5vykm/]]
Meta: low, med, high
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.</p>
Attr: med
<p>'''Edge'''</p>
Mag: med, high
<p>Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.</p>
Skills: low, med
<p>'''Qualities'''</p>
Res: med
<p>The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)</p>
<p>The initiative from Pain is Gain applies only to matrix initiative.</p>
<p>The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.</p>
<p>The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.</p>
<p>'''Spells'''</p>
<p>The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.</p>
<p>The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.</p>
<p>'''Adept Powers'''</p>
<p>The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.</p>
<p>The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.</p>
<p>'''Other Magic'''</p>
<p>The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.</p>
<p>'''Cyberware'''</p>
<p>Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.</p>
<p>Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.</p>
<p>'''Bioware'''</p>
<p>Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.</p>
<p>Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.</p>
<p>'''Geneware'''</p>
<p>Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.</p>
<p>Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.</p>
<p>As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.</p>
<p>'''Final Notes'''</p>
<p>Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.</p>
<p>Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.</p>
<p>Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.</p>
<p>Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.</p>


==Magic==
===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.


===The Astral Plane===
===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.


* <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 Permalink] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source]
===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.


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


* <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]
===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.


===Mentor Spirits===
= Purpose =


* <p><span id="ruling-abc2"></span> 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.</p><p>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. ([http://www.shadowhaven.info/User:RandomChummer#ruling-abc2 Permalink] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source])</p>
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.


* <p><span id="ruling-abc2"></span>([http://www.shadowhaven.info/User:RandomChummer#ruling-abc2 🔗] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Src]) 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.</p><p>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. </p>
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.  


* <p><span id="ruling-abc2"></span>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/User:RandomChummer#ruling-abc2]] [[File:Reddit_share_square_rounded_128.png |20px|link=https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/]] 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.</p><p>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. </p>
'''''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.


== Mechanics Threads ==
[[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.


Direct links to all Mechanics threads, that has more rulings:
[[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.


* [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/ Mechanics Thread I]
==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===

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