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Additional Rules |
After 5 months since SR4's release, we are finally phasing in various mechanics into our games, but not without significant changes. The list of the changes will be as found hereon as a list of related links or directly upon this page. Additional rules can be found the links menu included hereon.
The Hoosier Hacker House games are referred to internally as Version SR4.3H.
Critical Success tests (pg 59) in the SR4.3H games are defined as any time a test generates more than 75% of it's hits as successful with a minimum number of 4 hits.
Edited 08/12/06
The Edge attribute and it's usage in the SR4.3H games is significantly altered. Character still track their Karma Pool (Good and Real Karma). When using the Edge Attribute, characters are often considered to be using their Real Karma pools as well. Thus the term "Spending Edge" (pg 67) actually refers to "Spending Real Karma". Unless specific as "burned", karma spent for Edge tests refreshes normally for the game. "Burned" karma is permanently removed from the characters Real Karma pool.
Edge Rules are unadjusted with regard to development and spending with the following exceptions.
Recovery of Edge - In lue of GM Determination, characters (PC and NPC) recover edge using an Extended Test. Characters rolls Essence + Charisma (1 Day). Remembering that "1 Day" in Shadowrun mechanics is 8 hours. Wound Modifiers as well as modifiers for major distractions such as spell sustaining adjust dice pool(s) as appropriate. This allows for a character to potentially roll three (3) times per any given 24 hour period. GM Refreshment of the Edge as always overrides this rule.
Advancement of Edge Beyond Racial/Quality Limits - Only with the GM Approval may the Edge attribute be advanced beyond Racial/Quality Limits.
Edited 08/12/06
Beginning Build Points are adjusted for the SR4.3H games to be 500 instead of 400 as listed in the SR4 rule book.
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).
Skill Caps & Limitations - Skills may be advanced above and beyond the linked associated attributes. The karma cost to do this is equal to the target skill rating x 3. Raising a specialization above and beyond the linked attribute is equal to target skill rating x 2.
Training & Advancement Time - In the SR4.3H games, the time to advance a given skill is treated as an Extended Test. The linked attribute is tested with a threshold equal to the karma cost to develop the new skill rating and an interval of one day. So to raise a skill from 4 to 5 would be (10) 1 Day using the linked attribute.
Training and Instructors - In the SR4.3H games, a character may obtain assistance from a person with the Instruction Skill and the Skill they are wishing to attain training in. The instructor makes an Instruction + Charisma test with Hits generated treated as additional dice the character can use in the learning test. This test is made per Interval period as appropriate. Optionally, the Instructor's test may be made using Instruction + Desired Skill. Regardless, the Instructor must possess the skill at a rating equal or greater than that desired by the character.
Complimentary Skills - A consideration brought forth and obviously inspired by third edition rules. A Complimentary Skill is any skill that may be used in exchange for an attribute or skill with regards to a given test. An example would be an Instruction + Charisma test. A Complimentary Skill would be for instance the actual skill being used by the Instructor that is being desired by the pupil. In this instance the Complimentary Skill would be in used in exchange for the Charisma attribute. Alternatively a Centering Test might used a Complimentary Skill (Tai Chi for instance) in exchange for the actual Metamagic (Forces) skill.
Arcana Skill Group (derived from Arcana skill in "Street Magic", FP260004)
Spell Design - This as presented allows for the development and research of thaumaturgical formulation. Specializations by specific spell and/or category of spells is possible with GM approval. This category also covers development of Ritual Sorcery (all varieties) and Ritual/Standard Metamantic formulation. The previous Spell Design skill would be translated to here.
Enchantment Formulation - This skill as presented in this fashion allows for specific focus types to be learned as specializations. This skill also covers formulations required for Metacrafting and similar metamagical/metamantic development. It also covers the research involving Vessel Preparation for all non Free classification beings. Enchanting Design and/or Enchanting Theory would go here.
Ally Spirit Formulation - includes the abilities to specialize in ally's that will utilize Homoculi (Street Magic).
Free Spirit Formulation - This skill covers the researching of specific Free Spirits as well as the creation/formulating of rituals designed to summon/invoke them or create Vessels for them.
Edited 08/12/06
Enchanting Skill Group (Alchemy, Artificing, Talismongering, Metacrafting) - Linked Attribute (Willpower); This skill group covers the areas of involvement revolving around the development, study and creation of magical telesma of all classifications. The specializations deal directly with the specific areas thereof.
Alchemy deals with the refinement and radicalization of materials that will be used in conjunction with further magical operations. Alchemy is required to create the materials known as Orichalcum and Illeshorn Steel, the latter of which is a material used in the creation of enhanced foci.
Artificing is the actual investure and divesture processes used in regards to the creation of foci of all types. It is also the skill used to perform detailed analysis of magical items without the usage of Astral Perception.
Talismongering is the gathering and initial preparation of materials to be used in additional enchantment and magical workings. Ritual materials are made through the use of Talismongering.
Metacrafting is the skill involved with the more advanced enchantment processes as well as the skill necessary to craft and formulate any of the metamagical foci. The skill is also used when dealing with Items of Prescience or Self-Sustaining artifacts.
Vessel Preparation is the skill revolving around the creation of specific objects ("vessels") that are useful to Possession class/capable spirits or those whom have been prepared for such.
Edited 08/12/06
Metamagic Skill Group (Applications, Forces, Spirits) - Linked Attribute (Grade); This concept is now forfeited. A reminder to players using it of the following changes;
Applications becomes part of the Metamancy Skill (Sorcery Group).
Spirits becomes the Invocation Skill (Conjuring Group).
Forces becomes the Metamagic Skill (Stand-Alone Skill).
Edited 08/12-06
Conjuring Skill Group (Add Invocation) - Linked Attribute (Willpower). When performing any Invocation Tests as well as working with any Free Spirits, the initiate utilizes this skill accordingly.
Sorcery Skill Group (Add Metamancy) - Linked Attribute (Willpower). When working with any metamancy (including the old Bio/Necromancy spells), this talent is used. Note however that the ability to perform Ritual Metamancy is governed now by the Ritual Spellcasting skill that is also part of the skill group. In order to develop this skill or to use Ritual Spellcasting (Metamancy), the magician must have developed the metatalent of Metamancy.
This sheet is for Excel only though it might open and automatically function inside of an Internet Explorer web browser. It is intended to help quickly reverse engineer the karma from a character in SR3 so as to determine the actual karmic value of a character. Of important note is this only works under the following stipulations.
The character attributes are not included in this worksheet.
All skills are adjusted at the value of their current rating x 1.5 karma. Adjustments for skill to attribute are not made. This choice was made in lue of SR4's more expensive karmic structure.
Final/Total Karma for all skills (Language Skills use Knowledge column) are rounded up at the very end and not until then.