Difference between revisions of "OOC:Rules Modifications"
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We don't currently have rules for actions at this scale | We don't currently have rules for actions at this scale | ||
and I liked them the couple times we have used them in the [[Magic Mike (run)|Magic Mike run]] so far. | and I liked them the couple times we have used them in the [[Magic Mike (run)|Magic Mike run]] so far. | ||
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== Machinist Can Slave Drones == | == Machinist Can Slave Drones == |
Revision as of 21:55, 7 December 2020
Magic
Traditions and Spirits
All traditions may summon any spirit within their tradition for any task. Use the restriction table to determine if a given spirit can help with learning or casting a spell.
Rationale
Excerpt from Street Grimoire Page 41: Common magic traditions of the Sixth World are presented below. The outlines of how to use traditions in Shadowrun are presented on p. 279, SR5. Each tradition presented below includes preferred spells and/or adept powers for that tradition. There are no benefits in game mechanics for choosing those spells; they are there so that players can give their characters the flavor of that tradition. The descriptions also include the type of spirits each tradition uses to perform particular functions, as well as the attributes they use for Drain. Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a response from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth). Descriptions also include notable teachers in each tradition who can be used in games to help characters advance in a particular tradition. Note that when a tradition is described as a possession tradition, replace the spirit power of Materialization in any spirits summoned by conjurers of that tradition with Possession (p. 197).
OK! So that looks like it means that you need to use spirits from your tradition for specific tasks. Meaning that a Shaman needs to use Fire spirits for Combat and Man spirits for "Manipulation" (whatever that means).
That tradition (asking a air spirit to heal him) definitely makes it looks like it's 100% intended to be that you had to use a spirit for specific kind of action. Which completely garbages up how spirits have traditionally been used.
There's discourse on the internet (now, I am sure you're shocked, so I'll give you a moment to calm down) that says that this section actually is only talking about aiding spellcasting and teaching spellcasting - which doesn't work with the example - but also doesn't make the game inconsistent with other editions - and doesn't screw up Josh's build. So my suggestion we use the rules that way.
> (from Malta in the Kvetching email thread) > Just to clarify: You remain limited to the spirits on your tradition's table --MaltaTalk
Green magic tradition
Gets Cleansing metamagic for free at first initation in addition to the usual metamagic, instead of requiring it be taken.
Rationale
Cleansing is of niche and moderate utility as is and requiring it be taken is a heavy karma and downtime tax. Other traditions get similarly scoped metamagics for free.
> This one is *pure* buff to me, and only that, and I am definitely cool with not having that buff --MaltaTalk
Street Cred
Basically, some extra dice, see the full article
Street Cred tests
Community Scale Social tests
When rolling a social test to interact with a community, replace Charisma with Street Cred. For example, planting false rumours would be Street Cred + Con, easing tensions might be Street Cred + Ettiquette, and inciting action or calling a rally could be Street Cred + Leadership. Limit is still intrinsic Social limit. Street Cred bonus does not apply since it's already part of the roll, but all other social modifiers (from the table or personal modifiers) relevant to the action apply.
At GM discretion, this may be an extended test.
Legwork tests
When trying to find information through your network of contacts, make a Legwork test; this applies both for active searches, and for passive searches, e.g. being informed of new rumours. Roll (Street Cred) + (number of relevant contacts); the limit for this test is the highest Loyalty+Connection for any individual relevant contact.
At GM discretion, this may be an extended test.
Note: There is actually something for this in the book: RF p.177 says you need to make a Leadership + Charisma [Social] test to determine how many Contacts you can muster, and then the contacts are avaliable to use in a teamwork test. You must pay each contact individually. — Revàn(Talk) 11:46, 30 November 2020 (EST)
Rationale
We don't currently have rules for actions at this scale and I liked them the couple times we have used them in the Magic Mike run so far.
Machinist Can Slave Drones
Machinists can slave Drones *and only drones* without the quality that allows PANs.
Rationale
RAW Machinist Riggers get the benefits of an RCC but can't form a PAN. Meaning none of the RCC benefits apply.
Buncha Rules Stuff
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |