[M&M] Shadowrun [Recruiting]


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Walking Dad

First Post
I thought it sounded a bit impatient, but typing doesn't always translates mood well. Everything alright. :)

BTW, the one thing I don't like in current M&M is how they do skills. I like the simplified approach in (D&D) 4e more.
 

perrinmiller

Adventurer
ok, first I need a primer on what you can do with astral projection in Shadowrun 4e. Can you cast spells while you do it? Can you affect the real world? If there is no great effect, perhaps we could declare it as super-movement (Dimensional Movement) 1 (2 PP) the the special effect, that you leave your real body behind.

Ritualist is: "Can do any effect with time and high enough skill roll." I don't think taht is very approciate for Shadowrun.
Ok on the Ritualist. What about summoning? Any ideas for that?

Re: Astral projection: I am not up to speed on the magic issues in SR either, only played the Cybernetic types. My impression was that is could be like the Cyberspace thing for the Mages and Shamans. From a practical point of view I am not sure how important it is for the setting. I guess it would depend on how it relates to the scenario we are running.

VV; I have included some basic SR info for the Dwarf Rigger
[sblock=Dwarf Rigger]Skills: Aeronautics Mechanic, Automotive Mechanic, Electronics, Gunnery, Automatic Weapons, Pilot Ground Cars, Pilot Aircraft, Pilot Anthroform.
Cyberware: Control Rig, Cybereyes, Datajack, Reaction Enhancers 2
Matrix Gear: Transys Avalon Commlink [w/Response 5, Signal 5, Firewall 5, System 5, and sim-module w/hot sim modification];
Programs [Scan 5; ECCM 5; Encrypt 5; Command 5; Stealth 5];
Autosofts [Clearsight 4; Defense 4; Electronic Warfare 4; Maneuver (Aircraft) 4; Maneuver (Ground Craft) 4; Targeting (Heavy Weapons) 4; Targeting (Automatics) 4]
Vehicles & Drones:
GMC Bulldog Step-Van [Pilot 4, Signal 4, Firewall 4, Response 4, Rigger Adaptation]
1 Lockheed Optic-X Drone
2 GM-Nissan Doberman Drones [Pilot 4, Signal 4, Firewall 4, Response 4, w/Ingram White Knights, 2 belts of 100 rounds of Explosive
Ammo for each]
2 MCT-Nissan Roto-drones [Pilot 4, Signal 4, Firewall 4, Response 4, Weapon Mount w/HK-227x, 10 clips of Exploding Ammo for each]
1 Shiawase Kanmushi Microdrone
1 Offensive Lone Star iBall[/sblock]
Maybe I am trying to make this too complicated. Instead of trying to determine how to translate SR into M&M, perhaps it is easier to just let people do it however they want within M&M's rules set. The point of using M&M was to make it easier. If the characters are a little off for the setting, it probably is not that important. If someone makes a character that has some things that appear off for the setting, we can always request they change/modify it so it will fit better.

I have my rough draft on the NPCs done for Food Fight, but I cannot finish the Mage/Shaman without some help from WD regarding my earlier posted issue.
 

Walking Dad

First Post
My supposed changes to perrinmiller's (can I shorten you to PM?) work:

[sblock=Occult Investigator]Occult Investigator
Human (0PP)

Abilities (28PP)

Str 12, Dex 14, Con 14, Int 16, Wis 16, Cha 16

Saves (7PP)

Tough +3 (+5 Lined Coat), Fort +4, Ref +4, Will +5

Combat (14PP)

Initiative +2
Defense +4/2FF (8PP)
Attack +3 (6PP)
(+4 Ranged)
(+5 Spells)

Skills (13PP+3PP Free Knowledge)
Knowledge (Arcane Lore) 6 ranks
Knowledge (Chemistry) 4 ranks
Knowledge (Underworld Politcs) 4 ranks
Knowledge (Local Area) 4 ranks
Computer 4 ranks
Gather Information 6 ranks
Diplomacy 3 ranks
Bluff 3 ranks
Intimidate 3 ranks
Investigate 4 ranks
Disable Device 4 ranks
Notice 6 ranks
Sleight of Hand 3 ranks
Sense Motive 3 ranks
Stealth 4 ranks
Language Arabic 1 rank
Language Japanese 1 rank
Language Spanish 1 rank

Feats/Powers (26PP)
Drawback: Power Loss (Sorcery, Fatigue, Always occures) (-2PP)
Drawback: Mild Addiction, Alcohol (-1 Will save resist) (-1PP)
Drawback: Bad Luck (Hero Point 15% chance backfires) (-3PP)
Contacts (1PP)
Ritualist (1PP)
Sorcery 6 (12PP) (3PP)
- Base: Ignite 3
- AP: Improved Invisbility (all visual senses) (1PP)
- AP: Mind Control 6 (1PP)
- AP: Mind Probe 6 (1PP)
- AP: Stun Bolt 4 (1 PP)
- AP: Summon (Elemental) 3 (1 PP)

Dimensionl Movement (Astral Plane, Drawback: leaves body behind) (1PP)
Personal Firearms Proficiency (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged +1) (1PP)
Attack Specialization 1 (Spells +2) (1PP)
Equipment +16 (16PP) (=80EP)
- Heavy Pistol (+4 Ballistic) (8EP)
- Goggles (Low-light/Darkvision/Flare Supp) (15EP)
- Earbuds (Sound filtering/Audio Enhancement/Spacial Recognizer) (15EP)
- Mage Sight Goggles & 30m Myomeric Rope (10EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)
- Fake SIN (4EP)
- Fake Press License (4EP)
- Maglock Passkey (5EP)
- Lickpick Set (1EP)
- Auto-picker (1EP)
- 3 Micro Cameras (3EP)
- 3 Micro Microphones (3EP)
- 20 Security Tags (1EP)
- Radio Signal Scanner (2EP)
- Micro Directional Microphone (2EP)[/sblock]

[sblock=Spells]

Ignite
Effect: Damage, Secondary Effect
Action: Standard (active)
Range: Ranged
Duration: Instant (see description)
Saving Throw: Toughness
Cost: 4 points per rank
You can ingite targets on range. Your fire inflicts damage equal to your power rank on the round of the attack and the round following the attack.
Your Ignite damage does not “stack,” however, so the secondary damage only occurs on rounds when you do not make a successful Ignite attack.

Improved Invisbility
= Invisibility

Influence
= Mind Control

Mind Probe
= Mind Reading (affected by Power Cap! Cannot be higher than PL)

Stun Bolt
= Stun (Ranged) (Should target will, not Fort) 3PP / Rank

Summon Elemental
= Summon (Minion)
Extra (3): Heroic, Type (Elemental), Independent, Total fade
Limits (1): Action (Full Round)

4PP/rank

Summons 1 heroic elemental, worth 45PP


Power Feats:
Power Drawbacks:


[/sblock]
 
Last edited:

Walking Dad

First Post
My dwarf rigger suggestions:

[sblock=Dwarf Rigger original]
Skills:
Aeronautics Mechanic, Automotive Mechanic, Electronics, Gunnery, Automatic Weapons, Pilot Ground Cars, Pilot Aircraft, Pilot Anthroform.
Cyberware: Control Rig, Cybereyes, Datajack, Reaction Enhancers 2
Matrix Gear: Transys Avalon Commlink [w/Response 5, Signal 5, Firewall 5, System 5, and sim-module w/hot sim modification];
Programs [Scan 5; ECCM 5; Encrypt 5; Command 5; Stealth 5];
Autosofts [Clearsight 4; Defense 4; Electronic Warfare 4; Maneuver (Aircraft) 4; Maneuver (Ground Craft) 4; Targeting (Heavy Weapons) 4; Targeting (Automatics) 4]
Vehicles & Drones:
GMC Bulldog Step-Van [Pilot 4, Signal 4, Firewall 4, Response 4, Rigger Adaptation]
1 Lockheed Optic-X Drone
2 GM-Nissan Doberman Drones [Pilot 4, Signal 4, Firewall 4, Response 4, w/Ingram White Knights, 2 belts of 100 rounds of Explosive
Ammo for each]
2 MCT-Nissan Roto-drones [Pilot 4, Signal 4, Firewall 4, Response 4, Weapon Mount w/HK-227x, 10 clips of Exploding Ammo for each]
1 Shiawase Kanmushi Microdrone
1 Offensive Lone Star iBall
[/sblock]

[sblock=My take]
Skills: Convert as you will
Cyberware:
Control Rig = Possession (only electronics with rigging port
Cybereyes = Super Senses
Datajack = Benefit 1
Reaction Enhancers 2 = Improved Initiative
Matrix Gear: Transys Avalon Commlink [w/Response 5, Signal 5, Firewall 5, System 5, and sim-module w/hot sim modification];
Programs [Scan 5; ECCM 5; Encrypt 5; Command 5; Stealth 5];
Ignore!

Autosofts [Clearsight 4; Defense 4; Electronic Warfare 4; Maneuver (Aircraft) 4; Maneuver (Ground Craft) 4; Targeting (Heavy Weapons) 4; Targeting (Automatics) 4]
= Talents bought as powers. If you can only use 1 at a time, make it an array

Vehicles & Drones:
???

Will take a new look into Mecha & Manga. Could be perhaps build as Sidekicks / Pets.
[/sblock]
 

perrinmiller

Adventurer
WD; (call me "PM" is fine)

Okay I understand Sorcery a little better and how you got Ignite.
The Alternate powers only cost 1PP. Is this because they are riding off Sorcery (having the drawback as well) and their level is based on Sorcery's Ranks of 6 x 2=12?
Then Invisibility is maxed at level 2
Mind Control is at 6, etc...

That would appear to be an easy way to get powers at cheaper cost, but it would appear to work. So at PL6 Sorcery would be max at 6. They we have a limit of AP to total 12 for all when countering with Cybernetic enhancements.

A Combat Mage could have quite the load of spells by spending 3 points on Sorcery and then 9PP on Spells. Or is there a limit to the number of AP you can obtain? I see Magic users needing to pump up their Will Save very high which has an additional cost I guess, maybe that's the balancing factor.

Okay I think I can make the NPC for the scenario. Thanks much!

Re: Drones;
Maybe they should be built like Devices. Spending the points on feats and equipment.
Drone Device 4 (3PP/rank, requires Datalink control so 20PP for attibutes)
Or Treat them like the Summoned Minion (4PP/rank; 2 +1 Heroic, +1 Fanatical, +1 Type Mechanical, -1 Requires Datalink to control)
What about that?
 


perrinmiller

Adventurer
This is the description (They just happened to make her a female dwarf):
Living in the shadows isn’t all about big guns, major mojo, and dancing the electron two-step. Sometimes a more personal approach is needed, and that’s where the Face comes in. As the public persona of the shadowrunning team, she uses her charm and charisma to negotiate with Mr. Johnson, wine and dine information sources, and talk her way out of tricky situations where blazing guns aren’t the smart way to go. The Face’s strengths are in her wide web of contacts and business associates, her magneticpersonality, and her uncanny ability to figure out what people want and give it to them—all the while cutting a better deal for herself and her team. She’s got style, she’s got flair, she’s up on all the latest fashions and trends, and she’s just as comfortable chatting over drinks with a corporate bigwig as she is discussing this year’s Urban Brawl draft with a group of sprawl gangers. She’s the consummate social chameleon, easily slipping in and out of character to make the best of any situation.
 

Walking Dad

First Post
WD; (call me "PM" is fine)

Okay I understand Sorcery a little better and how you got Ignite.
The Alternate powers only cost 1PP. Is this because they are riding off Sorcery (having the drawback as well) and their level is based on Sorcery's Ranks of 6 x 2=12?
Then Invisibility is maxed at level 2
Mind Control is at 6, etc...

That would appear to be an easy way to get powers at cheaper cost, but it would appear to work. So at PL6 Sorcery would be max at 6. They we have a limit of AP to total 12 for all when countering with Cybernetic enhancements.

A Combat Mage could have quite the load of spells by spending 3 points on Sorcery and then 9PP on Spells. Or is there a limit to the number of AP you can obtain? I see Magic users needing to pump up their Will Save very high which has an additional cost I guess, maybe that's the balancing factor.

Okay I think I can make the NPC for the scenario. Thanks much!
The main balancing factor is that you can only use one power at once. To mix and match, you would have to made them dynamic, costing an additional PP. So no protection spell, while flying, while blasting. I got around this limitation a bit, by making the summoning independent (extra).

Re: Drones;
Maybe they should be built like Devices. Spending the points on feats and equipment.
Drone Device 4 (3PP/rank, requires Datalink control so 20PP for attibutes)
Or Treat them like the Summoned Minion (4PP/rank; 2 +1 Heroic, +1 Fanatical, +1 Type Mechanical, -1 Requires Datalink to control)
What about that?

I thought the drones more as creatures, that can be possessed by the rigger. So the drones would cost equipment points, the ability to rig PPs.

Also I thought a rigger cannot do much else while controlling a drone... not up to date with shadowrun.
 

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