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Gelare
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Post by Gelare »

DrPraetor wrote:"Blood Magic"
and
"The Vampires"

are both boring names. I suggest: [other things]
Blood Magic and Vampires are both big established SR tropes. I haven't been keeping up with SR like I should, but Blood Magic is an actual in-game thing and known for being big, bad, and broken (I assume the threat card will feature a picture of Bloodzilla). Vampires, meanwhile, own certain countries in SR canon and kick varying amounts of ass, so the idea that there's a global conspiracy of actual Vampires seems a reasonable threat. Your suggestions fit in a more generic (or even a more historically accurate) game, but for the specific SR setting, that's how they roll.
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Post by Username17 »

While the thought of using some kind of Bloodzilla as the picture really did cross my mind, currently they actually have just a room filled with blood from a real mass murder site in Iraq. Bloodzilla is still a real possibility, but my current instinct is to go with the "murder" angle rather than the in-joke about how I personally am still bitter at Lars.

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

There are also a fair amount of Johnsons, who are indeed all named Johnson (except the ones from Aztlan, who are all named Jimenez). And here's an example:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

But frankly, I have a suspicion that everyone is going to end up working for Crispy Jimenez often as not. Who wouldn't want to be crowned the "Taco King?"

Regardless, Skill Texts:

Artisan
+1 die every time you spend a clue on a Logic test.

<b>Any Phase:</b> Exhaust to refresh an item.
Assensing
You are considered a Mage.

<b>Any Phase:</b> Exhaust to look at the top card of the Problem Encounter deck. Return it to the top of the deck.
Athletics
<h1>+1 Speed</h1>

<b>Any Phase:</b> Exhaust to reroll a Speed test.
Close Combat
+1 die every time you spend a clue on a Fight test.

+1 die on combat tests for each hand using a melee weapon or no weapon at all.
Conjuring
You are considered a Mage.

You gain a Clue whenever you defeat a <b>Spirit</b> Enemy.

<b>Karma:</b> You may prevent one <b>Spirit</b> Enemy from moving or you may move one <b>Spirit</b> Enemy to your location.

<b>Any Phase:</b> Exhaust to reroll a skill test to get an Ally.
Cracking
<h1>+1 Logic.</h1>

You are considered a Hacker.

<b>Any Phase:</b> Exhaust to reduce the Signature of a Hacking Program you are using by 1.
Data Search
You are considered a Hacker.

<b>Any Phase:</b> Exhaust instead of spending a clue token.
Disguise
+1 die every time you spend a clue on a Sneak test.

<b>Any Phase:</b> You may spend 1$ to prevent the loss of 1 ID.
Dodge
<h1>+1 Fight</h1>

<b>Any Phase:</b> Exhaust to reroll an Escape test.

<b>Any Phase:</b> Exhaust to reroll an Evade test against an Enemy with <b>Ambush</b>.
Driving
+1 die every time you spend a clue on a Speed test.

<b>Movement:</b> Exhaust to gain 2 movement points.
Electronics
<h1>+1 Logic</h1>

<b>Any Phase:</b> Exhaust to reroll a Logic test.
Etiquette
+1 die every time you spend a clue on a Caution test.

<b>Any Phase:</b> Exhaust instead of spending up to 2 toughness worth of enemy trophies.
Firearms
<h1>+1 Fight</h1>

<b>Any Phase:</b> Exhaust to reroll a Fight test.
First Aid
<b>Any Phase:</b> Exhaust after a runner (including you) at your location has lost Stamina, that runner regains 1 Stamina.
Infiltration
<h1>+1 Sneak</h1>

<b>Any Phase:</b> Exhaust to reroll a Sneak test.
Linguistics
<b>Any Phase:</b> Exhaust after a runner (including you) at your location has lost ID, that runner regains 1 ID.
Negotiation
+1 die every time you spend a clue on a Will test.

<b>Any Phase:</b> Exhaust instead of spending up to 2$.
Palming
You have an extra hand that can hold weaponry.

When counting how many items you have, you may choose to count as having two less.
Perception
<h1>+1 Caution</h1>

<b>Any Phase:</b> Exhaust to reroll a Caution test.
Shadowing
<h1>+1 Evade</h1>

<b>Karma Phase:</b> Exhaust to move one space.
Sorcery
<h1>+1 Will.</h1>

You are considered a Mage.

<b>Any Phase:</b> Exhaust to reduce the Drain of a Magical Spell you are using by 1.

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Last edited by Username17 on Wed Jun 03, 2009 2:02 am, edited 1 time in total.
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Threats

Post by DrPraetor »

Question isn't - should there be a threat that's blood magic. Of course there should. There should also be a threat that's terrorists - but it should be given a cool name ("winternight") rather than a boring one ("terrorists".)

"The Corrupted" (who are another legit, established magical threat) could also be around, of course - and could be brainwashing people to forget their ritual abuse. "The Corrupted" is also a cool name, but I think that should probably be an enemy.

This Blood Magic is definitely scary - and I like the artwork, the total effect is a very handsome card. Is Blood Magic the threat, or is it a specific cabal that *practices* blood magic? Blood magic is not the *worst* name, but if the cult could have a cooler one, then their power Payment of Suffering could be Blood Magic instead.

This is a minor point, the rules and the text are fine, except for the passive voice:
The terrible spirits summoned by the Gestalt worship Blood. All Spirits gain <b>Overwhelming 1</b>.
Shadowrun does indeed have a lot of organizations *of* vampires, so one of those should be the threat. I'd suggest the Ordo Maximus, aren't they mostly vampires? Alternatively, "The Infected" is a way cool name. So is "The Risen" and "The Fallen." Again, these should probably be enemies.

So Eddie D. Bartolo V can't be a Johnson? Pity. Can he be a threat? For that matter, Eddie D. Bartolo III could be a vampire. Or a Karma Card:

Raiders Back in Town

Eddie D. Bartolo V. moves the Raiders back to LA. Increase the terror level by 1.

Place a clue in Parkalot.

Problem appears at Cyberia.
Last edited by DrPraetor on Sun Apr 05, 2009 6:34 pm, edited 1 time in total.
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Post by cthulhu »

Why not just swap blood magic and payment of suffering on the card? Payment of suffering is a cool name, and blood magic does just fine for the power?
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Post by Gelare »

The skill checks look clean to me. Also, I remember a while back some folks on some SR forums came up with a bunch of Johnson-like names that would apply to people from different nationalities - the German equivalent, the French equivalent, etc. So if you wanted to do some further differentiation like that, you could.
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Post by Username17 »

I could call the Blood Magic threat "The Gestalt" or "The Black Hand." Although in SR timeline, by 2072 the Gestalt of Blood had been fired by Aztechnology. And by "fired" I mean shot in the face. Their research had gotten to where Aztechnology wanted it, and their continued existence was considered a liability. So if these guys were the Gestalt, they would represent members who escaped the purge and fled north to Los Angeles to try to end the world from there.

The Ordo Maximus has a similar problem, where their research funding got cut by NeoNet and now vampires have to come up with new plans elsewhere. So I don't know what any current Vampire threats are called. This is the problem with the fact that the Threats books came out so long ago and most of those plotlines have been resolved one way or the other.

Anyhows, let's post up the Augmentation texts:
Blood Filtration
You ignore all
<i>poison</i> damage.
4$

Bone Lacing
<b>+1 Fight</b>

<b>Any Phase:</b> Exhaust to prevent the loss of 1 Stamina, if that Stamina loss is not caused by <i>Poison</i>.
8$

Cranial Bomb
<h1>Shadow Run</h1>
<b>New Venice</b>
<b>Drowning Narcissus</b>
<b>Bill's Body Shop</b>
If you go <i>unconscious</i> while you have the Cranial Bomb installed, you are <i>devoured</i> and all Enemies at your location are returned to the cup. Upon completion, you gain 5 Clues.
0$

Cyber Arm
<b>+1 Fight</b>

You may use one two handed item in one hand.

Your maximum ID is reduced by 1.
6$

Cyber Spurs
<h1>Melee Weapon</h1>
<b>+1 Discretion</b>
+2 to combat checks for each empty hand during combat.
4$ - XH

Data Jack
<b>+1 Logic</b>
Exhaust to reroll one die when Running a Program.

You are considered a <i>Hacker</i>.
5$

Data Lock
<h1>Shadow Run</h1>
<b>Exclusive Golf</b>
<b>Cross Biomedical</b>
<b>R&D Department</b>
Upon completion, the Karma deck is played with the top card face up for the rest of the game.
2$

Dermal Sheathe
<b>+1 Fight</b>

Your Maximum ID is reduced by 1.

<b>Any Phase:</b> Exhaust to reduce a Stamina loss by 1, unless the loss was from <i>poison</i>.
5$

Muscle Replacement
<h1>Melee Weapon</i>
+1 Speed

+2 Combat Checks
5$ - XH

Radar System
<b>+1 Sneak</b>

<b>Any Phase:</b> Exhaust after defeating an Enemy. Make a <b>Logic (-1) check</b> to gain 1 Clue.
6$

Retinal Duplication
<b>+1 Caution, +1 Sneak</b>

<b>Any phase:</b> Exhaust to reduce the ID loss from an Investigation by 1.

When this card is implanted, you become <i>wanted</i>.
9$

Sense Recorder
<b>Any Phase:</b> Exhaust to gain one clue when you gain at least one clue.
4$

Sleep Regulator
<b>+1 Movement</b>

You cannot be <i>delayed</i>.
4$

Symbiotes
<b>Upkeep:</b> Exhaust to regain 1 Stamina or 1 ID.

<i>Can't stop eating. Everything is delicious.</i>
8$

Synthacardium
<b>+1 Speed, +1 Sneak</b>
Exhaust to reroll a Fight test.

<i>It's about giving 110%. It's about having the heart of a seventeen year old.</i>
8$

Tailored Pheromones
<b>+2 to base Will checks.</b>

Exhaust to pay one Clue towards the cost to <i>Expose</i> a Problem.

Exhaust to pay $1 towards the price of a Talisman or Contraband card.
6$

Wired Reflexes
<b>+1 Fight, +1 Speed</b>

Exhaust to reroll an Evade or Escape test.
8$


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Post by Gelare »

Blood Filtration
You ignore all
<i>poison</i> damage.
4$

I wasn't sure how many lines you wanted the text to take up. If it's that many (4), it's fine. Aside from that, the rest of the augmentations look clean.
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Post by DrPraetor »

FrankTrollman wrote: Data Jack
<b>+1 Logic</b>
Exhaust to reroll one die when Running a Program.

You are considered a <i>Hacker</i>.
5$
-Username17
Um.... what? Is that rerolling a die on a hacking check, or on any check that gets bonus dice when running a program, or what?

Okay, for the 21 runners, we want 6 Mages, 6 Hackers and 9 Neither?

Then, 1/3 of each are fighters, 1/3 of each are support runners, and 1/3 of each are problem solvers?

Of course, every runner will probably end up doing some fighting, getting some swag and having misc. other encounters. But the runners should have a focus among those 3.

Fighters are good at beating things up, naturally.

Support runners have specialist powers that help getting equipment, money and/or clues, or that heal or support other runners.

Problem solvers are good at having/winning encounters and shadowruns, and they should often be fast and/or sneaky.

And of course we want as many characters from our various LA games as we can manage :).

Flogging Molly, the Combat Debutante, Fighter/Mage
Elvis Kobacheck, the Magical Gangster, Fighter/Shaman
Abd al'Hazred, the Keeper of Secrets, Support/Mage
???, the Walker in Purple Twilight, Support/Shaman
Marrionette, the Voodoonista, Problem Solver/Mage
???, the Black Spiral Dancer, Problem Solver/Shaman

Merci, the French Connection, Fighter/Hacker
Steffany Baxter, the Technomancer, Fighter/Hacker
Glenn Swayne, the Mad Doctor, Support/Hacker
???, the Friendly Anarchist, Support/Hacker
The Smiling Bandit, Strikes Again!, Problem Solver/Hacker
???, the Usual Suspect, Problem Solver/Hacker

Probably Gavin, the Cyberzombie, Fighter
Mi-Do McPhearson, the Killer, Fighter
???, the Street Samurai, Fighter
Chun the Unavoidable, the Spy, Problem Solver/Mage/Hacker
???, the Face, Problem Solver
???, the Detective, Problem Solver
Ki Watanabe, the Movie Star, Support
Big Cans Jenny, the Grease Monkey, Support
- Why can't I find any pics of a greasy, busty blonde in overalls with a wrench or something? This isn't possible! THE INTERNET MUST BE DYING!
???, the Gun Nut, Support

some more specialist mechanics:
Master Conjurer
<b>Movement</b> Spend 4 Movement Points and $4 for ritual materials. Look at the top card of the ally deck: if it is a <b>spirit</b>, keep it. Otherwise, shuffle it back into the ally deck and take an enemy from the cup: if the enemy is a <b>spirit</b>, place it at your location, otherwise, return it to the cup.

This could be something that one of the Mages does, or it could be something you do at a specific place, or the conjuring skill could do this instead but I think it is too much text/stuff for a skill.

Or one of the Jonson's could *let you* do this? Possibly:

Dmitri Ivanovich (you're aware that Ivan is actually Russian John, yeah?)
<i>The Alchemist</i>
Dmitri is <b>this close</b> to completing the philosopher's stone, winning him immortality and total dominion over matter. One final snag - the last, crucial component is somewhere in LA, and he needs your help finding it. With ultimate power in his grasp, he'll be happy to fork over the sum of one million nuyen, each.

Start of Game: Dmitri gives each runner a <i>talisman</i>.

Conjuring Materials: If you want to bring spirits over from the other side, Dmitri has a houseboat full of what you need.
<b>Encounters</b>: A <b>magician</b> at pier 11 can use Dmitri's ritual materials to conjure and bind a spirit. After your normal encounter, look at the top card of the ally deck: if it is a <b>spirit</b>, keep it. Otherwise, shuffle it back into the ally deck and take an enemy from the cup: if the enemy is a <b>spirit</b>, place it at your location, otherwise, return it to the cup.

Yakuza: Dmitri stole the other components from his former employers, and they're not too happy. Whenever a Gang War problem is placed, a vendetta is automatically triggered at that location.

(S'aentilaro = using a mix of Tolkeen and Shadowrun Elvish, that's my best estimate for "Son of God-is-Good", i.e. Jonhson. Epic nerd win!)

S'aentilaro Johnson
<i>Agent of the Tir</i>
Agent Jonhson doesn't know what's going on, but someone has wiped out all of his existing agents in the LA Basin - implicating the Tir in some kind of plot against LA. The Tir needs local know-how, and they've hired you. On the plus side, treason pays well: clear the Tir of any involvement, and you get 1 million nuyen each.

Start of Game: The killers are still on the loose. Place an Enemy and a Clue at each of: Train Station, The Hilton, The Safe House and The Sea Wall. Also, all the runners are <i>wanted</i>.

National Security Threat: The runners have been hired as agents of a hostile foreign power. The authorities are not amused. Whenever one of the runners is <i>arrested</i> or <i>exposed</i>, raise the terror level by 1.

Mysterious Elven Juju:
<b>upkeep</b> The dandelion munchers have all kinds of secret kung-fu and mystic suchnot. During upkeep, any runner may trade a problem trophy for a Skill.


Philippe Jonhson
<i>The Cajun Vampire</i>
Philippe came to Hollywood, like so many aspiring young people, with a simple dream: become the sleaziest man alive. He worked his way up from Drug Dealer, to Pimp, to Talent Agent, to Movie Producer - with an eternal decadent night-life, he thought nothing could stop him. But now, mysterious forces are killing off his talent. Philippe wants revenge, and he's willing to pay to get it: one million yen each.

Frank, you got a picture of yourself in sunglasses?
Start of Game: Place two enemies at Larry's Mansion.

Bad Karma:
<b>Karma:</b> Philippe is a bad, bad man, and you're bad, bad people for working for him. If the first karma card drawn does not result in a problem being placed on the board (for whatever reason), draw a second Karma card after resolving the first, and resolve it as well, except for enemy movement.

Anything you want, you got it:
<b>Upkeep</b> Drugs, women, guns, animals, little boys. Philippe will get it for you. The first player can take the first card from the augmention, talisman or common item deck. Starting with the first player, each runner has the option of taking the card. If no-one takes the card, discard it.
Last edited by DrPraetor on Sat Apr 04, 2009 3:17 pm, edited 3 times in total.
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Post by Username17 »

Here's the Corp Sec token:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

And the back of the Problem Tokens:

Image

As for Runners, the current lineup is:
  • Chun "the Unavidable" - the Spy (M/H)
    Crazy Steve - the Performance Artist (H)
    Freddy West - the Combat Mage (M)
    Gillian Valentine - the Bounty Hunter
    Glenn Swayne - the Mad Doctor (H)
    Joanne Spider - the Witch (M)
    Joseph Bemba - the Soldier
    Julio Garcia - the Samurai
    Lakshmi Patel - the Smuggler (H)
    Latoya Zaidi - the Security Guard (M)
    Matlal Price - the Hoodlum
    Max White-Eagle - the Survivalist (M)
    "Merci" D'Auber - the Rigger (H)
    Mi-do McPherson - the Killer
    Naomi J. Clark - the Corporate Protégé
    Probably Gavin - the Cyberzombie
    Quinta Ramos - the Reporter (H)
    Sonya Rostov - the Vandal
    Steffany Baxter - the Technomancer (H)
    Tani - the Ghoul (H)
    Willard Crowe - the Rat Shaman (M)
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Last edited by Username17 on Wed Jun 03, 2009 2:00 am, edited 1 time in total.
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Post by DrPraetor »

I worry that isn't enough magicians or hackers.

There are a big crate of cards that only mages or hackers can use - if most people get a random skill, you'll get an extra mage or hacker occasionally, but I figure that a typical six-player game you're gonna have 2 magicians *and* 2 hackers, and it looks like there are only four magicians (Chun, Freddy, Joanne and Willard) and three to five hackers (Chun, Glenn, Naomi?, Quinta?, Steffany).
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Post by Username17 »

DrPraetor wrote:I worry that isn't enough magicians or hackers.

There are a big crate of cards that only mages or hackers can use - if most people get a random skill, you'll get an extra mage or hacker occasionally, but I figure that a typical six-player game you're gonna have 2 magicians *and* 2 hackers, and it looks like there are only four magicians (Chun, Freddy, Joanne and Willard) and three to five hackers (Chun, Glenn, Naomi?, Quinta?, Steffany).
I marked the Hackers and Mages with (H) and (M) respectively.

So hackers are:
  • Chun "the Unavidable"
    Crazy Steve
    Glenn Swayne
    Lakshmi Patel
    "Merci" D'Auber
    Quinta Ramos
    Steffany Baxter
    Tani
The Mages are:
  • Chun "the Unavidable"
    Freddy West
    Joanne Spider
    Latoya Zaidi
    Max White-Eagle
    Willard Crowe
So the chances of not having a Magician on a 6 runner team is about 9%. But you also average getting a skill that would make someone a magician right there at the beginning (4 out of 40 skills make you a mage).

Anyway, here are some more Problem tokens:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

-Username17
Last edited by Username17 on Wed Jun 03, 2009 2:01 am, edited 1 time in total.
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Post by DrPraetor »

---
It would be nice if no combination of runners ever took every copy of anything as fixed equipment.

So, if an item is frequency 3, it shouldn't show up on more than 2 different runners. Let's try to hand out the base stuff, and see how we land.

We'll worry about variable equipment and stats later on - this is a game balance issue, obviously, depending on the fixed posessions/skills and runner special powers.

Chun "the Unavoidable"
- Ally (Kaoru)
- Expert Conjurer (Spirits are -1T, +2 dice to gain a spirit ally,) Hacker, Mage.
I think Chun's power is not all that hot - although Kaoru is (drum roll.) Also, it's not clear what +2D to gain a spirit ally would mean.

Crazy Steve
- Contraband (BTL, Crash), Skill (Disguise).
- ???

Freddy West
- Augmentation (Wired Reflexes), Talisman (Power Bolt), Common Item (Hammerli), Skill (Firearms).
- ???

Gillian Valentine
- Common Items (Grappling Hook, Lucky Lakers Hat)
- Gets money when taking enemy trophies?

Glenn Swayne
- Common Item (Med Kit), Contraband (Seven-7), Augmentation (Blood Filtration.)
- Physician (gives stamina back.)

Joanne Spider
- Talismans (Ritual Sorcery, Invisibility)
- ???

Joseph Bemba
- Common Item (AK-97),
- ???

Probably Gavin
- Common Item (Predator IV), Augmentation (Radar System)
- Forgettable Face (-1 ID loss), Dual Nature, Trouble Magnet (adjacent enemies are stalkers).

Mi-Do McPhearson
- Common Items (Katana, Uzi III)
- Rapid Reload (Refresh an Item every time you make discretion), No Remorse (keep moving when you kill an enemy.)

Stephany Baxter
- Contraband (Black Hammer.)
- Fading (pay 2/3 stamina instead of ID for programs.)
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Post by Username17 »

So, if an item is frequency 3, it shouldn't show up on more than 2 different runners. Let's try to hand out the base stuff, and see how we land.
Oh definitely. Currently that seems to be born out. Fixed possessions usually don't even use up all of the copies of a card. The exceptions are those runners who begin with an Ally (Chun, Merci, and Lotoya), or those runners who begin play with Shadow Runs (Lakshmi, Gillian). Since those cards are unique, characters who begin with one as a fixed possession are obviously going to have the only one. Similarly, Sonya has the only monowhip and Quinta gets the only laser mic.

Most weaponry is not duplicated. Matlal and Joseph both start with knives, and both Gillian and Gavin start with the powerful Predator IV.

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Post by DrPraetor »

Have you picked fixed posessions/special powers for everyone yet (in which case post them)?

Do you have a fixed $ amount that you're targeting for each runner, or is it going to vary somewhat with total attribute points + focus (I forget which standard Arkham Horror goes for.)

Also, someone should have mostly random posessions. Chun's specialty is kinda lame (+3 dice when fighting spirit enemies, and +2 dice on encounters that give you a spirit if you succeed, effectively?) - so he could have a large pile of random crap since he can use everything.

Someone should have the specialty from Momento (could be the bounty hunter):
* No Memories.
<b>Any Phase:</b> When you gain clue tokens, give them to other players of your choice. You may never have clue tokens.

* Don't believe his lies, kill him.
<b>Encounters:</b> When you solve a problem, roll a die. On a hit, the problem is <i>exposed</i> at no cost.

* No recollection, no guilt.
<b>Any Phase:</b> You always believe you are innocent. Add your willpower to all <b>investigation</b> checks.

Incidentally, when runners run out of ID, the runner is <i>discovered</i>, right? I've been using <i>exposed</i> wrong, but I think so does some of your text.

All of your custom text is in the bundle of resource files, yeah?
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Post by Starmaker »

FrankTrollman wrote:Sonya Rostova - the Vandal
*headdesk*
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Post by Username17 »

Starmaker wrote:
FrankTrollman wrote:Sonya Rostova - the Vandal
*headdesk*
Nah. See, Sonya is a Los Angeles native, which means that she takes the male standard last name. So for example, my friend Melissa Bylek is not Bylkova, she's Bylek. If she was first generation Russian, she'd be Rostova, but because she is second or third she is Rostov. That's seriously how it works. Second generation children get the exact last name of their father on their birth certificate regardless of the child' sex.
Dr. Praetorious wrote:Have you picked fixed posessions/special powers for everyone yet (in which case post them)?
It's actually ludicrously difficult to post the starting equipment of characters because it isn't in selectable text, it comes from pull down menus and is a graphics file.

But yeah, I'll do that tomorrow when I am less drunk. I warn you ahead of time that since it involves me writing it fresh in this board that typos here won't correspond to anything.

-Username17
Last edited by Username17 on Sun Apr 05, 2009 2:00 am, edited 1 time in total.
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Post by Username17 »

So I completed the last of the problem tokens:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT
IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT
IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

Also, here are the fixed possessions (not counting cash or clues) of characters:

Chun
1 Ally (Kaoru)

Crazy Steve
None.

Freddy West
1 Talisman (Hellblast)

Gillian
2 Common Items (Hammerli, Predator IV), 1 Contraband (Bug Hunt).

Glenn
1 Common (Med Kit), 1 Contraband (Seven-7), 1 Augmentation (Blood Filtration)

Joanne Spider
1 Talisman (Detect Enemies)

Joseph
3 Common Items (AK-97, Knife, Trauma Patch), 1 Talisman (Deep Weed)

Julio
None.

Lakshmi
1 Common Item (Courier Run), 1 Contraband (Tempo)

Latoya
1 Common (Ambergel Can), 1 Ally (Grinner)

Matlal
1 Common (Knife)

Max
1 Common (Grappling Hook), 1 Talisman (Weapon Focus)

Merci
1 Augmentation (Data Jack), 1 Ally (Josephine)

Mi-Do
2 Commons (Uzi III, Katana)

Naomi
1 Augmentation (Bone Lacing)

Gavin
1 Common Item (Predator IV), 1 Augmentation (Radar System)

Quinta
1 Common (Laser Mic), 1 Augmentation (Sense Recorder)

Sonya
1 Contraband (Mono Whip)

Steffany
1 Contraband (Black Hammer)

Tani
1 Common (Chem Suit), 1 Contraband (Denial of Service)

Willard
None

-Username17
Last edited by Username17 on Wed Jun 03, 2009 2:01 am, edited 2 times in total.
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DrPraetor
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Post by DrPraetor »

So no-one has fixed skills?

Let's rattle out some more enemies:
Plus = System Failure
Hex = Mafia
Diamond = Vory
Circle = Yakuza
Triangle = Triad
Star = Corp. Sec.
Square = Gang War
Slash = Astral Rift
Crescent = Other

Wage Mage
<b>Elusive</b>,<b>Ambush</b>
While Wage Mage is in play, all <b>Spirits</b> move as <b>Stalkers</b> and gain <b>Ambush</b> and <b>Tagged</b>.
Star (Stalker)
-1 evade, -2 fight, 2 damage, 1 heart, -0 investigate, 2 ID

Corporate Rigger
<b>Elusive</b>,<b>Ambush</b>
While Corporate Rigger is in play, all <b>Drones</b> move as <b>Stalkers</b> and gain <b>Ambush</b> and <b>Tagged</b>.
Star (Stalker)
-1 evade, -2 fight, 2 damage, 1 heart, -0 investigate, 2 ID

The Corrupted
<b>Elusive</b>, <b>Immobile</b>.
Instead of moving, draw an extra Karma card, and resolve it as normal, except for enemy movement.
Slash (Immobile)
-3 evade, -3 fight, 3 damage, 3 hearts, +1 investigate, 1 ID

The Fallen
<b>Spirit</b>
<b>Endless</b>
<i>Another day, another body.</i>
Slash
-1 evade, -2 fight, 2 damage, 1 heart, -3 investigate, 3 ID

The Risen
<i>The creepy guy in the chemsuit says, "it's a waste of good corpses." I don't know if I'm more afraid of the zombies or of him.</i>
Slash
+2 evade, -1 fight, 3 damage, 3 hearts, 0 investigate, 1 ID

Wiz-Ganger
<b>Melee Resistance</b>
<i>...so the punk starts throwing cars at me with his mind. Kids today? No respect.</i>
Square
-1 evade, -2 fight, 2 damage, 1 heart, -0 investigate, 2 ID

Big Baba
<b>Elusive</b>, <b>Endless</b>
Instead of moving, Bib Baba whispers your secrets in the dreams of your enemies. All runners lose 1 ID.
Diamond (Immobile)
+4 evade, +1 fight, 3 damage, 3 hearts, 0 investigate, 1 ID

Zoltan
If you fail to evade Zoltan, he steals something from you: discard a common item, talisman or contraband of your choice, or all your $ (if you have any), if possible, before combat starts.
Diamond
-1 evade, -2 fight, 2 damage, 1 heart, -0 investigate, 1 ID

Doctor Sung
If you go unconscious at Doctor Sung's location, discard an augmentation of your choice, or you are <i>damaged</i>.
Triangle
-1 evade, -5 fight, 3 damage, 1 heart, +1 investigate, 2 ID

Father Tony
<b>Tagged</b>
You cannot cast spells at Father Tony's location.
<i>The Society of Leopold supplies mages to the Holy Church... and to La Cosa Nostra.</i>
Hex
+1 evade, 0 fight, 1 damage, 2 hearts, -0 investigate, 2 ID

Two Yoots
<i>Fogedabboutit.</i>
Hex
+1 evade, -1 fight, 2 damage, 2 hearts, +1 investigate, 2 ID

Shirtless Samurai
<i>No, he's totally not gay. His parents arranged a marriage with... oh my God he is so gay! How could I not have seen it?</i>
Circle (Stalker)
+0 evade, -2 fight, 2 damage, 2 hearts, +1 investigate, 1 ID

RC Explosive Car
<b>Drone</b>
<b>Ambush</b>
If RC Explosive Car damages a runner, return it to the cup.
Square (Stalker)
-2 evade, +0 fight, 3 damage, 1 heart, +0 investigate, 0 ID

Home-made Killbot
<b>Drone</b>
Square
+2 evade, +2 fight, 1 damage, 3 hearts, +0 investigate, 0 ID

Stat Balance:
What % of the enemies do we want to be how tough? And which enemies are duplicated? How many total enemies?
Last edited by DrPraetor on Tue Apr 07, 2009 2:59 am, edited 4 times in total.
Username17
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Posts: 29894
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Post by Username17 »

The Crescent Enemies are mercenaries, independents, and fanatics. They don't have an associated problem token and you can't solve their problem and send them back to the cup.
They currently are:
  • Desert Warriors
    Devil Rat
    Fomorian
    Ghoul in your Car
    Child Soldier Mercenary
    Mad Bomber
    Ork Stalker
    Rabid Squirrel
    Seoulpa Ring Saboteur
    Thief
And if you're up against Dr. Tanis the Shedim spawn tokens are Moon because they don't go away unless you shoot them down. If you're up against The Vampires the vampire spawn tokens are moon for the same reason. And if you're up against the Daieng Probeng none of those guys are in town and they have all moon enemies running around destroying clue tokens.
Increase special rule:
When a unit with the Increase special rule moves (or "would" move, if it is immobile), place a token somewhere, determined by the argument:
"Problem" - place an (additional) progress marker on all problems at the enemy's location.
"Doom" - place an marker on the doom track.
"Terror" - place a marker on the terror track.
The thing is that there just aren't enough Enemies to make that kind of terminology useful. The New Generation Killer of the Yakuza murders huge numbers of innocents and when she moves the Terror level goes up. But seriously she's unique. So she just has a Green border. And everyone with that border just has rules text for their movement. Like the sample Flesh Form Reporter.

-Username17
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Judging__Eagle
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Post by Judging__Eagle »

The Text layout for System Failure (no scroll) looks great.

While "The Vory" is actually reminiscent of the WoTC logo; just an FYI, you probably don't want your stuff associated with them.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

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Username17
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Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Question time! Are the problem encounters easier to read in their original format:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

Or with their appropriate problem icons on them:

IMAGE REMOVED BY REQUEST OF FANTASY FLIGHT

-Username17
Last edited by Username17 on Wed Jun 03, 2009 2:03 am, edited 1 time in total.
Starmaker
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Post by Starmaker »

Suggestion:
Image
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CatharzGodfoot
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Post by CatharzGodfoot »

Starmaker wrote:Suggestion:
Image
Good call.
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Mount Flamethrower on rear
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Gelare
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Post by Gelare »

CatharzGodfoot wrote:
Starmaker wrote:Suggestion:
[thing]
Good call.
Concur.
cthulhu
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Post by cthulhu »

In a dozen or so games of arkham horror, I've always gone off the name/colour, but one of my mates is colour blind and often has problems, so its probably a change for the better for that corner case.
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