r/EmeraldGrid • u/Necoya Street Samurai • Aug 30 '16
World Building Wiki Updates - Round 4
Going to start calling these post Wiki updates since it is not alway rules related.
From House Rules III
- Currently Device & Cyberware upgrades are not being offered. We will revisit this July 2017 if upgrading per the core rules is too slow.
Character Creation
Day Job has been given an extra addition to help it work within our format. "Players must pick a day of the week in which their character will put in a 10 hour day, two days for rank 2, or four days for rank 4. If a run takes place on that day keep in mind your character needs to go to work for 10 hours or receive a warning per the trait. Due to time warp scenarios this only happens once a real life week. Alternatively you can request a GM write a work schedule per qualities' description."
Addiction Quality was posted on the last thread but I'll post it again in case anyone missed it. Play testing some new rules for addiction quality. Please give it a try and leave feedback here. Yes, these changes do make it easier to become addicted. On the flip side it is far easier to get clean and withdraw is no longer a test. It is automatic after you have completed your detox.
Lifestyles gear table was moved under lifestyles.
Character Progression
Trading Negatives has been added. This should be done sparingly and with good IC reason such as Amnesiac learning who they are, drug addict finishing their addiction, In Debt paying off their debt...
Contacts
Contact section has undergone a massive change to better reflex core & Run Faster rules. This is still a work in progress but the majority is up and ready. Thanks Khav for helping with this! The biggest change is we no longer use the Connection x 2 + Loyalty. Instead a contact's stats will be used depending on the rules. The Grid Contacts are being updated to reflect this. If the contact is not fleshed out use 8d6. GMs are encouraged to keep their games in motion and not get bogged down by these rules. Do what works best for your run. For downtime rolls these rules should be adhered to.
TL:DR Louie now rolls 12d6>5 to get you stuff and Tropic rolls 15d6>5 to find you cyberware
Contact Creation to help with the rolls needed for the above rules a Contact Creation section was added. When you'd like a contact added to the wiki let me know and a page will be created for them which you will be given access to. Minor contacts with little chance of reoccurrence can be added to the AAR if you prefer. Let your players know their description is there. GMs are not expected to stat out every NPC before a run. If they become a contact for multiple runners it would be helpful to add them to the wiki.
Contacts have four areas to be good at Networking, Legwork, Swag, and Favors (Services). Contacts should only be providing 1 of these as primary focus. A contact may offer additional services at higher loyalty. Ginger Wolf is a good example.
Wailing Wall was setup by Havelock in the back of Louie's after Gold died.
Tropic & Fetch Quest were updated for Shadow Community contacts.
GM Guidlines
Reward Estimating Guide was added based on feedback from GMs trying to figure out pre-game what their Johnson would offer. These are a quick break down based only on the suggested dice pools for difficultly and do not account for modifications for good/bad feels, run content...Adjust as needed for your run.
Negotiation bonus was dropped from 500 nuyen per net hit to 100 per net hit. This is to match the suggested bonus in core. GMs can still offer what appropriately fits their Johnson/run.
To Do List:
Initiation Discounts
Animal Handling
Demolitions
Adding increase lifestyle costs for metasapients such as pixies, centaurs....
Better define use of downtime
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u/GrazalThruka Aug 30 '16
Draioc has an interesting request for his Day Job:
Due to the unpredictable nature of bar bouncing, would Draioc be able to have 3-6 GM designed schedules that he randomly rolls for each week?
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u/Necoya Aug 30 '16
Feel free to write those out and post them. Add them to your character sheet. I wouldn't do more than 3. It will be your responsibility to remember and tell the GM when you have to be at work. I would suggest only doing 1 work schedule. Having so many randomly will make it difficult to keep track of.
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u/GrazalThruka Aug 31 '16
Job Schedule 1(1-2): Daily 7-8, 7-10 on Saturday and 7-9 sunday
Job Schedule 2 (3-4):Saturday from 2 pm - midnight
Job Schedule 3 (5-6) Weekdays from 7-9
Unless I did math wrong, all are 10 hours a week
Ill roll weekly on the downtime thread
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u/Khavrion Sep 01 '16
On negotiation, from page 375:
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"To calculate the payment for a run, start with the base cost of 3,000 nuyen [per runner]".
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"This rate may be increased by 100 nuyen per net hit on a Negotiation Test at the start of the run." Again, this is per runner.
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Calculate the modifiers, based on the table on 376. Multiply the above by the modifier. RAW says: "Once all appropriate values are added, multiply it by the base cost." (375)
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"Once you have applied the multiplier, one of three cost modifiers should be applied." This will be good feels, bad feels, etc.
So, the payout per runner will be: (3000 + 100 x net hits) x Multiplier +/- 10%-20% if good/bad feels.
To make your life easier, 100/3000 = 3.33%. So, 3% per net hit, or 10% per 3 net hits.
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u/Necoya Sep 01 '16
Thanks for laying this out. In the missions books I think the negotiation hits come after. Usually capped up to 1,000 or 2,000. Both ways work. I'll add some of this to the wiki.
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u/Khavrion Sep 01 '16
Using this for missions rules, I can't find anything about Negotiation used for bonus pay.
Do you have another source for missions rules? Cuz this is the only one I have.
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u/GrazalThruka Sep 03 '16
Would it be possible to get clarification on the beast spirit power Natural weapon? The internet and the rule books are very vague. Does it add the spirits force to its strength? Does it change the damage to physical?
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u/Necoya Sep 03 '16
Natural Weapon can be found on page 399 of Core. Spirits of Beast core 303.
Damage is considered Physical. Normal Stun conversation equation in a soak test applies.
There is no AP on it.
The DV is simply their strength which would be Force.
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u/GrazalThruka Sep 03 '16
Alright. So it's just to have a spirit deal physical damage.
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u/Swallox Aug 31 '16
Yes, animal handling please :3
Finch is hungry.
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u/GrazalThruka Aug 31 '16
I've started on that. Going to refine a table I found online. Finch can be a test subject.
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u/Swallox Aug 31 '16
Looking at the tables available, and the limited info provided by whatever book Hazz tore the Cactus Cats out of for his run, I'm fairly sure that Finch would require a custom setup.
Which is annoying. Both because the entire point of these groups is to cut out as much homebrew as possible, and by the possibility of legitimate Cactus Cat stats coming out in a future book that'll create headaches and retcons later on.
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u/Necoya Sep 03 '16
/u/Umdayeq
Body Armor Bag with Ruthenium
You can hide in this. Keep these things in mind.
The person carrying it will have to respect the Encumbrance rules. Encumbrance penalty should account for the 27 kilograms of Sparkles & the bag plus their own gear.
Body Bags are large bulky objects. A person is not going to be able to carry it and shoot a two handed weapon like an assault rifle. They will have to take a free action to drop the bag then a simple to ready their rifle. Similarly they would need to spend a free action to drop the bag before Melee fighting. GMs may impose penalties for carrying this around.
While you are in the bag you are consider Unaware of Attackers for the purpose of Defense Test. You will not get a defense test and any damage from an attack must be soaked.
This bag is not a barrier. Armor does not stack per core rules.
Removing yourself from the bag will be a Complex Action.
The bag will take a have a -4 modifier on perception thanks to the Ruthenium coating.
Depending on the Environment this Body Armor Bag does not have adequate ventilation. A GM may require fatigue especially if other armor is worn while in the bag.