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 Twinkle Twinkle Little Star (CG Rules)

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Kesslan
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PostSubject: Twinkle Twinkle Little Star (CG Rules)   Sun Nov 06, 2011 8:25 pm

Starting BP: 600 (300bp for attributes)
May have 1 Skill group at 5, OR 4 skills at 5, OR 2 skills at 6
May not have Amnesia Full
Races not allowed: Free Spirits, AIs, 'awakened' drakes (latent drakes (as per the quality) may be acceptable upon GM approval.), Infected and Pixies.
Lifestyle Budget: 1M (This is for lifestyle only, advanced lifestyle optional)
Gear Budget: 50k (This includes guns, armour, comlinks and related mods & programs)
Vehicle Budget: 100k (This includes vehicles, drones and related mods)
Availability cap raised to 14.
1 item may be up to Availability 25 (This stacks with the Restricted Gear quality. So if you purchased Restricted gear 3, you could have up to 3 items of Avail 20 or lower, and a fourth item up to avail 25.)*
Characters may use the custom cyberware suites listed Here
Characters start with one R6 Fake SIN
Characters start with Cha x3 in free contact points.
No contact gained in CG can be worth more than 6 points. (This includes those purchased with BP. This is to represent your having to cut ties to protect friends etc)



*In regards to 'disposable' equipment, a character may use a single use of the 'restricted gear' quality to purchase up to 10,000 rounds of ammunition, or 100 small disposables of the same type (IE grenades), or 10 large disposables (IE Missiles, Rockets) subject to GM discretion.


Last edited by Kesslan on Mon Nov 21, 2011 6:50 pm; edited 4 times in total
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Kesslan
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PostSubject: Re: Twinkle Twinkle Little Star (CG Rules)   Mon Nov 07, 2011 7:11 pm

Characters may initiate as part of CG. The costs are as follows:
Joining a group: 4BP

With a group:
5BP
7BP
8BP
9BP

Without a group:
7BP
8BP
10BP
11BP

Ordeals: Characters in CG may add an Ordeal but may not repeat the same Ordeal more than the standard ammount, if at all (Such as Oath, which may only ever be done once) and may only choose from the accepted list. In selecting an ordeal the character nets the standard 20% discount (Round up to the nearest whole number so 3.1 would become 4 etc).

Acceptable Ordeals: Geas, Oath, Sacrifice, Thesis/Masterpiece

If deciding to join a group in CG the character must work out the details of their group with the GM. If there is more than one awakened character in the group, a custom PC group may be created, however all strictures etc are subject to GM approval and the cost remains 4BP per character wishing to buy in on the group in question, that must be paid by the individual joining the group.

Note: Group rate discounts apply to the cost of initiation ONLY, not to the cost of raising the magic stat.


Last edited by Kesslan on Fri Nov 11, 2011 11:55 pm; edited 1 time in total
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Kesslan
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PostSubject: Re: Twinkle Twinkle Little Star (CG Rules)   Wed Nov 09, 2011 1:09 am

Characters may Submerge as part of CG. The Costs are identical to initiation.

Due to the unique nature of Technomancers, they may in CG submerge using a party

Available Tasks in CG:
Eviceration
Source Code

A 'Great hack' may also be completed but will net the character the Wanted flaw but without the typical bonus BP. The flaw will represent one party putting a minor bounty on the character per use of Great Hack

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Kesslan
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PostSubject: Re: Twinkle Twinkle Little Star (CG Rules)   Thu Nov 10, 2011 10:43 am

Cybernetics and Bioware:
In order to keep things simple, but offer characters with cybernetics and bioware similar advantages to Magic and Resonance users, characters with cybernetics may purchase cybernetics at Alpha ware rates but have them upgraded to betaware from Alpha for free. Basic ware is likewise upgraded from Basic to Alpha for free and cost of basic ware is half of book price.

IE:
Betaware: Use Alphaware Prices
Alphaware: Use Basic prices
Basic: 1/2 normal book cost.

Betaware may not be used cyberware.

Availability restrictions are still in place as normal (So if the availability of the item would put you over 14, you may not have that item as Betaware).

This benefit may be utilized by awakened who wish to start the game with implants. Keep in mind however that the rule for essence loss causing magic loss is unchanged. If Essence rating drops 1 point of magic is lost per damaged essence point. IE if you have .5 Essence loss due to augmentations you loose 1 magic point. If you have 1 essence point lost due to augmentation, you still only loose 1 magic point. If you have 1.05 essence loss, you loose 2 magic points, etc

This benefit does NOT apply to the cost of other enhancements such as Genetech, Symbionts, Infusions, Mystery Implants (Flaw) etc.


Last edited by Kesslan on Wed Jul 18, 2012 2:33 pm; edited 2 times in total
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PostSubject: Re: Twinkle Twinkle Little Star (CG Rules)   Mon Jul 09, 2012 11:12 am

As it has come up in discussion, if making a Shifter with an alternate Shift than Human you only gain the improvements that are listed as special abilities as per the rules in Runner's Companion. You do not gain the Attribute Bonuses/Penalties though issues due to size remain. So shifted into a Dwarf you still have the short stature, Shifted as a Troll you still have the immense size. The cost for a metatype is also reduced by -10 to compensate for the attributes not changing, again as per RC rules.

For simplicity the costs for an alternate metavariant shift form are as follows:
Human: 0
-Nartaki: 15
Ork: 10
-Hobgoblin: 10
-Ogre: 10
-Oni: 15
-Satyr: 15
Dwarf: 15
-Gnome: 15
-Harumen: 40
-Koborokuru: 25
-Menehune: 15
Elf: 20
-Dryad: 35
-Night One: 25
-Wakyambi: 25
-Xapiri Thepe: 30
Troll: 30
-Cyclops: 35
-Fomori: 35
-Giant: 30
-Minotaur: 35
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PostSubject: Re: Twinkle Twinkle Little Star (CG Rules)   Wed Jul 11, 2012 8:54 pm

A note on Licenses.

Worst case, assume a license is per specific weapon/device. That said I still see at least some jurisdictions having licenses grouped in classes. This would be things like a driver's license for a car vs a motorcycle, bus or transport truck. Keep in mind you also need to indicate what jurisdiction the license is for. If this is not done it will be assumed to be for what ever country the character is in at the time of CG (Which for the most part should be UCAS as the game is mostly set in Seattle). Other places of the world of course have different licenses. If your in Chicago for example, even though it's technically part of the UCAS licenses just about never apply because it's mostly a wasteland full of small time war lords, gangs and is mostly ruled by anarchy than the actual UCAS Government (Though by 2070 they have restored order to some key parts of the city and the licenses may or may not apply there)

Some licenses also wouldn't be recognized by another country while others would. Most countries for example will accept a driver's license from another country. A good real world example is the drivers licenses issued in the US vs those in Canada. Each country recognizes those issued in the other country, mostly to encourage trade. They don't however generally recognize things like firearms licenses and even between states some guns are legal in one state, while in others they are not recognized at all.

There are also licenses for being a medical practitioner, dentist, lawyer etc.

Worst case, if you want a license and your not sure, just ask me before you purchase it.
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