Showing posts with label karma. Show all posts
Showing posts with label karma. Show all posts

Thursday, October 3, 2013

Shadowrun and the Cinematic Karma Effect

The Cinematics
    When the GM feels the action is sufficiently fast and furious or the players are being sufficiently entertaining , she or he may declare that the scene has gone "Cinematic" in which case all of the following options are available. At any other time player may request cinematic action with an appropriately dramatic soliloquy (or bribe). The request costs 1 karma that is non refundable whether the request is granted or not.
This option allows moments that fit into the Aeon Fluxx, Hard Boiled sort of madness. If you are running a full campaign turned up to "11" you may want to reduce the cost to 3. If you are a GM that gives out riddiculous karma awards raise the cost to 10. You know who you are chummer, I'm judging you and your grade 7 adepts ...
   
Cinematic Dodge
    Cost: 5 Karma, requires GM's consent
       "Only imperial stormtroopers have this kind of accuracy"
                                 -General Obi Wan Kenobi
    Allows the character to "negate" all the successes of any number of ranged or autofire attacks directed at
    him/her.  During this turn, unless the character makes an attack he/she cannot be hit by an autofire attack.
    This does not affect single shot weapons or attacks it is just for dealing with the dozen mooks with SMGs.

Cinematic Action Scene
    Cost: 5 Karma, requires GM's consent
                     "But I never studied law..."-B.Bunny
    Allows the character to make a leap, roll, bounce, climb, or other physical Maneuver with a normal target
    number of 5+ as if it was target  number of 3 test.  This allows the character to leap or fall a superhuman
    Distance (ninja style), dodge between the beams of a laser web and other Cinematically acceptable but normally
    impossible feats.

Cinematic Wound Reduction
    Cost: 5 Karma, requires GM's consent
                     "Tis' Only a flesh wound..."-The Black Knight
    Allows the character to reduce the damage effects of an injury by 1 wound Category per purchase.  Deadly
    wounds will still kill the character but Not for a while, Serious Wounds will only slow the character down
    although a destroyed limb is still gone, Moderate wounds and light  wounds will not affect the character at all
    until after the battle. Think Marv in Sin City .

Cinematic Skill Roll
    Cost: 5 Karma, requires GM's consent
                  "She's the best she is at what she does...I'll be damned if I know how she does any of it" - Blackbaud 
    Allows the character to purchase additional dice to make a skill test at an  Enhanced level.  The character can
    temporarily augment his skill by Paying 1 karma per additional die to be rolled.  The maximum number of
    additional dice is equal to the character's skill.  The player is required to Give a cinematic description of what
    he/she is doing if it is a physical task or a Story about a similar situation if he/she has been in, in the past.

Cinematic Walk of Death
    Cost : 5 Karma +1 per target, requires GM's consent
    Allows the character to make an attack against EVERY opponent in his movement path up to a maximum
    number of targets equal to his Quickness stat without having to divide his attack dice.  Only Mooks (enemies
    with a 1 or lower threat rating or no karma) may be attacked this way. Attacks may be melee or ranged.

Saturday, September 21, 2013

Why wear a costume / have a secret Identity? 

A Champions/HERO game discussion applicable to most superhero games

Why wear a costume / have a secret Identity?

1. The costume and the persona it creates have real existence in  the jungian subconscious, making it possible to evade mystical and psionic attack an detection dues to the "Seperate" existance of the super and normal self.
In Champions game terms if you wear a costume you have a +5 EGDCV against mind scans and similar means of detection while in your secret ID.

2.All people in costume have extra natural presence in the world owing to the super celebrity status of superhumans.  This extra presence can be lost by humiliation or defeat, but all people in a comic universe have , since their infancy , been raised to believe that the costume signifies something powerful and dangerous.
In Champions terms an extra +10 presence is automatic for a person in costume .

3.The obvious protection in a court of law it provides for both heroes and villains alike, preventing positive identification and thus providing at least some measure of defense against prosecutors. Many superhumans on both sides of the law

4.Protection of family and friends as well as the innocent bystanders that happen to live in the same building. Even if a person doesn't fear for themselves they might not want to bring the wrath of Professor Nutcrusher down on their neighbors and their Aunt Jenny will be far likelier to live to 80 if she isn't being tortured for information on where Captian Obvious keeps his Secret Power Source.
An un-costumed super human seen in the act has an 8 or less chance of being tracked down by the various powers that be (on 3d6).  The opposite holds true for most costumed folks, as the urban legends about people "accidentally" discovering the secret identities of villains and to a lesser extent heroes who then suffer grisley fates abound.


Effects of having a public ID (no costume)

1.Well it's not all bad, having a public ID automatically entitles you to one level (5pts) of wealth between the basic effects of merchandising and free promotions/gifts and other offers.

2.You automatically get an 9 or less hunted by random persons interested in your life.  This can include stalkers . charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

3.Everytime you publicly defeat a major menace and get good press your wealth is effectively raised one level for 1d6 days while you remain the Flavor of the Minute.

4.Vulnerability of family and friends,who all now have an 8 or less chance of being tracked down by the various powers that be, stalkers, charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

5. You get 2 extra presence attack dice as long as you are getting good press.

6. You get a +4 to all Seduction rolls , being a super has it perks.

7. The time it takes to get anything done is at least doubled do to the number of people , be they process servers, papparazzi, starfuckers, detectives, FBI Agents or other hangers on seeking "a few minutes of thier time".