[Solar] Social and other Secrets

Started by Simon JB, November 17, 2008, 07:43:23 AM

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Simon JB

My group is currently playing a Solar campaign in Shadowrun's Seattle, and since I'm very much at home in the setting and the specifics of Shadowrun Proper, I'm writing quite some lists of setting crunch. I've focused primarily on magic and technology secrets, since this is so specific for the setting. My players like this very much, they like having a bit of the "shopping list" feel of older RPGs when it comes to possible tricks and tools for their characters, and so do I. Here's a few examples...

QuoteSocial Secrets
  • Friendly Face – You can spend three points from an appropriate pool (generally Flesh) to decide that a secondary character is friendly towards you at first sight.
  • Yakuza Connections – Can spend three points from an appropriate pool to introduce a friendly contact from within the yakuza.

Cybertech Secrets
  • Bodyware – Cyberware in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Chrome for a bonus die on actions where physical power and precision is involved.
  • Wired Reflexes – Can roll Cyberware (C) as support in physical combat and contests of speed, without taking time to do it. Requires Bodyware.
  • Headware – On-body computers, headware memory and sensory links allow you to spend an extra point of Chrome on tasks like analyzing, planning, organizing and the like.
  • Tactical Computer – Use a free bonus die when rolling for planning or applying tactics. Requires Headware.
  • Smartlink – You have a HUD with weapon info and crosshairs. You can spend a point of Chrome to increase harm in a firefight one level.
  • Cyber Weaponry – Claws, spurs, stun knuckles. Whatever it is it allows you to spend a point of Chrome to increase harm in unarmed combat one level.
  • Dermal Plating – Your skin is reinforced in strategic places by damage-resistant weave and ceramic plating. Spend one Chrome to lower physical harm taken by one step, to a minimum of 1. This can be taken several times to allow you to lower the harm more than one step.
  • Cyber Numbness – Always take an extra bonus die to rolls for Cyberware, but also take a penalty die for all friendly interactions with humans and spirits.
  • Cyber Zombie – Take an additional bonus die to rolls for Cyberware, and an additional penalty die for friendly interactions with humans and spirits, for a total of two bonus and penalty dice, respectively. Requires Cyber Numbness.

Gear Secrets
  • Equipment – Can establish a free pool representing a specific piece of equipment.
  • Signature Weapon – A specific piece of weaponry that gives you a bonus die when wielding it.

Magic Secrets
  • Physical Adept – The magic in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Mana for a bonus die on actions where physical power and precision is involved.
  • Combat Adept – Your magic makes you preternaturally fast and dangerous. You can always roll Magic for support in physical combat, without taking a turn in extended conflict to do it. Requires Physical Adept.
  • Killing Hands – If you cause harm in unarmed combat, you can choose to increase the harm by one level for each point of Mana you want to spend. Requires Physical Adept.
  • Social Adept – Your magic enhances your skills with people. You can always spend an extra point of Mana for a bonus die for social interactions.
  • Spellcaster – You can take all spellcasting abilities, and use the rule for Drain with spellcasting, increasing the success level by taking harm.
  • Conjurer – You can summon and bind elemental spirits using Conjuring (M) and bind one as a free effect. Binding a second elemental costs one Mana, a second costs two Mana, and so on. You cannot also be a Shaman. You can take Drain when conjuring, increasing the success level by taking harm.
  • Shaman – You can contact local nature spirits using Spirit Talk (M) and negotiate for assistance, creating a free effect representing one such agreement. Maintaining a second such agreement costs one Mana, a second costs two Mana, and so on. You cannot also be a Conjurer. You can take Drain when negotiating, increasing the success level by taking harm.
  • Mystic Healer – You can use Healer (M) and spend Mana to remove additional levels of harm below the success level of the roll. You can take Drain when healing, increasing the success level by taking harm.
  • Weapon Focus – A magical weapon that gives you a bonus die when wielding it in combat. Requires any other magic secret.
  • Power Focus – A magical object that enhances your magic skills, giving you a bonus die to Magic (M) when utilizing it. Requires any other magic secret.
  • Spirit Focus – A magical object that enhances your contact with the spirit world, giving you a bonus die to Conjuring (M) and Spirit Talk (M). Requires any other magic secret.
  • Spell Focus (skill) – A magical object that enhances your spellcasting, giving you a bonus die to one of the spellcasting abilities. Requires any other magic secret.
  • Fetish (skill) – An object that can store a prepared spell, allowing you to create a free effect using one of the spellcasting skills. Requires any other magic secret.

Okay, I don't expect y'all to read all that, but it's there for reference.

Now, my players asked me for more "world secrets", like more specific social secrets, and I'm happy to oblige. But I've sort of run dry of nice mechanics to use. The Secret of Yakuza Connections can of course be copy-pasted to every imaginable sub-culture, but that's a bit dull, isn't it?

So, have any of you got any nice suggestions for social secrets? Or other kinds of "world secrets"?

And of course, do you have any thoughts about the secret sets I've presented above?

Thanks in advance!

dindenver

Simon,
  In my mind the Yakuza Secret you have listed would be used by someone who was not Yakuza.
  Instead, I see Secrets as something that represent what that culture is about. Like a Yakuza cultural secret might be something like:
Secret of Sacrifice
  Take a point of harm to turn a failure into a success (this represents the finger cutting ritual that Yakuza use to atone for their failures).

  I think if you do Abiolities, Keys and Secrets in this style, you will have more fun making them and more success with your group, no?
Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo

Eero Tuovinen

Looking good to me. A few comments on your crunch, strictly in consultative capasity...

Quote from: Simon JB on November 17, 2008, 07:43:23 AM
  • Yakuza Connections – Can spend three points from an appropriate pool to introduce a friendly contact from within the yakuza.

I'd drop this to two Pool, unless the yakuza is somehow all-encompassing in Shadowrun - I haven't read the game ever, so don't know.

Quote
  • Bodyware – Cyberware in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Chrome for a bonus die on actions where physical power and precision is involved.

You're setting an interesting power level here, this is sort of weak compared to how Secrets usually roll in the Solar System. The more usual power level would be to have the Secret allow an unlimited spend from the Pool. I guess this is partly compensated by the gateway nature of the Secret, but I wouldn't myself hesitate to have both effects in one.

Quote
  • Wired Reflexes – Can roll Cyberware (C) as support in physical combat and contests of speed, without taking time to do it. Requires Bodyware.

This is a bit weak(ish), as it's only useful in extended conflict; usually I'd expect players to be able to leverage their cyberware in most situations, unless it's explicitly described as the sort of Ability that has no practical use without this sort of Secret explicitly allowing it. Check out the Secret of Synergy from the booklet to see my thoughts on how to make this ability worthwhile. There are other things you can do with the notion of "great reflexes", too:

Cortex Bypass (Ability)
The character is so fast in a predetermined range of situations (represented by the chosen Ability) that his actions can only be resisted with Passive Abilities, actions on a whole another scale of speed or prior preparation. Cost: 1 Pool (whatever is appropriate, I don't know what you're using) per check.

Quote
  • Smartlink – You have a HUD with weapon info and crosshairs. You can spend a point of Chrome to increase harm in a firefight one level.

I like, it's not as overpowering as the classical Harm-adder. Goes into detail of combat, though; presumably your game is pretty hot on the fighting chrome, considering how detailed you're being about it.

Quote
  • Combat Adept – Your magic makes you preternaturally fast and dangerous. You can always roll Magic for support in physical combat, without taking a turn in extended conflict to do it. Requires Physical Adept.

As above, seems a bit weak to me. Then again, looking at the overall landscape - man, you're running some minimalist stuff here, very low-powered! Interesting, and it just might be that being able to get some bonus dice this way is worthwhile when all other sources are so rare and expensive.

I'd still try to think up some worthwhile benefit for this outside of extended conflict, just because that way it wouldn't be dependent on declaring one to still matter. I sort of like the idea from the booklet that outside extended conflict you could roll both your Abilities and make the better result primary, instead of the normal procedure. That might be too powerful for your landscape here, though.

Quote
  • Spellcaster – You can take all spellcasting abilities, and use the rule for Drain with spellcasting, increasing the success level by taking harm.

I like this spellcasting structure. If I'm understanding this correctly, "spellcaster" is a generalist mage, while the specialists each only get their own specialty, but also get the bunch of benefits listed in their respective Secrets.

If this is so, how do the spellcasting Abilities work without the specialty Secrets - for instance, you specify in Secret of Conjurer that the conjurer can use Conjuring to bind elemental spirits - does this mean that a generic spellcaster can't bind spirits with Conjuring, which he still presumably can learn? If so, what can he do with Conjuring?

Also, do the Conjurer and Shaman actually differ from each other in any appreciable way apart from a slight color difference? This might be obvious in the Shadowrun context, but from the rules it just seems that they get spirit Effects with different names. Is there some unspoken contextual limitations here for when and what these magicians can use their magic for?

Quote
  • Mystic Healer – You can use Healer (M) and spend Mana to remove additional levels of harm below the success level of the roll. You can take Drain when healing, increasing the success level by taking harm.

I'd add that he can also heal people supernaturally fast. This is probably obvious to you, of course.

Quote
Now, my players asked me for more "world secrets", like more specific social secrets, and I'm happy to oblige. But I've sort of run dry of nice mechanics to use. The Secret of Yakuza Connections can of course be copy-pasted to every imaginable sub-culture, but that's a bit dull, isn't it?

It's not a problem to offer that generic possibility, but of course giving more specific stuff as well provides nuance.

To start generating some more crunch of this sort, please tell us a bit about how you see Shadowrun - what are the interesting world materials in it? I have some rough understanding of the genre what with magic and cybernetics mixing, but it seems your players are thinking of more specific setting stuff when they refer to "world secrets". What things are there in the Shadowrun world? Nationalities, religions, important corporations, subcultural lifestyles? If this were Cyberpunk 2020, the chosen Cyberpunk game of my youth, I'd know exactly what to suggest.

I'll be happy to suggest some mechanics if you first give a hint about what sort of stuff there is in the setting to mechanize. A bit difficult to know where to start without that.

Also, Dave has sort of a point - Yakuza is a fine starting point, but your Secret does pretty much presume that this character is just a tidily acquainted guy who gets all the benefits and none of the drawbacks of being Yakuza. I know that Shadowrun is the sort of game where the characters are eternal loners with only their machine guns and laser katanas to comfort them, but you have an opportunity here to provide a more in-dept look into the setting if you want: give interesting crunch resources for players willing to tie their characters into Yakuza with bonds of blood. That's sure to become dramatic fodder in a much more direct manner than "I know some Yakuza guys, but I can always walk out of here if you want".
Blogging at Game Design is about Structure.
Publishing Zombie Cinema and Solar System at Arkenstone Publishing.

shadowcourt

Interesting comments, Eero. I wonder how you view what I think Simon is getting at in terms of Secrets like Wired Reflexes.

Are you saying that a Secret which lets you generate an Effect in the same round that you'd normally be performing some other type of action is weakish...? Seriously?

Can't Effects generate multiple bonus dice on the spot, for the cost of a pool point? I had assumed that the fact that you CAN'T normally do this AND deal Harm in the same round of BDTP in The Solar System is because that was so demonstrably powerful. Maybe it's just me and my skewed vantage on limiting bonus dice coming over from chains, but being able to choose to generate Effects and deal Harm in the same roun seems tremendous.

-shadowcourt (aka Josh)

Eero Tuovinen

What makes that Secret of Wired Reflexes a bit on the weak side in the default TSoY crunch landscape is comparison to the old Secret of Synergy that basically allows you to do this sort of thing freely with any and all Abilities you might have. Synergy, in turn, is balanced next to other options because of the availability of cheap bonus dice from uncapped Pool dice (from Secret of Enchancement) and the Gift of Dice. Getting to make support checks in extended conflict is not seriously overly powerful in this crunch landscape, as it still requires you to have invested in another Ability that can be considered useful in this particular situation.

My largest gripe with the old Secret of Synergy is not primarily related to its strength, though, but to the fact that it's only useful in BDtP and the relative lack of flavour. The latter is not a problem with the Secret of Wired Reflexes, but the former would seem to be.

Creating Effects without expending actions would potentially be pretty powerful in extended conflict, but as far as I can see, Wired Reflexes just allows a support check, not an Effect.
Blogging at Game Design is about Structure.
Publishing Zombie Cinema and Solar System at Arkenstone Publishing.

Simon JB

Thanks, all, for your input! I will reply specifically to Eeros long post here, because as far as I can see this will also adress other questions in the thread. Poke me if I miss anything!

Quote from: Eero Tuovinen on November 17, 2008, 10:45:10 AM
Looking good to me. A few comments on your crunch, strictly in consultative capasity...

Quote from: Simon JB on November 17, 2008, 07:43:23 AM
  • Yakuza Connections – Can spend three points from an appropriate pool to introduce a friendly contact from within the yakuza.

I'd drop this to two Pool, unless the yakuza is somehow all-encompassing in Shadowrun - I haven't read the game ever, so don't know.

My thought was that I would avoid a discount just because it is slightly more specific than the generic Secret of Contacts, not least since I like it when pools hit bottom, since that leads to refreshment scenes, and those we like. Maybe I am a bit too hard here, though.

Quote
Quote
  • Bodyware – Cyberware in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Chrome for a bonus die on actions where physical power and precision is involved.

You're setting an interesting power level here, this is sort of weak compared to how Secrets usually roll in the Solar System. The more usual power level would be to have the Secret allow an unlimited spend from the Pool. I guess this is partly compensated by the gateway nature of the Secret, but I wouldn't myself hesitate to have both effects in one.

Yes, but there is an important difference here from the default Secret of Training: this secret affects not only one Ability, but any appropriate Ability for a task where the cyberware should be of assistance. Reasonable?

Quote
Quote
  • Wired Reflexes – Can roll Cyberware (C) as support in physical combat and contests of speed, without taking time to do it. Requires Bodyware.

This is a bit weak(ish), as it's only useful in extended conflict; usually I'd expect players to be able to leverage their cyberware in most situations, unless it's explicitly described as the sort of Ability that has no practical use without this sort of Secret explicitly allowing it. Check out the Secret of Synergy from the booklet to see my thoughts on how to make this ability worthwhile. There are other things you can do with the notion of "great reflexes", too:

Cortex Bypass (Ability)
The character is so fast in a predetermined range of situations (represented by the chosen Ability) that his actions can only be resisted with Passive Abilities, actions on a whole another scale of speed or prior preparation. Cost: 1 Pool (whatever is appropriate, I don't know what you're using) per check.

And:

Quote
Quote
  • Combat Adept – Your magic makes you preternaturally fast and dangerous. You can always roll Magic for support in physical combat, without taking a turn in extended conflict to do it. Requires Physical Adept.

As above, seems a bit weak to me. Then again, looking at the overall landscape - man, you're running some minimalist stuff here, very low-powered! Interesting, and it just might be that being able to get some bonus dice this way is worthwhile when all other sources are so rare and expensive.

I'd still try to think up some worthwhile benefit for this outside of extended conflict, just because that way it wouldn't be dependent on declaring one to still matter. I sort of like the idea from the booklet that outside extended conflict you could roll both your Abilities and make the better result primary, instead of the normal procedure. That might be too powerful for your landscape here, though.

Hm, I would think this was rather powerful, since it is the same thing here – these secrets are not limited to one specified ability, but are applicable in all physical combat.

The secrets are also made potent by the fact that they state that the character is preternaturally fast, which makes a clear difference in the fiction, leverage-wise. While I also like the mechanic of Secret of Synergy outside extended conflict, in my taste the description of these here Secrets make that inappropriate. Your supernatural speed assist your fighting skills, not the other way around. But maybe I'm just being conservative. ,-)

On a side note, the name Wired Reflexes has an important setting value to me, because that piece of cyberware was so central in Shadowrun Proper, it clearly put cybered fighters on different levels, and had a physical adept equivalent, which is here represented by Combat Adept.

I like your Cortex Bypass very much. Thanks for that! That is the part of crunch-making that I find most difficult, an the reason for this thread. I have a limited set of mechanical effects to give my secrets, and every new effect I can put in my crunch cupboard makes it more fun.

Quote
Quote
  • Smartlink – You have a HUD with weapon info and crosshairs. You can spend a point of Chrome to increase harm in a firefight one level.

I like, it's not as overpowering as the classical Harm-adder. Goes into detail of combat, though; presumably your game is pretty hot on the fighting chrome, considering how detailed you're being about it.

Yes, I decided I didn't want this secret to make it more likely you win over your opponent by getting a higher success level for comparing opposed rolls, other secrets, like Wired Reflexes, do that, but instead make your shots more deadly when you get a chance to hit. An interesting effect is that it makes it slightly more advantageous to choose parallell actions in combat, since you know you will be able to use this secret to increase the punch of your shooting.

Is this what you mean by going into detail of combat? I didn't really get that part.

Oh, and Chrome is simply the pool that relates to using tech and tools of all kinds, from guns and cars to cyberware and computers. The other pools are Flesh and Mana, but I'll let their names stand as description for the time being.

Quote
Quote
  • Spellcaster – You can take all spellcasting abilities, and use the rule for Drain with spellcasting, increasing the success level by taking harm.

I like this spellcasting structure. If I'm understanding this correctly, "spellcaster" is a generalist mage, while the specialists each only get their own specialty, but also get the bunch of benefits listed in their respective Secrets.

If this is so, how do the spellcasting Abilities work without the specialty Secrets - for instance, you specify in Secret of Conjurer that the conjurer can use Conjuring to bind elemental spirits - does this mean that a generic spellcaster can't bind spirits with Conjuring, which he still presumably can learn? If so, what can he do with Conjuring?

Also, do the Conjurer and Shaman actually differ from each other in any appreciable way apart from a slight color difference? This might be obvious in the Shadowrun context, but from the rules it just seems that they get spirit Effects with different names. Is there some unspoken contextual limitations here for when and what these magicians can use their magic for?

I was so happy when I got the idea of how to do drain in this system. The magician can take several levels of drain, increasing the success level of her magic ability roll more than one step, by taking one level 1 harm for each level. Of course the harm levels roll up, so you can easily fill upp your harm track by using powerful magic. Which is just the way it should be in the setting. Mmmm, hehe.

Yes, you can build a magician in several ways. I have not included the ability list here, but some spellcasting abilities are Combat Mage (fireballs, force fields etc), Healer and Manipulation (telekinesis and the like). You can take Secret of Spellcaster, which gives you access to all spellcasting abilities, one or more specialist spellcaster secrets like Secret of Mystic Healer which makes you more limited but also more potent, or even the general secret with the specialized ones on top, if you like both breadth and depth. The diminishing returns you get from the last variant doesen't bother me, but then again, I seem to be a bit more harsh with secrets, compared to you, Eero. .-)

The difference between the conjuring, binding hermetic tradition of mages and the more religious, animistic tradition of the "shamans" (yes, strictly speaking this tradition is animistic rather than shamanistic, using real world terms, but hey, it's just the way it is in the game – and shaman is such a cool word!) is so important in the setting that I definitely wanted two different secrets, even if they rules-wise do the same thing. There is also a difference in the fiction between what kind of things you can get a nature spirit or an elemental to do for you, and thus where and how you can use those Effects.

Quote
Quote
  • Mystic Healer – You can use Healer (M) and spend Mana to remove additional levels of harm below the success level of the roll. You can take Drain when healing, increasing the success level by taking harm.

I'd add that he can also heal people supernaturally fast. This is probably obvious to you, of course.

Right, of course they can do that, but I'll put it in the text as well. Thanks.

QuoteTo start generating some more crunch of this sort, please tell us a bit about how you see Shadowrun - what are the interesting world materials in it? I have some rough understanding of the genre what with magic and cybernetics mixing, but it seems your players are thinking of more specific setting stuff when they refer to "world secrets". What things are there in the Shadowrun world? Nationalities, religions, important corporations, subcultural lifestyles? If this were Cyberpunk 2020, the chosen Cyberpunk game of my youth, I'd know exactly what to suggest.

I'll be happy to suggest some mechanics if you first give a hint about what sort of stuff there is in the setting to mechanize. A bit difficult to know where to start without that.

Also, Dave has sort of a point - Yakuza is a fine starting point, but your Secret does pretty much presume that this character is just a tidily acquainted guy who gets all the benefits and none of the drawbacks of being Yakuza. I know that Shadowrun is the sort of game where the characters are eternal loners with only their machine guns and laser katanas to comfort them, but you have an opportunity here to provide a more in-dept look into the setting if you want: give interesting crunch resources for players willing to tie their characters into Yakuza with bonds of blood. That's sure to become dramatic fodder in a much more direct manner than "I know some Yakuza guys, but I can always walk out of here if you want".

Awright, here we go...

It is correct that the Yakuza secret is made for people outside the actual organization but with connections on the inside. The Shadowrunners as I see them do not need to be the eternal loners of the stereotype, quite the opposite – who you know defines who you are, and relationships are the base material of drama, after all – but the default focus of the setting should still be on the kind of freelancing problem-solvers called shadowrunners. Thus it is quite crucial in what circles you are connected, and practically every character will have connections with groups she is not a part of – quite apart from where she herself belongs. If we make a yakuza character it is a defining trait that she has connections in the FBI, or inside the Cosa Nostra, or a megacorporation, or wherever.

That is why I need Secrets exactly for the tidily acquainted guys, so to speak. Drawbacks and consequences of being a yakuza will always be there – those are what make up the story, after all, while these secrets are resources for the characters, just like the ones representing training and equipment.

Speaking of central elements in the social side of the setting, I see nationalism everywhere: there is Japanese nationalism, american patriotism, native-american nationalism, upper-class elitism, gang identity, outside isolationism, corporate nationalism, elven supremacism, orc-troll-underground communism and so on, just to name a few. Parallell to this political division of society in different nationalisms, there are also ideological divisions, like the metahuman-rights activists, the racists and the ecologists, and religious, all the major religions are still around, together with a bunch of refreshed old ones, like the native american shamanists, and between magical traditions, like the hermetic mages and the totem-idolizing shamans. There are also, of course, all the sub-cultures centered around music, sports and so on.

The way I see society in the setting is like a web of interacting networks, where persons are defined by which networks they belong to, on a number of different levels.

Characters will also have important relationships connected to their work, past employers and co-shadowrunners, technicians and street-docs, fixers and providers, and secrets that would deal with such stuff in an interesting way would also be nice, as well as safe-houses, good fake IDs and energency stashes tucked away in strategic places.

Hmm, I'm not really sure how to go on here. Could someone prod me in a good direction?

Eero Tuovinen

That's great stuff on what makes Shadowrun run! I know where I'm going to riff with this, I just don't have the time right now, have to get a project done before I can get some sleep. Short answers to a couple of points:

I don't particularly think that limiting a Secret to only where cybernetics can help you or only to all combat is that much different from limiting based on a single Ability. I don't think that this power level is wrong in any way, mind, but it is lower than the default: it is reasonably powerful to be able to buy as many bonus dice as you need for a given Ability, so if I had to choose between getting your "buy one bonus die for actions that use physical power or precision" and "buy unlimited bonus dice to fighting", I'd take the latter - heck, I'd take one for "Athletics" and still another one for "Hard work", and I'd pretty much cover everything one might want to use high power and precision for. And I'd beat pretty much anybody on the same Ability level, assuming that I have more than a couple of points of Pool.

It is really, truly OK to run it the way you do, though - it's lower in power, but that's not a problem. You just should give the players access to some other ways of spending their Pool, because it's important for system flexibility for characters to be able to "go nova" when the occasion necessitates it. The Pools are the expendable resources in the game, so if you're not allowing unlimited Pool spends on Ability checks (or you might - perhaps it's the next Secret up that tree?), perhaps characters could buy something else with Pool...

That could go many different ways, actually. I could see characters buying a lot of Effects with Pool, being that those are not affected by the lack of uncapped bonus die buys. It could be sort of interesting if only one of the Pools had a bonus dice buyer but couldn't create Effects, fruitful asymmetry... yes, I can see something interesting for some setting in that direction... but that's a different topic.

About combat focus - I just meant that even having crunch about such a detail as what sort of weapon a character wields is pretty combat-focused in the final calculation. This is, again, not a problem, and I'm sure it reflects the Shadowrun setting pretty well; it seems like the sort of game where you get a lot of weapon fetishism in the descriptions of everything.

Anyway, I really need to get my work finished and go get some sleep. I'll comment on some crunch ideas for Shadowrun during the weekend, if not before. I'm also reminded now that there are some Shadowrun topics on the old TSoY forums; you've probably checked them out, but there might be something useful there as well. I seem to remember that somebody was figuring out how to do the different Shadowrun races in the Solar System.
Blogging at Game Design is about Structure.
Publishing Zombie Cinema and Solar System at Arkenstone Publishing.

Simon JB

Looking forward to seeing your ideas!

I think the reason I want to stick with the general secrets like they are is that I want to award more specific secrets with being more potent because they tell us more about the character. Just having "Bodyware" or being a "Physical Adept" is rather dull in themselves, and that's why they are as they are. Things like Muscle Implants (unlimited pool dice for athletics) or Titanium Bone Lacing (unlimited pool dice in unarmed combat) is absolutely fine with me, side by side with the ones we're talking about.

Oh, and both me and my players like secret trees, so that's a very good way to go. I think I will have one like Alpha Grade Cyberware – spend unlimited Chrome when using your cyberware or some of that kind which enhances all the character's cyberware.

Thanks again for the input, and yeah, I've looked at those old threads, but maybe it's time to do it again...

Simon JB

Forgot:
I've wikified the crunch as it looks at the moment, with the current ability list, here on Solar Matter. Just for reference.