[Solar] Social and other Secrets
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...
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Social 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?
Eero Tuovinen:
Looking good to me. A few comments on your crunch, strictly in consultative capasity...
Quote from: Simon JB on November 17, 2008, 04:43:23 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.
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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.
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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.
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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.
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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.
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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?
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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.
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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".
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.
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