Die Arbeitsgemeinschaft Shadow der G.F.R. e.V. |
SR II | SR III |
Priority | |
Race | |
C Metas (more meta-rule) | C Elf, Troll, |
D
Ork, Dwarf
There are no ALLERGIES! |
|
Magic | |
A Full Magician | A Full Magician
25 Spellpoints free |
B Adept | B Adept
(Phys Adept), Aspected Magician (Magic Adepts)
35 Spellpoints free |
Attributes | |
A 30 | A 30 |
B 24 | B 27 |
C 20 | C 24 |
D 17 | D 21 |
E 15 | E 18 |
Skills | |
A 40 | A 50 |
B 30 | B 40 |
C 24 | C 34 |
D 20 | D 30 |
E 17 | E 27 |
Ressource | |
A 1.000.000 / 50 Spellpoints | A 1.000.000 |
B 400.000 /35 Spellpoints | B 400.000 |
C 90.000 / 25 Spellpoints | C 90.000 |
D 5.000 /15 Spellpoints | D 20.000 |
E 500 / 5 Spruchpunkte | E 5.000 |
Magicians
may buy more Spellpoints - 25.000 each up to the maximum of 50 Spellpoints.
And Magicians may buy Foci, conjure Spirits and may buy Spirit services. |
Contacts | further on 2 free level 1 Contacts (like in SR II) |
Background Points | NEW!
Intelligence x 5 Points for Knowledge and Language Skills. |
Learning Attributes (at Char Generation) | up to Race Max 1 Point each Attribute Level. |
Learning Skills (at Char Generation) | There are
only Skills and Specializations.
The Cost of the learned Skill are depending on the Default Attribute (see below). 1 Point per Level up to the Default Attribute, 2 Points per Level for levels above Default Attribute. Specializations give 1 point free (like in SR II) |
Learning Attributes (later on) | 2 Points
x new Attribute Level (up to Racial Max.)
3 Points x new Attribute Level (up to 1.5 x Racial Max. - round up) |
Learning Skills (later on) | Skill:
1.5 Points x new Skill Level (up to Default Attribute Level) 2 Points x new Skill Level (higher than Default Attribute) Knowledge:
Specialization:
|
Skills | |
Skillweb | NO
Skillweb, instead Default Attribute and Default Skills.
If using the Default Skill instead of a Skill, Target Modifier + 4. If using the Default Skill instead of a Skill, Target Modifier + 2 and half of the Pool (round down). |
Sorcery | |
Magic Pool = Sorcery | Spell-Pool: (Intelligence + Willpower + Magic Attribute)/3 (round down) |
Spell Casting with Spell Force | Spellcasting
with Sorcery
The Spell Force is important for the Resistance Test and for some Spells the Force is the Maximum of the reached successes. |
"Magic in the Shadows" (MITS will come out in January 1999 - Mike Mulvihill (18. August 1998) | |
Pools | |
come back after each action | come back only after each turn. |
Pools are
the same
Magic Pool
|
apart from
Magicians
Spell Pool: (Int + Wil + Magic Attribute)/3
(round down)
|
Initiative | |
start at the top, call numbers in descending order, each person responding at his total, then ten below that, etc, modified by wounds etc. | Initiative /passes/... ie, each person goes once, descending order, etc, then subtract 10 from everyone's total: everyone w/ a positive new total gets to go again (descending order)... repeat ad nauseam. |
Tests | |
Standard Success (or Opposed) Test:
Count the successes against a target number |
Sometimes there is an Open Test (e.g. Karma Pool dice may be used to roll an extra die and add the result. |
Foci | |
Spell Lock | Sustaining
Focus
has to be casted anew for each time using the Focus. The Focus is customed exactly for the Spell with Force etc. The drain for casted Spells afterwards is +2. |
Cyberware | |
Alphaware: Costs x 3 | Costs x
2
Is allowed at the Char Generation (Gamemaster’s Approval) |
Decker | VR 2.0 is
still the law, the prices for buying Cyberdecks went down.
There are Rules for Hacking and Copying Programes. |
Rigger | Rigger 2 is the law. |
Physical Adepts | The powers
have been adjusted.
Example: Increase Reflexes has got the some benefits and costs like the Cyberware Wired Reflexes. Adepts may buy 1 Force Point with
20 Karma Points.
|
Karma Pool | |
1 Point each 10 Karma Points into the Pool | 1 Point each 10 Karma Points (Humans) / each 20 Karma Points (Meta Humans) into the Pool. |
if using
the Default Attribute
Target +4 |
side
by side standing Skills are Default Skills
Target +2 and half of the Pool |
Body | Athletics |
Diving | |
Strength | Edged Weapons, Clubs, Pole Arms/Staffs |
Cyberimplant Combat, Unarmed Combat | |
Throwing Weapons | |
Projectile Weapons | |
Heavy Weapons | |
Underwater Combat | |
Quickness | Pistols, Submachine Guns, Rifles, Assault Rifles, Shotguns |
Laser Weapons | |
Whips | |
Stealth | |
Intelligence | Aura Reading |
Demolitions | |
Gunnery,
Launch Weapons
Attention: The Under Barrel Granade Launcher for the Assault Rifle may be defaulted to Assault Rifle instead |
|
Computer, Electronics | |
Biotech | |
Built/Repair
(is to be bought for each active skill separately) | |
Knowledge
Skills
Here one must specify the reagion, e.g. Knowledge Magic, Knowledge Computer, Knowledge Soccer, Area Knowledge Seattle etc. |
|
Language
Skills
At Char Generation one get 1.5 x Int Language Points for free. The Read/Write Skill belonging to is free for one half of the Language Skill Level (round down). |
|
(Enchanting)
Will come in the MITS, but we just put it in here. |
|
Charisma | Etiquette
Seems to be just one Skill - but of course with Specializations House Rule: One must specify the region (Etiquette Street, Corp etc.) |
Instruction | |
Interrogation, Intimidation | |
Leadership | |
Negotiation | |
Willpower | Conjuring |
Sorcery | |
Special Skills (Reaction) | Bike |
Car | |
Hovercraft | |
Motorboat, Ship | |
Sailboat | |
Fixed-Winged Aircraft, Rotor Aircraft, Vector Thrust Aircraft, Lighter-Than-Air Aircraft | |
Submarine |