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=Fixed Up= My second foray into a into a Shadowrun chronicle. I intend to keep this in tune with my recent move to the beautiful city of Seattle and hope to enjoy the pleasure of exploring some darker themes with a more mature play group. As Shadowrun does not have an ingrained morals system, and as I am asking my players to develop a more detailed character personality and background, I will be expecting a more complex answer to some of life's more interesting questions; especially as they pertain to a group of people who live on the wrong side of the law. This is, yet again, an attempt to turn the more "episodic" world of Shadowrun into an on running campaign, and so I will be fudging some of the long term rules such as Karma acquisition and expenditure. I'm also hoping to include a "campaign calender" in order to improve the synchronicity of peoples lives, both PC and NPC, and major campaign world events that don't necessarily include the characters but can affect their lives and the runs they are hired on. I will also continue to encourage my players to become involved in the wiki and posting their characters by rewarding them with Karma points for their contributions and time taken to expand the game world. This is to include descriptions of many of the NPC's that they encounter, sprawl sights that they visit or include to add further character to the world, and any in character scripting to the weekly sessions to improve the flavor of the world. Also, I will be applying the house rules posted on my main page, which I will reproduce here. 1. I run Shadowrun 4th Edition, 20 year Anniversary edition. The rules are smoother than general 4th, and it fixes some of the problems with the earlier edition of 4th. 2. Character approval is by Player and GM Committee. Per the game setup of Serenity, where in characters must be a viable "crew" with a useful smattering of skills. I'm going to use this because Shadowrunners are hired for their variable skills and abilities, based on what is useful in their jobs and to create working team that, hopefully, won't get killed. It will, also, help represent the Fixer arranging a team that they think should be able to accomplish the task at hand. The GM and players are allowed to veto another players character no questions asked. If someone says it goes, it goes. 3. If you have the ability to, please pregen a couple of characters. If not, at least have a couple ideas in mind. Making characters for this game can take all night, if not longer. So, if you have a book, please have something to show for it before the game. This also helps me get a sense of your play style, makes rule #2 go more smoothly, and allows you to build a character who lacks any serious holes from last minute builds. 4. You must have at least four points in Contacts. Shadowrunners live by who they know. You'd never get a job if nobody knew who you were, and besides you can't go through life and not meet at least one person. 5. You must have at least 2 Active Skill Points and 4 Knowledge Skill Points allocated to what I shall call "life choices and hobbies". Your life doesn't just revolve on shooting people and running the shadows. Everybodies got a hobby, whether they admit it or not. Some even make for good cover and back stories. Specializations do not count. 6. I will require a backstory, physical and personality description, and goals for your character. Why exactly did your character start shooting people and running the shadows? How do they feel about it? What is their ultimate goal? Want to be rich, to be famous, or just to get out of the gutter? This, also, applies to rule 2. If you lack character information, you don't play that character, no exceptions. 7. Everyone must own a commlink! Yet another piece of equipment that EVERY shadowrunner must have to make his job worthwhile. "You'll never get a wiz job if your fixer can't reach you, omae." 8. I will be enforcing the starting rule for equipment aquisition. I.e. You may only have items with an aquisition rating max of 12.
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