Review of 30 Nights Intro thru Night 2
Review of 30 Nights Intro thru Night 2
Review : 30 Nights
What follows is a summary review as presented from the POV of a GM and a Player to the games. Group of players measures 9 in total, but it regularly had 7 or less due to player scheduling conflicts and personal needs of the participants in Real Life ™. It should be of note that the group did not play every single “Night” as presented, and stayed primarily within the storylines of “Mobile Power”, “Critters on the Loose”, “Peregrine Thread” and “the Black Lodge Thread”.
Gripe #1 – It would’ve been nice to have had the “Cities in Blackout” story explained a bit better from the perspective a GM/Referee than have been done for this. The bare minimum would’ve been best if “Toronto’s Blackout” would’ve been given actual “In Game World” dates as the baseline. As the events of the Nights happens in the scope of events AFTER Detroit and the Ares/Bugs Conflict of August/September 2080 as those dates were given. But Toronto’s blackout date stretch is not, nor are the actual dates of the other cities which are hinted at being all at the same time.
Night #1
It would’ve been very cool to have the chance to play this, but as the characters of the game group here are established in Seattle (South-Western Lake Sammamish) making this take place proved undoable. Yes, I could’ve as the GM starting these adventures, “Hand Waved” the intro but we had done that in regards to Detroit already and the group found it to be tiresome to say the least. Being in Toronto for Night #1 would’ve helped in many ways for establishing NPC’s and places but that was managed later.
Bennie #1 – Under “the Job” and “Find a Place to Be”, several options are given as to inspire PC’s on how or where they might establish themselves a safe-spot during the blackout.
Bennie #2 – The Who’s Who list is interesting and would work best as a list of connections for PC’s that are based out of Toronto. AS very few player groups are based out of Toronto however and “Shadowrun” has historically not provided much content on this regard, it became clear that this was a “introduce something new”. There is however a detail regarding the concept of the “Who’s Who” (aka; NPC lists per night) that will come up later, and with a publishing of material that is constantly searching for ways to save ink/money, it’ll get covered much later.
Gripe #2 – the Special Notes section at the end of the Night speak of problems regarding the shutting down of the power grid and the impact upon literally everything. The problems arise in that questions regarding “vehicles” and not having power or “fuel”. For long-standing players and new players, this detail confuses everyone. It is something that is so alien to the modern thinking that without introducing it better and with more consistency through the Game Lore then the idea feels like a hammering home of the details.
Night #2
This Night helps to establish the idea that the blackout is not a short-term event. The Job section does explain the basics of how this can happen and for new GMs and Players, this does help further imbed into the thinking process of the players. The Who’s Who in Night #2 at least helps further deepen the relationships from the previous night.
Bennie #3 – The section on “What should the Decker Do?” is a very needed inclusion. This shadowbox of information assists in giving ideas on how to make sure decker/technomancer (Monad?) characters can continue to be involved in the actions of the Blackout Nights.
Bennie #4 – Under the Special Notes at the end of the Night the accentuation of the detail that “this won’t be resolved in a short quick manner” is something that needs to be detailed. For groups that are geared more towards “Missions Gaming”, this should set in that 30 Nights is not anything like Missions Adventures.
Hacker House Global
J. Keith Henry
J. Keith Henry
J. Keith Henry
Shadowrun
Supernatural Heritage
Supernatural Heritage
Cost @ Creation : 50
Cost @ Development : 50
Requirements : Special Parentage (GM's Approval)
Your character might be special, but this is *SPECIAL* in all the right places. All Mental Attributes may be developed without limit. Essence Attribute at Creation is an 8. Starting Magic Attribute (if a Magical Character) may be bought to an 8 without the need for Initiation.
J Keith Henry
Hacker House Global
J Keith Henry
J Keith Henry
Shift (Metahuman) (Quality)
Shift (Metahuman)
Cost @ Creation : 5 + Racial
Cost @ Development : 5 + Racial
This quality allows for an individual that already possesses the Shift (Metahuman) Power (Shapeshifters, Great Dragons) to develop additional forms to shift into. Each form begins with physical attributes of one (1) when first developed. A number of bonus physical attribute points are allocated at time of purchase equal to the Essence of the individual. Karma may be used to buy up the attributes for the form as if a normal character as part of advancements.
Mental Attributes remain those of the character/critter in question as does Essence, Magic, Edge. Initiative is adjusted for each new form. Qualities possessed by the character/critter function in each of the forms possessed, as long as they are possible. For example; a Shapeshifter Tiger chooses Shift (Human) develops Shift (Troll) at a later time. If they have "Prehensile Tail" as a quality, that quality will NOT work as a Troll (they do not have tails) or a human for that matter.
There are no sustaining modifiers for this Quality. It is a common quality developed and is useful for those individuals whom choose to have different IDs/Identities.
Special Mechanics Note : Blood Type and Brain Waves and most other forms of Biometrics remain unchanged from the natural form. A Detect Individual <Individual Named> will work as well normally regardless of form.
J Keith Henry
Hacker House Global
Hacker House Global
Shift (Critter)
Shift (Critter)
Shift (Critter) (Quality)
Cost @ Creation : 15
Cost @ Development : 15
Allows for the character/critter whom possesses the Shift Power (Shapeshifters, some Vampires, Drakes, some Dragons) to develop new critter forms to shift into. No critter can be taken that possesses paranormal abilities (different quality). Attributes of the critter are equal to the base attributes for a critter of that nature, with a number of bonus points allocated equal to Essence of the character/critter in question.
No sustaining modifier occurs with the usage of this quality. Each Critter type (Cat, Dog, Dolphin, Eagle, Snake, etc...) must be developed individually.
J Keith Henry
Hacker House Global
J Keith Henry @ Hacker House Global
J Keith Henry (Original Content)
Catalyst Game Labs (Shadowrun Source Materials)
TOPPS (Shadowrun Source Materials)
Shift (Paracritter) (Quality)
Shift (Paracritter)
Shift (Paracritter)
Cost @ Creation : 30 Points
Cost @ Development : 30 Points
Requirements : Character must possess the "Shift" power (Shapeshifters, Drakes, some Vampires, etc).
This allows for the character/critter in question to shift into a specific paranormal critter (Paracritter) such as Barghest, a Gloaming Owl, Hellhound, or even a Dragon (yes, this is possible but pay attention).
When doing so, the individual has the base physical attributes of the paracritter in question with no bonus points to allocate. All mental attributes remain their own as does their Essence, Edge, Magic, etc (obviously not Resonant). Initiative and Initiative Dice are configured in this new form. There is no sustaining modifier when using this quality with their Shift power.
If someone develops a "Shift <Dracoform>" they must realize that they do not gain any of the dracoforms special attributes (adjusted essence or magic for example). They can NOT elect to choose Shift <Greater Dracoform> ... sorry, not going to happen. Anyone with the Shift <Dracoform> ability when using this quality around a real dracoform will be detected by those beings as "Not a Real Dracoform" and will have to deal with all social, and probably combative, issues accordingly.
No Spiritual Being may be taken with the Shift (Paracritter) quality, and this includes most Fae/Faerie beings (any that possess the Fading or Materialization quality). Only tangible, primarily physical, beings may be developed with this quality. Under no circumstances may a being with "Resonance" be developed with this Quality.
Shift requires a Major Action (A).
J Keith Henry
Hacker House Global
J Keith Henry @ Hacker House Global
J Keith Henry
J Keith Henry (Original Content)
Catalyst Game Labs (Shadowrun Source Material)
Legendary (Quality)
Legendary (Quality)
Cost : Special
This quality only exists as a measure of experience that character in question has earned. It may in truth be the reason that dragons, especially Great Dragons, can develop their skills to ... legendary ... levels.
For every 1000 full karma the character has earned, the cap/limit they may develop their skills to, is lifted. It does not give any bonus points to the skill(s), merely allowing for that individual to do so beyond the normal limits (9 for most in 6E).
J Keith Henry
J Keith Henry
J Keith Henry @ Hacker House Global
J Keith Henry
J Keith Henry (Original Content)
Catalyst Game Labs (Shadowrun Source Material)
Training Time (Skills)
Training Time (Skills)
In the HHG games, the training time for Skills and Advancement are differ accordingly.
For Skill Advancement, we use the following mechanic;
Intuition + <Current Skill>
Threshold of Karma Cost x 2
Interval of 1 Day
INT + <CS> (Karma Cost x 2, 1 Day)
For Initiation, Emersion, Evolution, we use the following mechanic;
Intuition + Magic (Initiation), + Resonance (Emersion), + Depth (Evolution)
Threshold of Karma Cost x 2
Interval of 1 Day
J Keith Henry
J Keith Henry
J Keith Henry @ Hacker House Global
J Keith Henry (Original Content)
Catalyst Game Labs (Shadowrun Source Material)
Spells to Work On
Combat Spells
Light Bolt (Jumper, Chain Lightning)
Magic Missiles (yes, an inspired joke)
Pulsefire, Ballistic
Pulsefire, Mana
Pulsefire, Stunner
Spellstrike, A and LOS (Adv Sc/Metamancy)
Torpor (Invae)
Trace Fireball (Adv SC/Metamancy)
Detection Spells
ARO Sight
Deeplink
Analyze Karma (Adv SC/Metamancy)
Analyze Timescape (Adv SC/Metamancy)
Augment <Skill/Task> Usage
Decipher
Group Think
Lingua <Language>
Manifest
Melee Sense
Navtime (Analyze Timescape) (Adv SC/Metamancy)
Passenger
Scanrange
Spelltap (Adv SC/Metamancy)
Health Spells
Augment Recovery
Body Purge (Adv SC/Metamancy)
Circadian Adjustment
Conception
Dialysis (Blood Filtration)
Enervate (Adv SC/Metamancy)
Essence Drain (T), (LOS)
Essence Transfer (T)
Growth <Living Being>, <Plant>
Heal, Metamantic (Adv SC/Metamancy)
Improve Focus <Skill>
Increase Reflexes <Astral>
Nap
Nutrition, Essential
Restore Age (Adv SC/Metamancy)
Toughness
Blood Typo
Illusion Spells
Deciever (Deceive Detection Spells)
Faux Conversation
Privacy
Manipulation Spells
Mental Manips
Control Perceptions
Destroy Skill
Destroy Thought
False Rig
Headspace
Mental Block
Thoughtbanning <Skill>
Thoughblocker <Skill>
Telekinetic Manips
Autoloader <Clip, Belt, Magazine, Carbine>
Catapult
Catch
Flight (Supermach)
Gather <Item or Material>
Lock
Magic Fingers
Magic Hands
Manipulate Device
Straw
Unlock
Transformation Manips
Alter Gravity
Ammo Prep (Ammo Type)
Astral Disruption
Autoinflate
Boost Vehicle Integrity (Body)
Circle of Rites (Adv SC/Metamancy)
Control Radiation
Convert <Energy to Energy>
Convert <Energy to Mana> (Adv SC/Metamancy)
Convert <Light to Mana> (Darksphere) (Adv SC/Metamancy)
Gear Fit
Gear Up
Ghost Palm
Jack <Data, Power, Q'ack> (Adv SC/Metamancy)
Journal
Manipulate Device (Complex Control)
Mender (Repair Device)
Metapocket (Adv SC/Metamancy)
Mist Form
Pack Lodge
Patternweave (Alter/Transform Area) (Adv SC/Metamancy)
Rebreather (Personal Air Filter)
Repair Structure (Remontnaya struktura)
Shapechange (Greater)
Shapechange (Meta) (Adv SC/Metamancy)
Singularity
Slipstream
Switchblade (Swap Items)
Tempus Fugit (Mannequin Challenge) (Adv SC/Metamancy)
Timeslide (Adv SC/Metamancy)
Timetube (Adv SC/Metamancy)
Transcribe
Transform <liquid to Multifuel>
Transform <Scrap to Ammo> (by type)
Unpack Lodge (Room)
Theurgical (Transformations)
Astral Doppleganger (Flex Sig)
Copy/Write
Decrypt Formula
Dispersion Circle (Cleansing)
Encrypt Formula
Essential Restoration (Recover Essence Drain) (Adv SC/Metamancy)
Group Bond (Windscapes, "Teaming")
Simulacra (Ritual Only) (Adv SC/Metamancy/Sacrifice)
Energy Drain <Spirit>
Inheritance <Ritual Transfer> (Adv SC/Metamancy)
Introspection (Windscapes Ritual)
Lifestones (Windscapes, Memory Capture)
Navigator Wheels (Deep Astral/Astral Sea) (Adv SC/Metamancy)
Optimal Attribute <10 Forms>
Ouroboros Mnemotali (Viral Alter Thoughts) (Adv SC/Metamancy)
Serdtse zvezd (Singularity Tap) (Adv SC/Metamancy)
J Keith Henry @ Hacker House Global
Slipstream
Manipulation Spell (Metamancy)
Category : Transformation
Range : T
Duration : I (Special)
DV : 7
Threshold : 2 (Minimum)
A Single Subject (Target) version of the Gateway spell with a few special modifications. Unlike the former, Slipstream functions by enveloping the subject and shunting it/them to the destination location. It does this immediately, but the travel to the destination still takes time. The duration of such is the subject of much debate, as during this transition period, the individual is limited to the volume of breathable atmosphere they had with them at the time. As such, if it takes too long to travel from point A to point B, it is entirely possible the individual can suffocate.
The "speed" by which this transition takes place is at Astral Speeds of travel, bordering on approximately 2500 KPH (~1500 MPH). Thus it is possible for the individual at very short distance to appear "instantaneous" but in truth it isn't. For game mechanics, the distance is ~700 meters/second or 2000 meters in a turn (3 seconds).
If the caster has direct LOS, then the spell is rarely inaccurate. But if the destination is someplace out of LOS but memorable, the Gamemaster is encouraged to increase the casting threshold as they see fit.
Mana Barriers, Wards and similar obstructions do impede the spell and increase the threshold by their rating accordingly.
J. Keith Henry
Hoosier Hacker House
J. Keith Henry
Spells
Mageblade
Manipulation Spell
Category : Transformation
Range : T (A)
Duration : S
DV : 5 or 7 (see below)
Similar to the "Spellblades" that surfaced during the 5E of Shadowrun, "Mageblades" are the original spell design put forth during the 2E years of Shadowrun originally by this group and posted to the ShadowRN email list during that time period.
The spell creates a 'blade of energy' that is roughly a meter in length and functions as a Sword or Club (Close Combat Skill). The blade does damage equal to one-half, rounded down, the magic attribute of the caster. The blade 'dances' in that it can be directed to work in combat at the caster's direction and they use their Close Combat skill when 'wielding' such. The blade can travel up to a number of meters from the caster equal to the net hits on the spell as measured in meters. It travels at the same movement rate of it's caster, regardless of hits. The base forms of the spell are either Physical (Power Blade) or Mana (Mana Blade). When cast the plane upon which the weapon functions is determined by the caster, but only the Mana Blade can work in the Astral Plane. The Power Blade is resisted with Body and the Mana Blade version is resisted with Willpower when struck by such.
At the time of casting the magician can determine a specific elemental type, if any, that is manifest as well. With the elemental effect, the drain code of the spell is 7. Only one elemental type at a time can be so issued per casting.
The blade so issued has an AR equal to the Hits of the casting regardless what range column may be possible.
Should the spell be quickened or associated with a Preparation or Imbuement of some type, the blade loses it's dancing property and must be directly wielded by an individual or object. It is for this reason that is sometimes encountered in Mana Blade format overlapping an existing sword or club allowing it to strike creatures with the benefits accordingly. Blades so improved by this spell cast in Mana Blade form and designated as being 'in Astral' can strike beings that are astral in nature ... although the spell gives no sensory awareness of such.
J. Keith Henry
Hoosier Hacker House
J. Keith Henry
Hoosier Hacker House
Spells