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Post by Random Task on Apr 6, 2018 5:21:17 GMT
Finishing up the character,
Was wondering if you have any special rules about defaulting on skills we don't have?
Also what were you plans for initiative? Is it more mechanical or holistic/narrative? Llike my game is mechanical. at start of combat we roll a sum of 2d6, add your attribute (AGI, LOG, WILL depending on realm of combat), add the level of any amps ( so like Wired Reflexes 2 is +2) and then add 1d6 per plot point burned.
Thanks
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Post by Admin on Apr 6, 2018 15:24:29 GMT
In Shadowrun Anarchy, I'd don't think there is a penalty in RAW skill defaults.
Page 38: Untrained: If you want to try a specific action but are untrained in that action—i.e., the appropriate Skill is not on your character sheet—then determine what the linked Attribute is for the missing Skill (see Skills List, p. 32), and then use that Attribute’s dice for the Test. In a few limited circumstances, such as Magic-based actions, Untrained actions cannot be taken. If a Skill cannot be used untrained, that is noted on the Skills list.
I will modify this to within reason.
Someone could pick up a pistol and fire with just their agility stat as their dice pool, but I'd definitely put a penalty on them firing a machine gun.
Similarly, I'll let anyone try first aid with just their logic score for their biotech pool, but I won't let them try surgery.
Initiative is going to be fluid, partially due to the asynchronous nature of PBP. Everyone will get one turn (narration) per round, super AMPed characters may get two per round (Tag falls into this category). In general, it will be more narative.
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