|4||Upgraded Role Boosts, Complication, Trick|
|5||Upgraded Class Feature, Feat|
|6||Role Encounter Power, Trick|
|7||Class Encounter Power, Feat|
|8||Upgraded Role Boosts, Complication|
|9||Upgraded Class Feature, Feat|
|10||Role Encounter Power, Trick|
A clunky mechanic that rarely makes sense and doesn't quite fit with the tone of Shadowrun. Dropped in favor of allowing rerolls with Related Skills.
Rather than the Strike Wealth system, we will be tracking wealth based on the nuyen.
The nuyen (pronounced New Yen), symbol ¥, is the currency of Japan and the primary monetary unit of international trade. It replaced the older yen as Japan's currency on 1 June 2012 as part of the Yamato act. On 2 August 2036, Japan granted policy control of the nuyen to the Zurich-Orbital Gemeinschaft Bank. Soon thereafter, the nuyen was established as the world accepted reserve currency. The nuyen is accepted in virtually every country of the Sixth World and is the official currency of Australia, California, Denver, Japan, the Native American Nations, the Philippines, and Tir Tairngire. The nuyen is the common currency of Shadowrunners.
A character going into debt must specify who they are going into debt to. For the SINless, this is generally a loan shark, which impose unfavorable terms ranging from 10-20% interest a week.
Convert wealth level to an equivalent treasure parcel by adding 1.
Gain 20,000¥ for each tier 2 treasure parcel and 1,000¥ for each tier 1 treasure parcel.
Gain 40,000¥ for most recent job.
Inherent Combat Equipment
Augmentation is a core theme of Shadowrun. People in the game do whatever it takes to give themselves an edge. As such, as part of the translation of the setting to Strike, it is assumed that the tactical combat ability of a player character, if they're equipped and ready to fight, will be possible to detect given a reasonable examination. This may be represented by different forms of augmentation of the player's choice: cyberware (e.g., smart link, move-by-wire), bioware (e.g., orthoskin, synaptic accelerator), adept ability (e.g., improved ability, improved reflexes), or magic sustained by focus (e.g., armor, increased reflexes). But some form of augmentation should be chosen and available to discuss when a question of, for example, sneaking, combat ready, into a secure area is proposed.
For different characters improved tactical combat ability may correspond to different sorts of equipment. Gear may reflect an ability to do more damage (reflecting the ability to damage higher-level monsters), the ability to better resist damage (reflecting the ability to withstand damage from high-level monsters), enhanced mobility (reflecting the increased scale of combat at higher levels), and any new additional combat abilities. Purchased gear may be weapons, armor, gadgets, cyberware, adept powers, spells, magical equipment, or any other appropriate form of equipment.
We're not using Kits in this game. However, Kit features are appropriate inspirations for benefits of equipment/spells/training/etc.
The GM may give a player a Knock as the consequence of a Cost on their roll. A Knock is similar to the one-use negative aspects from FATE and, as with a negative aspect, should be described as an element of the scene that may serve as an impediment. The Knock may be redeemed by the GM on any appropriate roll by any player in that scene.
If a character has a Skill related to an attempted action that they are not rolling for that action, this Related Skill may be incorporated in two different ways, either of which costs an Action Point:
- Gaining Advantage on the check by paying the Action Point before the roll.
- Re-rolling all dice rolled on the check (i.e., including Advantage and Disadvantage dice) by paying the Action Point after the roll. Use the preferred result.
In general, Tricks should provide narrative benefits beyond basic success on some kind of roll, with an impact generally equivalent to the Bonus received when rolling a 6.