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Message no. 1
From: Hairy Smurf <ab130f92@*******.ADELPHI.EDU>
Subject: new archetype for input
Date: Thu, 2 Jan 1997 01:51:13 -0500
Tell me what you think.


Jack-of-all-Trades

"What do you mean I'm supposed to have a Scottish accent?"

The Jack-of-all-Trades (JOAT) is rarer the a spell-caster. He's a unique
blend of technical genius, renaissance man, and quick thinker but he also
cannot seem to concentrate on anything long enough to become a master at it.
He's driven to discover new things and to learn about how they work, but as
soon as he develops a working knowledge of it he's off to find a new
challenge. He's always looking for a new challenge, and what could be more
challenging then a run?

The JOAT should be a role-playing challange. Inspiration should come from
Tim Allens, McGyver, Scottie, even Cliff Claven. JoOATs seem to find the
oddest connections between seemingly unconnected things. They have the
curiousity of a child and sometimes the attention span. They're skills are
most likely an unconnected jumble of random abilities. If they see a
talented musician they'll go out and learn to play the synthaxe, but two
days latter they'll decide they want to learn how to urban brawl, or program
decks, or even how to enchant. They all have an intense need to learn and
examine and explore everything. Beyond that anything goes. They can be
pacifists, technophiles, scholars, gunbunnies, scientist, whatever. This is
not to say that all JOATs have spread their skills all over the spectrum.
Most have a core interest that they keep comming back to, but even the most
technical of JOATs will still leaarn how to paint after seeing the Mona Lisa.

(OK so honestly there is no pressing need for a JOAT archetype, but IMHO
there is something wrong with a world where the seems to be no Scotties or
no McGyvers. I've see many a game, both low and high powered, where the run
comes upon something unexpected the team doesn't have the technical skills
to overcome it so they default to the standard blow it away and move on
approach. The archetype is however going to be more useful in more
untraditional styles then the standard one, ie with fixer, cop or "Sneakers"
style campaigns, or to tone down blood and guts campaigns by adding this
slightly more non-combatant archetype. Despite this I think it will add some
more color to the SR II world, if only to flesh out your NPCs.)

Skills

The JOAT has a few special skills. Some can be learned by anyone, like
analyze device and jury-rig, but the is one that is unique to the JOAT and
makes him what he is. The JOAT also has a unique restriction on his use of
karma for skill advance. Whenever a JOAT character uses karma to develop his
skills he must devote some of this karma to a new skill at level 2. This
must be a general skill, except for those skills that must have
concentrations like etiquette. This skill must somehow connect to the recent
events in the game world. The JOAT will want to learn something he just saw
done. Depending on how karma heavy your campaign is this may cause the JOAT
to be devoted to learning these new skills, but remember the JOAT is a
dabbler in many skills and a master of none.

JOAT skill: The JOAT is the only archetype that can learn this skill and it
must be bought during character generation or the character will never be a
JOAT. This skill allows the JOAT to decrease the skill web default
modifiers. This skill will drop the modifier by one for every two levels of
this skill down to a +2 modifier. This skill cannot lower the modifier below
+2. At higher levels this skill allows the JOAT to lower situational
modifiers. This represents the JOATs vast store of knowledge. The JOAT may
lower the situational modifiers by one for every four levels of the JOAT
skill. Again the JOAT cannot lower the modifiers below +2. This includes
language skills. While the first part of this skill will work on any skill
this second part is only applicable to mental based skills. Any skill which
defaults to a physical attribute, including reaction won't work with this
skill. All the knowledge in the world won't make you shoot, or drive better
only practice will do that.

Analyze Device skill: This skill works similarly to the analyze device
spell. The skill works in part with the JOAT skill. The objects target
number is determined by how complicated the device is. very simple (door
bolt): 2, simple (key lock): 4, complex (maglock): 6, very complex (maglock
w/ optical scanner): 8, etc. This skill is used in conjunction with an
appropriate B/R or knowledge skill. If the character has the correct skill
he can use whichever is higher. If he does not have the correct skill the he
must use the closest one and apply default modifiers. Of course this is
where the JOAT skill comes into play to minimize the default modifier.

Jury-Rig skill: This skill allows the character to quickly and temporarily
fix an item. Take the base time on the repair and "stage-down" the time
frame. A job that would take 10 hours would take only 10 minutes if it is
jury-rigged. However the repair is temporary and prone to breakage. If the
character succeeds as the repair test he can take those success and choose
what to do with them. He can use them to reduce the time requirement as per
SR II rules (p.68) and/or he can use as the target number for rebreakage.
When the device is used again the GM roles a number of dice equal to the
original target number of the repair test against the number of successes.

Example: Bone-Head the sammie manages to damage his cyberarm in a gun fight.
They manage to get away but there is a squad of goons on their tails. After
his wounds are seen to Monk, the team's JOAT, tries to jury-rig the arm so
when the corp goons that are chasing them catch up Bone-Head can be ready
for them. The damaged limb fails to respond periodically. (Cybertech roll
8-9 on damage table p.49) Using SSC rules we find the repair time is 3 hours
(arm w/ smartgun and razors 1.45 times 2 hours). That makes the jury-rig
time 3 minutes. Monks Jury-Rig skill in 6, his JOAT skill is 4, and his
closest skill to biotech is biology at 5. He gets a +4 for skill default
minus 2 for the JOAT skill and +2 for the bad conditions. (The rigger is
trying hard to lose these guys.) The resulting target number is 8 (4+4-2+2).
He rolls and manages to get 3,3,4,5,8,10. He scores 2 success. He decides to
risk taking the time and goes to apply the 2 success to the end target
number. When Bone-Head uses that arm again the GM will roll 4 dice (the
original target number sans modifiers) against a target number of 2.
Needless to say the arm falls apart and is subject to the original damage.
Monk swears up and down that if he survives this he's going to learn
biotech. (His required skill maybe?) Had he know biotech in the first place
he would have had 4 successes instead of the 2 he ended up with.

Magical JOATs

Not all JOATs are mundane. Magically active JOATs will be more interested in
those spells which help them at the start. They will being with detection
and manipulation spells first. Their later spell choices will again be
dictated by the skills rule. If he learns a new one it will be because he
saw it and it looked good. Those JOATs who have both the analyze device
skill and spell will get a -2 modifier when using the spell. Using the fix
spell with the jury-rig skill will also give a -2 modifier. This reflects
the parallel intents of these skills and spells.

Archetype

Ben Franklin

Real Name: Michael Browning
Race: Human Caucasian
Sex: Male
Age: 20
Appearence: Black over hazel

Body: 3
Quickness: 4
Strength: 3
Charisma: 5
Intelligence: 5
Willpower: 4
Reaction: 4
Essense: 4.05
Body Index: 0.4

Skills:
JOAT 6
Analyze device 4
Jury-Rig 5
Physical Scienses 4
Painting 3
Ground vehicles B\R 3
Computer Theory 3
Psychology 4
Firearms 3
Computer B\R 3
Bike 2

Cyberware

Datajack Lvl 4
Imp. Memory 100 MP
Image Link
Encephalon 1

Bioware

Mnemonic Enhancer 2

Gear

Fitchetti Security 500a
2 extra clips
Narcojet Rifle
2 extra clips
Middle Lifestyle
Ordinary Clothing
Lined Coat
Docwagon Basic Service
Kits: General, computer, vehicle
Survival Kit
Pocket computer w/ mini-printer
Yamaha Rapier

3200 nuyen


Sasquatch

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| Brain: Seasonal help wanted Apply North Pole. Pinky |
| are you pondering what I'm pondering? |
| |
| Pinky: I think so Brain but what are we going but what |
| are we going to hold the North Pole up against? |
| |
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