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Username17
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### Shadowrun Horror

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Post by Username17 » Mon Mar 16, 2009 7:43 pm

The year is 2072...
Los Angeles is a glittering and decaying ruin. Rising sea levels and changing rain patterns have left the Los Angeles valley partially submerged. The rich have rebuilt and moved to higher ground, leaving hundreds of square kilometers to moulder. The inhabitants of these barrens and sacrifice zones do not officially exist, and their problems do not reach the trid sets of those in the suburbs and arcologies.
But there's something coming. A problem that no one will be able to ignore. You can feel the tension in the air, see the nervousness of the reporters. This town is going to burn. And you're involved.
Someone is trying to cash in. Someone is going to pay you a million nuyen for your involvement. And you don't even know what it is that you're supposed to do...
Shadowrun Horror
Shadowrun Horror is a board game for 2-8 players set in the Shadowrun Universe in the year 2072. It is heavily based on the game Arkham Horror, and this description assumes that you know how that game works.
Each player takes the roll of a Runner (Investigator), in their attempt to complete a run worth a million nuyen. Unfortunately, in the course of their legwork they uncover a Threat (Ancient One) that may destroy all of Los Angeles. Your Runner has Stamina and ID (ID replaces Sanity). If you run out of Stamina you are unconscious and transported to DocWagon Contract Hospital. If you run out of ID you are discovered and have to go to ground at the Safehouse. If either of these happen while you are at a Problem location you are missing in action and lose a turn. Your Runner has three sliders, that are Speed/Sneak, Fight/Caution, and Logic/Will.
The phases have been run up differently. Here they are:
1. Karma: essentially the Mythos Phase, you draw a Karma card, you resolve it. You place a Problem (gate) on the board with an Enemy (monster) or two depending upon the game size, you move Enemies and place a Tension Token (rift progress marker), and you resolve the text. Environments replace other environments, and furthermore an environment's text resolves before the Problem comes out. If a Problem comes down where there is already a Problem, you get a Vendetta (monster surge), and if a Problem comes down where there's an Exposé (seal) it bounces off with no effect unless it is a Coverup (gate burst), which are very rare. Every time a Problem actually shows up, you get a Doom Token, and the most common way for that to happen is with the Karma card having a Problem on it.
2. Upkeep: All Runners refresh all their cards. Then the First Player changes. From this point on, Runners may trade items. Then all Players take turns moving sliders and taking any special upkeep actions they have.
3. Movement: Each player takes turns taking their movement phase. During movement you get a number of movement points equal to your Speed. You can take Movement Phase actions before, during, or after moving. Whenever you move out of a location you encounter any Enemies there. If you sneak past them (or an Elusive Enemy sneaks past you), you get to the next space. If you fight them, you lose the rest of your movement points for the turn and can't get any more. Note that there is no longer a movement "action" that generates movement points, because there is no Outerworld movement, so there's nothing to distinguish.
4. Encounters: Characters take turns resolving their Encounters. They may take Encounters phase actions whenever they want. Enemies that have not already been Evaded or Escaped from are encountered before drawing or resolving Encounter cards. If an Enemy appears during an Encounter, you encounter that Enemy before continuing with the card. When you encounter an Enemy because of a card, that Enemy is not placed on the board (and thus does not count against Enemy limits) until the end of the Encounter. If you are at a location other than the streets, you draw the appropriate location encounter card. If there is a problem token there you draw a Problem Encounter (gate encounter) instead.
And that's the phases. Here are the big differences in resolution:
Terror Track: The Terror Track closes a lot more things. Something closes every other Terror level. Also, the Terror Track is added to the city's Enemy limit rather than limit = infinity at Terror Level 10. And you add half the Terror Track to the number of Enemies you place down when a Vendetta happens. So Terror Management is something that matters a lot more.
Allies: There is no boarding house. All forty-one Allies begin the game available but generally only appear by name in encounters.
Encountering Enemies: If you attempt to Evade an enemy and fail, you begin combat normally. This encourages people to evade more, and makes Sneak more useful (since even a die of Evade is "better than nothing"). If you are surprised by an Enemy, you skip the entire Evade step and go straight to combat. Enemies perform the Combat check first, and the Investigation (horror check) at the end. If after a round of Combat you want to leave, you can make an Escape test, which is like an Evade test, except that you can use Sneak or Speed. If you Escape successfully you skip the Investigation. Investigations only happen if you defeat the enemy or get knocked unconscious. Weapons are "melee" or "ranged" and resistances apply. The Elusive ability means that you have to make an Evade check to fight them. The Ambush ability means that if you fail the Evade check they inflict their Combat Damage before the first round of combat, and if you succeed at the Evade check you may choose to fight them or not. Nightmarish is called "Tagged." The Investigation is a Discretion check (secondary to Caution).
Board Encunters: Special encounters on the board are in addition to drawing an encounter card rather than instead of drawng an encounter card.
Problem Encounters: Problem tokens do not have difficulties, nor are there any outworld locations that you get transported to. Instead, each color of Problem encounters has a total of 5 Problem types associated with it (for example: Yellow has Corporate Secuity, Gang War, Yakuza, Triad, and Astral Rift). There are 25 of each color of card, so when you draw an appropriately colored card there are 10/25 cards that have a specific encounter and 15/25 that come up other (well, 20/50 for everything but CorpSec and Gang War that are 40/100, but you get the idea). All of the specific Problem Encounters have a "Problem Solving" test at the end. All of the "Other" encounters don't. If you get a Problem Solving chance, you can make the specific test it offers to solve the problem. If you succeed, you take the problem as a trophy and you can spend 5 clues to Expose it.
Mages and Hackers: The Astral Rift is closed to characters who are not Mages. System Failure is closed to characters that are not Hackers. There is a Spellcasting test that is usable only by Mages, it is Secondary Will check. There are magical spells in the Talisman deck that work like Spells in Arkham save that they have Drain that is a Stamina cost instead of a Sanity Cost. There are Hacking Programs in the Contraband deck, which use the Hacking test that is secondary to Logic and only available to Hackers. They have a Signature that costs ID.
Tension and Riots: Every time Enemy Movement comes up with one of the six "standard" movement icons (which is almost all of the Karma cards), you place a Tension Marker onto one of the slots on the board with that movement icon. Each Tension Marker has a location around town on it, and you draw them from an opaque cup. There are two slots with each movement icon. There are three Riots, and each one has two of those slots attached to it. Wen all of the Tension Markers attached to a Riot are placed, the Riot moves to the board in the streets of the neighborhood that was last drawn as a Tension Marker. When a Runners has an Encounter they may remove one Tension Marker with the location that they are in. Riots stay on the board until all the Tension markers have been removed. When you would be called upon to place a Tension Marker and both of the slots are already full, you draw the marker anyway and place an Enemy token at that location. The Riot itself has a movement icon on the back, and when it moves it drops an Enemy if it moves White and raises the Terror level if it moves Black. Riots take 2 Movement points to enter the location of.
Traits: The game keeps track of traits for enemies (and allies) of Drone, Critter, and Spirit. Many spells and programs behave specially against one or more of those traits, and some Runners have special abilities that trigger off of that. For example: Damien is a devil rat, so his Ally has the Critter marker. Gillian Valentine gets a bonus on skill checks to gain Critter Allies, so she has a bonus on the die roll during the Problem Encounter where the player may get Damien as an Ally.

Board
Resources
Runners have access to six different resource card types. Talismans, Common Items, and Contraband are tradeable. Allies, Augmentations, and Skills are not.
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Shadowruns: There are several key differences between Shadow Runs and AH Tasks. The most obvious is that there are skill tests that are listed on some of the areas. When you have an encounter there, you have to make the skill check or you don't get a progress token on the Shadow Run. The second important difference is that once you get a progress token and trade it to another Runner, you don't lose the progress token. Players are encouraged to join forces to complete more difficult runs by handing them back and forth so that the right specialist does each part of the leg work.
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Augmentations inherently penalize your Spellcasting tests by -1 each.
Encounters:
When you have your location encounter at a location that has a Problem token in it, you draw a Problem Encounter, here's a sample:
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If you are in the streets you get no encounter. And if you are in any other location, you draw from one of the twelve Neighborhood Encounter Decks, depending upon what neighborhood you are in:
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Major Players:
Each player takes the role of a Runner. Each Runner has their own card. Like this one:
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The main Threat also has a card. Here is a sample:
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Every turn, the Threat's plans continue to affect the city. This is done by drawing a Karma card, like this one:
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The players may be sponsored by a Johnson. They provide advantages and disadvantages as well as a hook for getting the characters into the story. These are wholly optional, and here is a sample:
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Card Lists

- 111 Karma Cards:
  - 61 Headlines
  - 40 Environments
  - 10 Rumors
  144 Location Encounter Cards:
  - 12 Free Commerce Zone Encounters
  - 12 Griffith Park Encounters
  - 12 Glendale Suburb Encounters
  - 12 River District Encounters
  - 12 Barrens Encounters
  - 12 Arcology Encounters
  - 12 El Infierno Encounters
  - 12 City Center Encounters
  - 12 Watts Encounters
  - 12 Docks Encounters
  - 12 Coastside Encounters
  - 12 Rust Town Encounters
  100 Problem Encounters
  - 25 Green Encounters
  - 25 Blue Encounters
  - 25 Red Encounters
  - 25 Yellow Encounters
  20 Problem Tokens
  - 4x Corporate Security Tokens
  - 4x Gang War Tokens
  - 2x Yakuza Tokens
  - 2x Triad Tokens
  - 2x Vory Tokens
  - 2x Mafia Tokens
  - 2x System Failure Tokens
  - 2x Astral Rift Tokens
  21 Runners
  10 Threats
  6 Johnsons
  140 Enemy Tokens
  24 Special Cards
  - 8x Wanted/Favors cards
  - 8x Bum Fighter/Good Karma cards
  - 8x Day Job cards
  40 Skills
  41 Allies
  30 Augmentations
  - 2 Shadow Runs
  60 Contraband
  - 15 Hacking Programs
  - 5 Shadow Runs
  60 Common Items
  - 5 Shadow Runs
  40 Talismans
  - 20 Spells

-Username17
Last edited by Username17 on Wed Jun 03, 2009 1:54 am, edited 3 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot » Mon Mar 16, 2009 8:29 pm

Hell yeah! How much of this have you actually completed?
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Should probably be "koi pond".
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The first sentence of the wandering eye encounter needs a bit of editing as well.
How are you balancing hackers and spellcasters vs. the rest? Sure, augmentations stop casters from going street sam, but what about hackers?
Last edited by CatharzGodfoot on Wed Jun 03, 2009 1:54 am, edited 1 time in total.
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Username17
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Post by Username17 » Mon Mar 16, 2009 9:06 pm

> Catharz wrote:Hell yeah! How much of this have you actually completed?

Not sure. The editing process has to go on and on, because there isn't really a chance to patch things once it is printed. Also, I'm fumbling around with how many duplicates there are in resource cards and Enemies.
But for example, all 111 Karma cards are up, and I'm editing them. All the Talismans and Skills are currently done, but I might decide to drop a couple copies to bring in some extra uniques or something. The Allies are finished, and they are all already unique, so there's no expansion going on there.
120 of the 144 Encounter Cards are done. 60 of the 100 Problem Encounters are done. The board needs its Terror Track fixed up a bit (and the progression of location closings finalized), but is basically finished.
The Runners are done, some of them still need stories, some don't.
8 of the threats are done. 3 of the Johnsons are done.
I'm also investigating printing options, so they haven't been arranged into sheets yet. I don't know whether it's more economical to slap them on more smaller sheets or less larger sheets.
The Enemies are more complicated of course, because there are going to be a lot of Enemies with duplicates. But I think that I need to print up a few more. But I'm not super sure what kind I need to make.
Speaking of which, here are some Enemies:
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-Username17
Last edited by Username17 on Wed Jun 03, 2009 1:55 am, edited 1 time in total.
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TavishArtair
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Post by TavishArtair » Mon Mar 16, 2009 10:27 pm

I'd protest that you aren't using the Official Shadowrun Default of Seattle, but it all looks so nice anyways, I don't really have the heart. Clever use of ID as a "Sanity"-type mechanic. Although none of my Shadowrun games ever seemed to stress that part, it's definitely a big thing and very appropriate.
Last edited by TavishArtair on Mon Mar 16, 2009 10:29 pm, edited 1 time in total.
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Gelare
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Post by Gelare » Tue Mar 17, 2009 6:44 pm

I must confess, I haven't played Arkham Horror, but I sure want to play this. Good stuff, Frank. Although I do miss Seattle just a bit.
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Manxome
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### Re: Shadowrun Horror

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Post by Manxome » Tue Mar 17, 2009 8:36 pm

> FrankTrollman wrote:The Riot itself has a movement icon on the back, and when it moves it drops an Enemy if it moves Black and raises the Terror level if it moves Black.

If those are really both supposed to be Black, you should probably consolidate them into one statement so that it doesn't look like an error. If they're not, you should fix them.
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Username17
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### Re: Shadowrun Horror

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Post by Username17 » Tue Mar 17, 2009 9:20 pm

> Manxome wrote:

> > FrankTrollman wrote:The Riot itself has a movement icon on the back, and when it moves it drops an Enemy if it moves Black and raises the Terror level if it moves Black.

> If those are really both supposed to be Black, you should probably consolidate them into one statement so that it doesn't look like an error. If they're not, you should fix them.

Ouch. Thanks. Yeah, it's White and Black.
Anyway, card lists. I have a good idea of how many cards of each type I want in the decks with the non-item Resources. The Item Resources are still in flux because they are tradeable and get found and purchased a lot, so the ratios are funky. Anyway, here are are some specific card lists:
Skills
2x Artisan
1x Assensing
2x Athletics
2x Close Combat
1x Conjuring
2x Cracking
2x Data Search
2x Disguise
2x Dodge
2x Driving
2x Electronics
2x Etiquette
2x Firearms
2x Infiltration Linguistics
2x Negotiation
2x Palming
2x Perception
2x Shadowing
2x Sorcery
Allies
Agni
Amazing René
Claire Walters
Damien
Dan
Donald Hwang
Donner
Dr. Jesus
Edward
Fingers
Gabrielle
George the Party Dwarf
Glyphendel Fairchild
Green Ring
Gregory Ho
Grinner
Inspector Killborn
Josephine
Kaitlin Milano
Kana
Kaoru
Karen Beecher
Katherine Hemming
Kodama
Laughing Hawk
Little Vulture
Max
Michelle Kaplan
Mr. Mackelroy
Murphy
Naila
Nancy Tang
Parvathi
Putas
Rainbow Morgan
Ramon Huitzilopotchtli
Sarabelle Kent
Sarah Parker
Socky
Tesla
Tony
Augmentations
2x Blood Filtration
2x Bone Lacing
1x Cranial Bomb
2x Cyber Arm
2x Cyber Spurs
2x Data Jack
1x Data Lock
2x Dermal Sheath
2x Muscle Replacement
2x Radar System
1x Retinal Duplication
3x Sense Recorder
1x Sleep Regulator
1x Symbiotes
2x Synthacardium
2x Tailored Pheromones
2x Wired Reflexes
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cthulhu
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Post by cthulhu » Tue Mar 17, 2009 10:42 pm

Are the cards all poker card sized or?
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Username17
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Post by Username17 » Wed Mar 18, 2009 7:21 am

> cthulhu wrote:Are the cards all poker card sized or?

Or.
The cards are the size of Arkham Horror cards. Indeed I used arkham horror cards as parts of a lot of those collages.

- Karma cards, Neighborhood Encounters, and Problem encounters are 5.69 cm x 8.99 cm
- All six Resource card types and traits are 4.8 cm x 6.4 cm.
- Runners are 12.70 x 17.86 cm
- Threats are 12.74 x 17.68 cm
- Enemy tokens are 3.52 cm square.

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Murtak
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Post by Murtak » Wed Mar 18, 2009 9:44 am

Do you need playtesters / proofreaders?
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Username17
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Post by Username17 » Wed Mar 18, 2009 5:06 pm

> Murtak wrote:Do you need playtesters / proofreaders?

Yes. Yes I do. Not sure how to go about that though. There's the problem where I just have a flickr account to host these things on. Catharz caught two typos in 12 cards, which is embarrassing but they've been fixed in the masters now, and that's good. There's a lot less text on the resource cards, so I think they will be a lot less error prone.
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shau
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Post by shau » Wed Mar 18, 2009 5:43 pm

This is somewhat a flavor issue, but the amounts of money in this game seem really low. I am guessing that the 10 bucks you can pick up from trailing the wife and the 2 dollar discount from the arms dealer are supposed to be significant, but I just can't get excited by 10 bucks. I know you want to keep the numbers small, but from here it looks like something that can break the immersion.
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Murtak
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Post by Murtak » Wed Mar 18, 2009 7:00 pm

How big is the sum of all files? RARed or zipped preferrably
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Username17
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Post by Username17 » Wed Mar 18, 2009 7:36 pm

> Murtak wrote:How big is the sum of all files? RARed or zipped preferrably

It's about 400 megabytes.
I don't know what it zips down into. It's also currently in a weird java space where it's not readable by anyone. I can extract them out as .pngs or .pdfs, and I do. At the quality that I'm going to print them at, an Enemy token is ~1.8mb, a Johnson is 10mb, the 12 cards of a Neighborhood is ~20mb (front only), and a Resource card is about 6mb.
But I can produce them at much lower, barely legible quality. The .png of the front only of a Resource card is less than 50 kilobytes. At that kind of resolution the entire game could come in at a size I could email around. And that may be what I end up doing. It'll just... take a while. Because it involves re-encoding it at a sub-printable resolution. Here's what that looks like:
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See how fuzzy that is? The printable version is much crisper, and looks more like the Edward card above. But I could make compressed lo-res versions for reading. Like I said, it'll take a bit.

> shau wrote:This is somewhat a flavor issue, but the amounts of money in this game seem really low. I am guessing that the 10 bucks you can pick up from trailing the wife and the 2 dollar discount from the arms dealer are supposed to be significant, but I just can't get excited by 10 bucks. I know you want to keep the numbers small, but from here it looks like something that can break the immersion.

See, to me the biggest vexation is that I don't have a Yen symbol in the same font type. That hurts. But basically there are "money tokens" that represent abstract amounts of money. I can't just make them into actual amounts of money because you can buy Wired Reflexes installed in the middle of the game for some number of them and riding the train isn't free. So yeah, the prices are all totally crazy. We put up with it in Arkham, and I imagine we can put up with it in 2072 LA.
Update: It is 1.77 megs to have the 12 Encounters from one neighborhood. It's not a whole lot smaller in .rar format. But nonetheless, it seems like it could work.
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Last edited by Username17 on Wed Jun 03, 2009 1:56 am, edited 2 times in total.
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IGTN
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Post by IGTN » Wed Mar 18, 2009 9:36 pm

For the money problem, you could stick a multiplier on them (k$ or kilonuyen, possibly), or make the unit be "briefcases:" this item costs one briefcase full of cash, this item costs three briefcases full of cash.
Admittedly, briefcases aren't very Shadowrun, but a discount of two briefcases full of cash is easier to get excited about than a $2 discount.
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Judging__Eagle
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Post by Judging__Eagle » Thu Mar 19, 2009 4:22 am

Instead of briefcases, one could use Money Belts.
They are something that Runners could very well carry on them, and they represent a large, but not massive possible amount of money.
A single briefcase of cash being used to buy transport across the city is weird, a money belt to take taxis or heli-cabs or whatever the fastest possible method is at the time is more reasonable.
I'm assuming that the these belts or briefcases are filled bills that have the equivalent purchasing power of a 20$ bill today (and, while it is a 1k NuYen bill, or whatever; I'm going to call it a 20$ bill for ease of understanding). Since they're the most commonly used (at least in Canada and the US), and also the most commonly minted.
A briefcase full of 20's is a several dozen grand (depending on the size of the briefcase, but this could easily be the modern equivalent of 20-100k$ today, depending on how it's packed and how large the case it); a money belt is several hundred (and able to be up to if not more than a grand, even if all in 20's).
If it takes even 1 money unit to move 1 square or across the map, I think a few hundred makes more sense than a several thousand.
There's also the fact of what a Runner with 5 money would look like. Five belts is a lot, but possible. Five briefcases is ridiculous.
Alternately, the game could use money clips, or money rolls, or banded bills. Those would also work. Also, for all we know, they're just Cred-Sticks tied to disposable accounts with a set amount of money. You can seriously be handing over cred-sticks to accounts instead of other things.
In any case, what is described as being moeny depends how many money units a character is expected to reasonabley carry at the max, min and on average.
Last edited by Judging__Eagle on Thu Mar 19, 2009 12:58 pm, edited 2 times in total.
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Murtak
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Post by Murtak » Thu Mar 19, 2009 5:49 am

GMX allows you to share up to one gigabyte in files. I'm not sure about rapidshare, but I think something like 500 MB. GMX is an email provider, you'd have to create an account and then explicitely have to share with anyone wishing to download. Rapidshare would allow anyone to download the files (though you could of course still protect your zip or rar file with a password).
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Username17
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Post by Username17 » Thu Mar 19, 2009 3:55 pm

So I think ultimately I am going to torrent it. Because there are a fair number of people who would want to look at the whole thing and I can leave it seeding for a very long time.
I seem to have been way off abut my predictions on size. The entire high quality Free Commerce Zone sheet is front and back 55 megs. Putting the whole Encounter deck at approximately 660 megs by itself. And the entire game ~2-3 gigs. So Rapid Share and the like are way out. Direct Download just isn't going to happen. It has to be peer-to-peer.
That being said, does anyone know the cost difference between double sided printing on Letter-sized card stock and double sided printing on Legal-sized card stock? The difference in production is 4:3. A letter sheet makes 18 resource cards or 9 Encounter cards; a legal sheet makes 24 resource cards or 12 encounter cards.
Since there are 355 Encounter sized cards and 295 Resource sized cards, it makes quite a difference.
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Gelare
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Post by Gelare » Thu Mar 19, 2009 8:01 pm

Man, Frank, how long has this been in the works? Hundreds of cards popping into existence seems like you must have been working on this for a while.
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Username17
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Post by Username17 » Thu Mar 19, 2009 10:56 pm

> Gelare wrote:Man, Frank, how long has this been in the works? Hundreds of cards popping into existence seems like you must have been working on this for a while.

I've been working on this off and on since November.
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Username17
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Post by Username17 » Sat Mar 21, 2009 4:52 pm

So the Contraband Cardlist (60):

- Drugs (18 )
  3x BTL
  3x Nova Coke
  3x Tempo
  3x Tranq Patch
  3x Valkyr
  3x Zen
  Hacking Programs (15)
  2x Black Hammer
  2x Brain Scan
  3x Crash
  2x Denial of Service
  2x Fabrication
  2x Impersonate
  2x Intercept Transmssion
  Shadow Runs (5)
  A Daring Plan
  Bug Hunt
  Data Steal
  Escort Service
  Rescue the Hostages
  Weapons (11)
  2x Combat Shotgun
  3x Hand Grenade
  1x Mono Whip
  1x Rocket
  2x Seven-7
  2x Zip Gun
  Other (11)
  Area Jammer
  1x Digital Grimoire
  1x EMP Device
  2x Iced Organs
  1x Military Commlink
  1x Nanopaste Disguise
  3x Objectionable Materials
  2x Persona Chip

Contraband cards are worth about 4$ on average.
Talisman Cardlist (40):

- Drugs (9)
  3x Deep Weed
  3x Laes
  3x Immortality Potion
  Spells (20)
  1x Binding
  1x Control Earth
  2x Detect Enemies
  2x Hell Blast
  2x Chaos
  2x Invisibility
  3x Mana Bolt
  3x Power Bolt
  2x Ritual Sorcery
  2x Turn to Goo
  Shadow Runs (2)
  1x Astral Quest
  1x The Undercity
  Weapons (6)
  2x Macuahuitl
  1x Laser Weapon Focus
  3x Weapon Focus
  Other (3)
  1x Blood Rose
  2x Hush Anchor
  Talismans are also worth about 4$ a piece.
  -Username17

Last edited by Username17 on Sat Mar 21, 2009 8:21 pm, edited 1 time in total.
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Username17
  Serious Badass
  Posts: 29894
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Username17 » Sun Mar 22, 2009 10:06 am

Common Items list (60 cards):

- Shadow Runs (5)
  1x Baby Sitting
  1x Courier Run
  1x Stealing the Painting
  1x Tailing the Wife
  1x Wet Work
  Weapons (20):
  2x AK-97
  2x Angle Grinder
  3x Hammerli
  2x Katana
  3x Knife
  2x Predator IV
  2x Pulsar Taser
  1x Sakura Fubuki
  1x Sport Rifle
  2x Uzi III
  Other (35):
  2x Ambergel Can
  2x Chemsuit
  2x Flare Gun
  2x Gecko Gloves
  2x Grappling Hook
  2x Harley Scorpion
  3x Incriminating Data Chip
  3x Las Chicas Bonitas Tickets
  1x Laser Mic
  2x Lucky Lakers Hat
  2x Med Kit
  2x Navi
  1x Pre Release Sim Chip
  1x Suzuki Aurora
  2x Tag Eraser
  1x The Chat Logs
  3x Transit Pass
  2x Trauma Patch
  -Username17

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Murtak
  Duke
  Posts: 1577
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Murtak » Sun Mar 22, 2009 12:45 pm

*poke* Frank, if you post the card text as well we can start proofreading.
Murtak
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Username17
  Serious Badass
  Posts: 29894
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Username17 » Fri Mar 27, 2009 6:44 pm

Card text is going to be ugly, because it's in html format.
Common Items
AK-97
<h1>Ranged Weapon</h1>
+5 to combat checks.
<i>So simple a child can use it.
And they do.</i>
5$ 2H

Ambergel Can
<b>Any Phase:</b> Discard to regain 1 Stamina.
<b>Encounters:</b> Discard while you are in Cross Biomedical to make a Logic (+0) test and gain 1 Clue for every hit.
1$

Angle Grinder
<h1>Melee Weapon</h1>
+2 to Fight checks.
<i>It's gotten me out of more parking violations than I'd care to mention.</i>
4$ - 2H

Baby Sitting
<h1>Shadow Run</h1>
<b>The Yard Sale:</b> Will +0
<b>Convention Center</b>
<b>Exclusive Golf:</b> Sneak +0
Upon completion, remove two Doom tokens from the track.
0$

Chemsuit
<b>Any Phase:</b> Exhaust to prevent all <i>Poison</i> damage from one source.
3$

Courier Run
<h1>Shadow Run</h1>
<b>R&D Department</b>
<b>The Drowning Narcissus</b>
<b>Convention Center</b>
On Completion, draw one Contraband and one common item, or get 5$ and 2 Clues.
0$

Flare Gun
<b>Movement:</b> All Stalkers in adjacent locations move to your location. All flyers in The Sky move to your location if you are in the streets. All aquatic Enemies in The Sea move to your location if it is Coastal. Discard after use.
1$

Gecko Gloves
<b>Any Phase:</b> Exhaust instead of spending a clue on a Speed or Sneak test.
"<i>It sticks to walls like a lobster sticks to magnets.</i>"
2$

Grppling Hook
<b>Any Phase:</b> Exhaust to reroll a die on a Sneak, Caution, or Speed test.
3$

Hammerli
<h1>Ranged Weapon</h1>
+3 to <b>Combat</b> checks.
4$ - 1H

Harley Scorpion
<b>Movement:</b> Exhaust to get an extra movement point.
<b>Any Phase:</b> Exhaust to get +1 die on a <b>combat</b> test.
4$

Incriminating Data Chip
<h1>Data Chip</h1>
<b>Any Phase:</b> Discard instead of spending 1 Clue.
1$

Katana
<H1>Melee Weapon</h1>
+3 to <b>combat</b> checks.
"<i>It's about the sexiest way to cut someone in half.</i>"
5$

Knife
<h1>Melee Weapon</h1>
+1 to <b>combat</b> checks.
You cannot lose the knife unless you choose to.
"<i>No, </i>this<i> is a knife.</i>"
1$

Las Chicas Bonitas Tickets
<h1>Data Chip</h1>
Having Las Chicas Bonitas tickets makes it easier to talk to people who are fourteen.
<b>Encounters:</b> Exhaust while you are at Cyberia. Draw an extra Encounter card there and discard one.
3$

Laser Mic
<b>Encounters:</b> Exhaust to pick up any clues from an adjacent location.
<i>Light waves. Sound waves.
It's all signal.
It's all noise.</i>
2$

Lucky Lakers Hat
Discard after drawing an encounter to discard that encounter and draw a new one to replace it.
<i>I love this hat. I got it for the '69 playoffs.</i>
1$

Med Kit
<b>Movement:</b> Exhaust and spend 1 Movement point to make a <b>Logic (-1) check</b>. If successful, one Runner at your location (including potentially yourself) regains 1 Stamina.
4$

Navi
<h1>Data Chip</h1>
+1 to all <b>Hacking</b> tests.
"<I>Hello Navi</i>."
3$

Pre-Release Sim Chip
<h1>Data Chip</h1>
<b>Encounters:</b> Discard this card while at Larry's Mansion for 2 Clues.
<b>Encounters:</b> Discard this card while at Super Mega Mall for 2$.
1$

Predator IV
<h1>Ranged Weapon</h1>
+4 to <b>Combat</b> checks.
5$ - 1H

Pulsar Taser
<h1>Ranged Weapon</h1>
Exhaust to reduce the toughness of an Enemy by 1. Has no effect on enemies with <b>Ranged Resistance</b>. An Enemy reduced to zero Toughness may be returned to the cup or defeated.
4$ - 1H

Sakura Fubuki
<h1>Ranged Weapon</h1>
<b>Any Phase:</b> Exhaust for +3 to a <b>combat</b> check. Any 6 rolled counts as 2 hits.
5$ - 1H

Sport Rifle
<h1>Ranged Weapon</h1>
Exhaust after making an Evade check to reduce the Stamina of an enemy by the number of hits you made on the Evade test. If this reduces their Stamina to zero, you defeat them. You may enter combat with the Enemy if you choose.
6$ - 2H

Stealing the Painting
<h1>Shadow Run</h1>
<b>Watts Towers</b>
<b>The Yard Sale:</b> Sneak (-2)
<b>The Sea Wall</b>
Upon Completion, gain 2 Clues and draw a Talisman. You may discard this Talisman to gain 6$.
0$

Suzuki Aurora
<b>Movement:</b> Exhaust to get two extra movement points.
"<i>Does your bike have the torque for street racing? This one does.</i>"
4$

Tag Eraser
+1 to <b>Discretion</b> checks.
<i>Once something is out of the system, it's like it doesn't even exist.</i>
3$

Tailing the Wife
<h1>Shadow Run</h1>
<b>The Yard Sale</b>
<b>Signal Island:</b> Evade (+0)
<b>The Hilton:</b> Caution (+0)
Upon completion you may either draw one Ally or gain 10$.
0$

The Chat Logs
<h1>Data Chip</h1>
<b>Upkeep:</b> Discard while <i>arrested</i>
to make a <b>Caution (+1) check</b>. Results depend upon hits:
<left> <b>0:</b> No effect.
<b>1:</b> You are released from prison,
stand your runner up.
<b>2+:</b> As above, but you gain 2 Clues.
2$

Transit Pass
<h1>Data Chip</h1>
You may travel by train without paying money.
If you trade the Transit Pass, the Runner receiving the pass must make a <b>Caution (+0) test</b> or lose 1 ID.
2$

Trauma Patch
<h1>Drug</h1>
Discard instead of going <i>unconscious</i>. You are left with 1 Stamina.
<i>Kick start my heart. Yeah.</i>
1$

Uzi III
<h1>Ranged Weapon</h1>
Exhaust for +5 to a Combat test.
<i>The Israelis know how to kill people in large numbers.
It's expertise you can rely on.</i>
5$ - 1H

Wet Work
<h1>Shadow Run</h1>
<b>Haven Penitentiary</b>
<b>Exclusive Golf:</b> Sneak (+0)
<b>New Venice:</b> Combat (-2)
On Completion, draw one Talisman, one Contraband, and one Common Item.
0$

That's the Common Item Deck.
-Username17
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Gelare
  Knight-Baron
  Posts: 594
  Joined: Sun Aug 10, 2008 10:13 am

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Post by Gelare » Fri Mar 27, 2009 7:57 pm

Grppling Hook
<b>Any Phase:</b> Exhaust to reroll a die on a Sneak, Caution, or Speed test.
3$
Should be Grappling hook.
The rest looks solid, although other people should double check.
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