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Shadowrun: Crossfire» Forums » Variants

Subject: Racial Profiling rss

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Sean Cotter
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I've been working on a piece and am pretty happy with the results so far, but might need some time to tweak the ideas. Eventually plan to make a PDF, which would include tokens for the expendable abilities, and post it for others. But for the moment this is where the idea's at.

The addition of these abilities will be a substantial enough buff that you should either increase the starting crossfire level by 1 (on low level runs) or play as though characters have 25 karma (on advanced runs). Because some of the abilities rely on having gained scars from failed missions, I advise you to continue to get a few of the lower level runs in before advancing. As they act as a kind of currency for street cred, they can become a necessary addition to your teams success.

Keepsakes
A player that has gone critical at the end of a run gains 2 things: a Scar (which you might just keep track of on your character sheet) and a Grudge (use a post-it note to keep track of the name and colour of the card that made you critical; you could even dot sticker the card to help remember it).
A character may maintain as many grudges as they like (or feasibly maintain without constantly interrupting game flow).

Scars
Scars represent street cred and your expanding contacts in the Black market, and will remain on characters in the manner of starting goods (Health, Hand, Nuyen, Scars). Accumulated scars give tokens (like Nuyen) at the start of each game, which may be expended to cycle 1 card in the Black Market during your turn. If the player chooses to buy the newly cycled card in their buy phase, s/he does so at 1 less cost. Only 1 card can be cycled in this way during each players turn, so there is a limit to the number you will be able to effectively use.

Tough Tattoos (or other body enhancements)
The Tough upgrades are no longer earned with karma points, but instead with Scar points. Five scars can be covered in to become JustTough and 20 can become FragginTough (or any of HCO's tough options). Scars that become tough upgrades no longer represent scars and are not applicable for cycling the black market.

Grudges
Whenever an obstacle you have a grudge with is revealed, you have to respond to it. If multiple players may respond to the same obstacle, choice of who responds is held clockwise from placement.

Grudge Responses
1) If obstacle was initially placed in front of you, Lady Luck has thrown you a shiny penny. Purchase a Grudgebreaker and carry on.
2) If obstacle is on another player move the card to yourself; that player receives a new obstacle to face, drawing into their hand 1 card per level of that replacement; then you may purchase a Grudgebreaker.
3) Ignore it. Unless another player in your party takes response 1 or 2, remove this and all similarly coloured grudges from your list.

Squaring a Grudge
If a character clears each task from their grudge by themself, s/he gains another scar as well as Karma equal to its difficulty and removes it from their list. Only assists from other are allowed; if another character directly attacks your grudge (except as part of a special ability, as below) then you fail to square the grudge, and must discard your hand and play as though staggered until your grudge is eliminated (note: your life points are unaffected by this).

Grudgebreaker: A one use card that only the player holding the grudge can use and only to target that grudge. Purchase a black market card at 1/2 cost (rounding down) and place it under your grudge. When the grudgebreaker has been used flip it over, and when the target is eliminated, discard it.

Racial Differences
Each character gets 2 abilities, the first unique to it's race, and the second according to whether the character is a male or female of that race. Abilities may be OPG (once per game), OPS (once per scene), or always in effect.

Trolls
⦁ Brutal: Once on your turn when playing any basic card, may change the damage to 1-black 1-colorless.
⦁ Bull roar; OPG: During draw cards, if at 0 cards move any one obstacle from another player to face you and draw 3 cards.
⦁ Bleeding Heart; OPG: when another character would take damage, instead apply that damage to yourself and then cause that many red damage to every obstacle.

Elves
⦁ Eldritch: Play with the Crossfire deck face up, so the next crossfire card is known the round before it will be implemented. Silence overshadows this ability; simply leave the current crossfire effect on top of the deck until silence has passed.
⦁ Touch of Fey; OPG: Change any one damage to blue, or any one blue to 2 colourless.
⦁ Fateshifter: When a Black market or Obstacle card is flipped for role matching, you may pay 1 Nuyen to discard it and flip a new one.

Dwarves
⦁ Mirth: On each turn in which you don't damage any of the obstacles facing you, increase the payout of one obstacle that damages you by 1 Nuyen.
⦁ Cross Their Intel; OPG: If in a players turn they play no cards, pay Nuyen equal to twice the damage that would be done to them that phase to instead redirect that damage to one other obstacle not facing them.
⦁ Shared info; At the end of each scene, if this effect has not been used draw 1 card; OPG: spend 4 Nuyen to place a newly drawn crossfire card at the bottom of its deck without replacement.

Humans
⦁ Exit plan: To start an abort run, draw 3 crossfire cards, put 1 into play for the entirety of the abort run, and return the others to the deck. The current crossfire card will have no effect other than to add to the crossfire level when passed.
⦁ Lead from the Rear: When a crossfire card with an immediate effect (has no symbol to the left of it) is put into play, pay 1 Nuyen to make it timebomb effect.
⦁ Nuanced Hand; OPS: Change 1 basic damage to a red or green.

Orcs
⦁ Ear to the Ground: At the start of a scene, if you are facing any obstacles that match your role, gain Nuyen equal to their bullets (1 or 2), then draw 3 crossfire cards. You may pay 1 Nuyen each to place any of those cards on the bottom of the deck before returning the rest to the top in any order.
⦁ Oathbearer: When another player would be attacked by their grudge, you may choose to take that damage and then play your hand against it; this is done without violating that that player needed to clear all tasks themselves to square their grudge. You may then move the grudgebreaker to your discard pile.
⦁ Doxy: Grudges you and your team respond to don't benefit from crossfire cards. Your scars may cycle 2 market cards, but only 1 discount may be applied.

That's what I got for now.
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QorDaq H'Nter
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Some interesting ideas here, I like this. I'm subscribing to see how this project progresses.

 
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Matthew Webb
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subscribed aw well. grudges are a fun idea for long term play.
 
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Donnell Ace Lumanlan
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You have a great idea and its also in theme too. I do have some concerns though. These power up seem very imbalanced. The powers you listed could be stickers with value of 35+ Karma. The idea of having a Race specific perk/sticker is really cool Maybe they'd put that in the next expansion [Reprints will arrive at the end of the year and they'd be going back to SC since Dragonfire will be launching soon]
 
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Sean Cotter
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donnell0 wrote:
You have a great idea and its also in theme too. I do have some concerns though. These power up seem very imbalanced. The powers you listed could be stickers with value of 35+ Karma.

Thus you should play as though everyone has 25 karma, or with one more crossfire card in the pile to start. In a 4 player scenario this swaps in 3 difficult obstacles through the game.
It's tough. Aborts can easily happen in the first scene. But that's not necessarily a bad thing for a gaming group, as you'll get scars to use, and grudges to look forward to.
Thanks for your comment.
 
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