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Thread flavour: Kickin' it oldschool
I'm working on a combat decker that prefers direct interface over wireless.
Would brute force even make sense for such a character?
As far as I understood it BF seems to be mainly useful for bricking devices like guns or wreak havoc when you've already been spotted rathern than hacking actual hosts.
You can't BF without causing alarm, right?
Also I'm thankful for every piece of advice since I've never played a decker before.
No, you can perfectly use brute force to hack, especially through a direct connection. In like a brute to get the necessary marks, do what must be done before you're spotted and back out again.
I asked this last thread but it hit bump limit before I got a lot of replies.
So, any ideas for alternative powers for Great Spirits of Man? Magical Guard is an optional power for multiple other spirit types and isn't really that exclusive, or powerful really. I had Essence Drain as potential replacement.
I've been thinking about starting a Shadowrun game, the whole theme seems like fun, but it seems incredibly complicated for new players, is it really as complicated as it seems? What's the best edition? Any recommendations for a totally new player/gm?
Shadowrun started to become overcomplicated with 3rd ed, maybe even earlier. Since then they streamlined the system quite a bit. In my opinion it's still too simulationist for a setting as silly as Shadowrun but 5th edition is pretty ok.
My advice is too start with green runners at a low level. Start out with simple concepts and easy runs. Maybe even as gangers.
First get to know the combat system, then gradually branch out into the other areas more and more.
The SR5 Digital Toolbox has a booklet called Edge of Now which offers a nice overview of the setting.
I can also recommend the shadowrun podcast Critical Glitch which has 101 episodes for combat, magic, matrix and rigging.
Since I'm feeling some money/skill crunch and I've already got decent unarmed combat skill (4 skill points, Full Offense from martial arts, and Aluminum bone lacing), should I bother with thePistol skill and a third gun? Or should I use the 2 karma and the 1128nY I was using on the pistol and skill elsewhere?
Is Binding worth it when I have 2 Charisma? I'm trying to decide between taking the Conjuring group at 5, or just getting Summoning 6 (+2 man spirits) and throwing the 5 group points into Stealth.
What would you think of a setting where runner teams are sponsored?
Think of it like fantasy football, but you can actually fund your team and no one knows who's backing which team
Megacorps participate, off the record of course, paying out even bigger rewards when one of their teams goes against their competitors
Megacorps have specialist teams for official business.
They hire runners when they need things done strictly off-record.
Your idea makes no sense because it would be too risky for corps to use regulars.
You trigger the alarm, but they still need to find you. This means if you have SOME Sleaze to go with your Attack you can lead them on a wild goose chase while you heist their shit.
Only a failed a Sleaze gives a mark on you.
Having 2 bound spirits is still better than none. The services they offer are way, way superior to that of normal spirits.
Beside, having more than a handful of bound spirits is outrageously expensive anyway.
Alright thanks, I'll keep the conjuring group then.
One more question - how good is banishing in this edition? I remember when I played 4th edition years ago, it was generally considered a waste. Has it improved at all since then?
Yes. Control Device is a Data Processing Action.
The big advantage of a RCC is that you can send orders to multiple drones simultaneously and boost them with programs, but using one is a bonus and not mandatory.
Well, I'll be the only awakened runner on our team, so any spirits we encounter will likely fall to me to deal with. In 4th, stunbolt seemed like the best tool against spirits, but with 5th nerfing direct spells, they are not near as effective now.
I know about the spirit reputation issue with disrupting them, but I am still worried about taking an unknown amount of drain when banishing. Is that really a big issue?
As many as you want, but you'll need to spend one action on each one to update their orders each time it becomes necessary; hence you'll quickly run out of actions in a turn.
And quick correction of my post above, giving an order to a drone and let it act on its own is done with the "Send Message" action. "Control Device" is for when you want to pilot one by remote.
So holding two drones max is good enough, because otherwise i can't do anything else that i want to do.
For example if i would have two drones i would have to message "attack those marked as enemy" by using two actions instead of one.
So, I tried playing Shadowrun for the first time this week. I ran 5e, the Fast Food joint demo scenario; we were more like testint out the system than actively roleplaying really.
I really like the system, but jesus, it seemed really fucking slow to me. Enemies took a really long time to die, hacking and magic were even slower; the game basically slowed to a crawl once combat started.
Is it supposed to be like this, or were we just slow because it was our first time?
Granted, but in the time it takes for you to successfully brick or subvert their kit, the street sam's probably already killed them or the guy's noticed the scrawny dandelion hiding behind cover with a cyberdeck in hand and has switched his wireless off.
I mean, I know that your first time is always slower, but is the system supposed to be slow or fast paced? Like, once you're used to it, does it take more or less time to resolve a combat encounter of similar difficulty in say, Dark Heresy (which has similar concepts and mechanics)?
>but is the system supposed to be slow or fast paced
If your question is : "is a rent-a-cop supposed to be able to endure 10 shotgun shells ?", the answer is no. A good street sam can probably kill one or more basic mook per round easily, and your decker can probably have the other mook's gun dropping its clip in the meantime.
DH is more abstract and thus faster, but not by a lot.
It depends what you bring into the game.
Generally, I'd just tell people to think of what they want to do in advance.
If they can't decide what to do they lose their turn.
It also helps to handwave certain rules you can't remember ingame, make a note and look them up after the session so you know what to do next time.
>I guess we just need to get used to it.
I think that when time gets important enough to have to roll for initiative, slowing the game is acceptable. I mean, you would be mad if the money shot of a movie wasn't in slo-mo.
It begs the question, how do you guys keep track of the time ? When do you stop the narration and ask to roll for initiative ?
Well... The host will be fucking powerful that's for sure. I mean he's at +4 in every stats at minimum, has hardened armor and Shedims have the Regeneration, Deathly Aura and Essence Drain powers. Spirits generally have skill ratings equal to that of their Force.
It's gonna be a tough fight, or he'll die in the first hit depending on your party composition.
The biggest issue here will be even SPOTTING the target as a Shedim considering how high the Aura Masking power will be.
Well for narrative's sake the party knows that there are at least 5 master shedim about, 4 weaker and 1 powerhouse, that are never fought together with an assortment of force 1 little shedims to accompany them. How bad would those fights be? And for narratives sake i've also given the party means to permanently get rid of a master shedim (spirits in general). How horrifyingly powerful would those kinds of enemies be?
>at least 5 master shedim about, 4 weaker
... Master Shedims are the shedim equivalent of a Hive Queen. They're not just "stronger shedims".
If you got FIVE fucking Master Shedims in an area, the probable truth here is that the whole fucking town is actually a Shedim hive and are planning the next Jihad.
Guess my ignorance then worked for me as that was just about the plan of what they are doing.
Maybe you could have them argue and infight about how to adequately bring doom to metamankind?
You know, the eternal struggle between Brutal cunning and Cunning brutality?
If you want to terrify the players, have them walk into their trap... an Astral Phenomenon that forces the party to Astrally Project... and then have a bunch of shedims steal their bodies and run away.
Cue the desperate players trying to snatch back their own bodies.
Had an idea of sticking them near a nuke zone in an old military complex and have the 5 master shedim come there after their initial run is done and basically do a villain light show to that indicates "look at us we can turn this place to ash. Oh and those bodies you made are now coming back to murder you" and perhaps give a little demonstration of shedim possession on the party shaman.
Something I was myself thinking about if I was to use shedims...
>There is a Voodoo BBEG that keeps using "zombies" and uses a lot of illusion and mental manipulation spells to be all creepy-like
>Players get used to fighting illusions and fake zombies (people with terrifying illusions on them)
>They eventually confront the BBEG, kill him and destroy him and kill/frees his minions while disrupting a ritual.
>The disrupted ritual was a Calling ritual, and it goes horribly wrong.
>High Force Master Shedim shows up, breaks free and possess the BBEG corpse. Raises all the corpses around him.
>Background Count rises to 10 and aspects.
I'd be curious to see what the players do at this point, and roll with it.
>Jonson hires party to kill a dragon
>Party kills dragon
>Johnson was actually a Shedim and he takes over the dragon corpse.
>Says thank you, and leave.
Well currently how i am picturing how the campaign goes (or rather what i've written down) is a Haitian super mage who wants nothing but to see corps fall summon the shedims who are quite frankly afraid of the mage to get planning, the shedim then decide to go along with it hoping the mage dies so they could posses him. The powerhouse shedim then hatches a multi layered plan: First use gangs and policlubs to raise security levels, then followed by larger bombings against corporations and then do proper terrorist attacks against governments and shift the blame on mages. Once the witch pyres are alight again they then start making corporations and nations fall out and have them duke it out and top the sundae with the cherry of a world war. And as far as the campaign goes it's around the corporation bombing of the plan. Other than the powerhouse shedim and the powerhouse mage the other shedim really don't want anything as fancy and just want to nuke everything even going as far as the disobey their "leaders" to fulfill their own plans (something i intended to runners to be able to use by having the master shedim duke it out between each other during one of the last major confrontations).
>the shedim then decide to go along with it hoping the mage dies so they could posses him
They just need to get him to Astrally Project (easy), take over his body and immediately shoot themselves in the head.
I mean, you can only summon the Shedims through the Calling Ritual... so the mage has no control over them unless they break the seal or the spirit agrees to the terms of a contract.
A called Master Shedim still in the Ritual's bubble cannot attack the Mage, but he can create an Astral Rift and call backup (or secretly open the rift, since he can use his masking powers to hide his own powers, and summon friends to go hide and secretely prepare the Mage's downfall while he plays dumb and pretend to be his slave)
Seriously, that mage is an idiot messing with alien minds that only wants the death of all living shit. You really should play on his Hubris. He's not the mastermind here.
Indeed he is not the mastermind and that will bite him in the back. But as i said the shedim are quite frankly afraid of him because he and some of his colleagues have found a way to cannibalize spirits at grow stronger from it (read: kill and absorb) and the mage himself is not a fool so he has a thousand ways to tell the shedim to fuck off anytime he wants. And quite frankly my plan is for the big finale is for the party to kill the mage and have the sole surviving master shedim posses him and in process let loose all the power that the mage gathered from eating spirit pies in a rather violent and messy manner.
Thinking about setting up either a multi-part run or a series of side runs based off Repo!; aka, bioware and cyberware repossession. Anyone run repo jobs before, or have any advice for it?
Why the heck do Hollowpoint rounds have a "Forbidden" legality? They're the most common kind of carry ammo for civilians nowadays, why are they illegal in Shadowrun world?
Pic unrelated. Kinda.
Is shadowrun harder to run online than other games? A couple people told me not to bother trying because it's a lot of work, but I can't really see how it would be any harder than doing it in person.
Because police state.
Nobody in power actually wants you to be dangerous. Allowing you to carry guns is just so they can sucker you out of your money and make you feel safer.
Also, I think you're mistake soft-point for hollow-point, which are banned.
In the United States, hollow points are ubiquitous carry ammo. Pretty much the only thing anyone would consider carrying is frangible ammo, unless they're insane, in which case they might carry buffalo bore hardnose 10mm or something.
Working on a 5E Street Sammie with a focus on tanking and utility. What do you guys think?
Good point, especially the explosive ammo. Not sure if they'll have anyone with medical expertise to actually extract it or if they'll be going to a street doc with the corpse/not-corpse (only one player's given me their sheet yet), but keeping things intact is a good idea.
Yeah, wetwork is... definitely gonna be the case here.
So you are going make them go full Night Surgeon on their victims, giving them no anesthetic, 90 days delinquent getting them repo treatment, make them become the masked horror on their street corners and make people's mama's them?
Powergamers and that-guys are drawn to Shadowrun and DnD and thus that's what you end up with most of the time.
Even if you go to great length to discourage applications by such folks in your game description and they swear they're proper and reliable roleplayers.
I'm GMing a SR game on roll20 for about half a year now and it's been frustrating with all the drama and people just not bothering to show up after a couple sessions.
It doesn't even matter if you're a good GM and put a lot of effort into your campaigns. If you don't indulge their power-gamer fantasies they start to whine, pick fights or simply leave.
Doesn't mean it's not worth giving it a shot, but you better have a thick skin.
A little glass vial!
I wonder. How would you replicate Mag's projector eyes? Could you even?
And are they cyberware or bioware?
It's heavily implied they're Marni's eyes, but they look cybernetic. So either Marni was blind too, or Geneco can make cybereyes out of natural eyes. Or the theory is wrong.
Shadowrun can get complicated to run as a GM when it goes the other way around too.
My current meatspace table has 5-6 players, and the average combat skill rating hovered between 1 and 0 before they realized that EVERYONE was "counting on the other team members" for combat.
So you would suggest starting with 5E? My group and I are all pretty new to tabletop games, played 5/6 sessions of d&d and that's it so far, I just found out about Shadowrun and the game setting seems really cool.
>and the average combat skill rating hovered between 1 and 0 before they realized that EVERYONE was "counting on the other team members" for combat.
Hilarious. I'd actually love to GM that team with purely technical or social missions.
5E is probably the easiest to pick up, but the worst adherance to logic and setting. Since you're new to the setting 5E is fine to get your feet wet but it's basically shadowrun grognard edition when it comes to all the gear and tech. , 4E is mostly the best from a simulationist standpoint, and the tech is represented much better. 3E has hands down the best most comprehensive fluff, rivaled only by a few 4E supliments. 3Es rules strike the best middle ground between modern advancement of tech and the original cyberpunk 80's feel, but its rules are probably the most complicated.
I've been on roll20 for about a year now, having GMed for 50+ players and I'm beginning to see a pattern.
I could work with that, actually.
An easy way to avoid that though is to have the first session be a discussion about what kind of game everyone is interested in and who wants to play what, which I would always recommend.
What about a Repoman pseudo-Antagonist?
Some Streetdoc who leases out good Cyberware on the cheap, but if a Runner fails to make his payments, he springs into action and fucks the chummer up?
Kind of like the opposite of DocWagon, really.
Not sure if it'll get to the right person, but chummer does not let you add a foregrip when the barrel slot is used, and does not let you add it as an under option. The errata made it so you can use it either as a barrel or under option.
>The second sentence of the description of the foregrip should be changed to read as follows:
>“It can be mounted on the Barrel or Underneath slots, and it can not be used on Pistols and Hold-outs.”
>An easy way to avoid that though is to have the first session be a discussion about what kind of game everyone is interested in and who wants to play what, which I would always recommend.
We did, and it's all good. It's just... unusual. I mean, the consequence for failure are very, very high.
You can't savescumm Pen&Paper you know.
That said, since every character is a skill monkey, they get to teamwork a lot, and it makes such a huge difference it's ridiculous.
>GM: Sure, you can do a KNO test to get some information on that subject, but it's a well kept secret.
>Everyone: I have 5/6 ranks in (specific skill)
>GM: Interesting, you guys do a teamwork test then.
>5 minutes later
>Team Leader: Ok, final count is 9 hits.
>GM: Well here is the whole deal then...
I hope I'm being vague enough so not to make spoiler for my closed-sheet table, but everyone is or was a corporate drone at some point. It's pretty sweet.
By powergamer I mean those that are only concerned with mechanics and just have cookie-cutter backstories, if they have any in the first place.
As a GM I can only work with what is given to me.
Not at the moment. I already got 5 players.
You can do this with In Debt, as written. Either you pay the interest (minimum) per month, or they take a pound of flesh in the form of 1P per 20k owed, unresisted and unhealing.
One of my players got super offended that I did that, but really couldn't resist the opportunity to call an Amerindian, 3.5 metre tall, bark-skinned shaman who makes a point of describing the pigeon crap hanging off his shoulders Redwood.
Hrm. Fiddling with infected, what's to stop me from becoming a mutaqua as a mundane troll in point buy? The 54 Karma cost only seems to stop them from being rules-legal in Priority or Sum to Ten, but the creation rules for infected call them out as only being available if you've got magic bits.
Yeah, it is a bit odd. Especially when you notice that the EVO Armadillo has it.
Okay, I'm actually writing >>44573556 up, but as a Johnson rather than a direct antagonist (though he could certainly shift that way). Now I'm trying to figure out potential run targets.
>If he survives contact with my group, Stooby from FFF; good motivation to go after the guy, get a bit of the bloodthirst going, and an arm is a lot easier to bring back mostly-intact than something that's internal
>Courier (not runner) with a data lock in their head; not ACTUALLY a repossession job, but Repodoc wants the data in there, and it's a good enough cover
>Kid from a poor family whose parents scrounged up the money to make payments for basic headware (math SPU and a skilljack, maybe) so the kid could be successful and get out of the cycle of poverty. Moral conflict for the runners; you cool with taking a 13-year-old to go get chopped in the name of a quick nuyen?
I'm trying to think of more. Anyone got more ideas? Who'd get cyberware or bioware on a predatory loan scheme? Either straightforward runs or runs with twist(s).
When the consequencies of failure are trivial or nonexistant is my "always allow it". Picking a lock in the safety of your own house poses no danger to the runner, and the only thing they have to fear would be a glitch, and if they have enough dice to buy the hits for the test, they have enough dice to not have to fear the glitch anyways.
I'd never allow buying hits for anything that has increasing benefits with more hits. Magic in general, summoning and binding come to mind.
No hard rules for building cyberdecks from scratch, but I'd place anything you build around the same level as the cheapest RCC. (which is not called scratch built junk for no reason)
Before that point, though, I'd place any spirit with technical skills in the same boat as agents with technical skills - not particularly good at anything other than repairing.
Spirits can't see nor understand digital information. Only INHABITATION spirits can. This makes them incredibly shitty with electronics of all type.
He could make you a dank ass custom engraved Deck case, but he couldn't make the Deck proper.
An high Force flesh-form Ally spirit inhabiting a high level computer engineer with access to an Hardware Facility (The Deck components), a Software Facility (the OS), a Computer Shop (Designing the deck) and a Cybertechnology Facility (the simrig and VR interface parts), some adequate Datasofts, a couple of months and at least 25% of the Deck's cost in electronic components...
Yeah, I guess he could make a shitty deck from scratch.
Otherwise, just do like every other hacker, and add 2 points of Attack or Sleaze rating to a Commlink or Scratch-Built Junk RCC. (Data Trail p.66)
So, I need just a tad bit of help. I need help naming a runner of mine.
The story is that he was burned by last (and first) team. Team doc gave him used crap ware and told him it was alpha (dude had no experience with cyberware before him, so he believed the doc when he said it was normal to feel gritty), and the whole team was in on it. Eventually went cyberpsycho from the bad implant, and was used as a scapegoat. Was subdued and went to jail.
Now he's out and he wants revenge. He's got antipathy, cyberpsychosis, and excon. All his gear is used (and legal, thank you legal system).
I'm looking for a name for this guy. Something that is fitting for someone heavily augmented, but also mild-to-moderately insulting. "Rusty" came to mind, given he has shit ware, but also is kinda "meh". Any help, chummers?
Scapegoat seems painfully obvious, but I'll keep it under consideration.
I like artless, except that the second definition means, literally "not artificial" which he very much is. But then again, it still sounds cool. I'll keep that one too.
How does something that lowers your initiative (Such as Finishing Move) work when you use it on your pass, and it reduces your initiative to 0 or less? Do you just continue taking your turn, does your turn instantly end after the action, or are you prevented from taking the action? The way the initiative rules are written it seems it's only checked at the beginning of a pass but the order in the turn can shift.
Similarly, does using such an action cause their pass to halt, the people with initiative between the unreduced and reduced initiative to act, and then for the action to occur at the reduced initiative? It seems like just going off the base initiative at the start of their pass is the only way for this to really work, but I want to be sure.
You can only use an ability that lowers your initiative I'd you have the initiative to spare (action X lowers your initiative by 5. If you have less than 5 initiative, you can't use it).
If you lower their initiative (counter strike+shock glove) then they resume their action, even if they have 0 initiative (they just lose their next pass).
At least, that's the way my GM played it.
Actually, RAW, you can go in the negative Initiative, and the negative number will be transferred as a penality on the next turn's initiative. I don't have my book in front of me but IIRC that rule is written in the "Hit the Dirt" interrupt action, which itself might be in the Suppressive Fire section.
It's shitty editing, I know.
>CGL in charge of writing rules
>There are times when a character is permitted to take an action outside his allotted Action Phase. Such rare instances are called Interrupt Actions and are clearly identified in the rules. When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions). The Initiative Score reduction occurs at the time of the Interrupt Action. A character may only take an Interrupt Action prior to their first Action Phase if they are not surprised (see Surprise, p. 192).
A section that says you need enough initiative, and a section that mentions reducing your own int below 0 which removes your action phase (which would be pointless if you couldn't spend the initiative and go negative...). Both explicitly cover only interrupt actions, and Run&Gun does not clarify what happens when using non-interrupt actions that lower initiative. There is, of course, absolutely no mention of how this works in errata or on the official forums.
We have a bit more info from the electric damage area and Shake Up, both of which say they lose their last action phase if the reduction takes them below 0, but only (e) mentions that it carries over to next turn if the target is already below 0.
In summary: There are no actual rules on this subject, and there are also contradictory statements in the books for similar rules. Ask your GM, because CGL sure as fuck doesn't know.
The ONLY defense I can give is that there are further ways of losing initiative. Counterstrike (Interrupt action) someone with shockweave, and then you lose more initiative, pushing you into the negatives, even though you had enough when you made your initial counterstrike.
You can have day-to-day security managed by one firm while having another only for HTR needs, yes. But security firms would offer both (along with spiders, handlers and their awakened animals and/or wagemages for more specialized needs.)
You would probably hire a firm to do your security, yes.
Large firms would probably offer you a good bundle deal (Physical/Astral/Matrix/HTR) and asset insurance if you can shell out for Lone Star, KE or even Winter Systems.
You could also ask your twice removed awakened cousin to come every month to setup a ward, buy some off the shelf ID scanners, rent public host space and hire the local branch of budget rent-a-cops to patrol your parking lot and keep a tab on your two second-hand Horizon Flying Eyes making the tour of your complex... and if anything happen you just call the local cops (you do pay your taxes, do you?)
Basically I'm designing a small facility where the most that should happen on a normal day is people walking into restricted areas by accident. Therefore I had the facility use standard mall cops. However, there is a very small, but non-zero chance of a larger incident. I would imagine it as a one in two years frequency, tops. It feels silly to get a whole contract with a HTR security company over such a rare event, so I was wondering whether you can call KE in and then pay them for it, similarly to how a DocWagon contract includes a HTR premium
I'd even go as far as saying that it's probably how it works in the majority of cases.
Hell, even Red Samurai and Firewatch teams get dispatched whenever SHTF tho wherever SHTF; all because keeping a HTR team on-site 24/7 is so damn expensive.
Elite corporate special forces fluff seems to have changed somewhat. Used to be that Firewatch were so small and so elite that their members were mainly drawn from other elite forces. Now they seem a bit more common.
I never fully understood how spirits work concerning security detail.
If they patrol an area, what checks do they roll to perceive intruders? Simple Intuition + Perception/Assensing?
Astral? Physical? Both?
Which modifiers apply?
Can they even perceive mundanes when not materialized on the physical plane?
>Simple Intuition + Perception/Assensing?
Assensing most of the time.
>Astral? Physical? Both?
Astral, because it's much easier to see shit coming that way.
>Which modifiers apply?
Simple test, one hit is enough to see any living thing coming; unless there's an inert physical barrier between them or the guy they're looking at is an Initated Awakened using the Masking power.
>Can they even perceive mundanes when not materialized on the physical plane?
See above; it's retardedly easy to see things via the Astral. The only thing they have to manifest for (and use mundane Perception for) are drones and other non-living beings. Those just appear as a grey inert lumps on the Astral.
They are usually used as perimeter guards, because walls still exist on the astral, and even glass becomes solid. So they need open line of sight to be useful.
Apart from that, they have basically magical thermo vision, since everything that is alive glows with it's aura on the astral, and spirits are dual natured and thus always astrally perceiving. They don't need to manifest either, because it doesn't add anything. If you want to look for mundane shit you don't use a spirit.
Sheesh, that sounds kinda hard to overcome as a mundane then - you can't even see them but they always and easily see you?
They can't perceive through wards and barriers though, right?
Would a spirit with the service "alert me to any intruders" tell the summoning mage about it if it was trapped inside a ward?
Would it get a logic test to do so?
Spirits are weird, man, sorry for asking stupid questions.
How can spirits differentiate between intruders and non-intruders? They should look about the same on the astral, right?
How can they tell apart the patrolling guard from the skulking streetsam?
Any object that would hide you from a human will hide you from an astral perceiver (solids are still solid in the astral). Of course, they can move through the solid to see you, but they have no reason not to if they haven't spotted you yet.
Assensing will allow them to tell the difference.
It should allow them to tell the difference only if they score two hits or more on their test according to the assensing table, right?
'If you have seen the subject's aura before, you may recognize it, regardless of physical disguises or alterations.'
It's all good, thanks for your patience
Depends on their rating. Spirits usually have logic stats equal to their force. So if it's a force 3 spirit it's as smart as a human.
So yeah, that's why shadowrunners want a mage on their team, and why corps are always headhunting for more mages.
Mages are kinda rare in the setting. Only high security facilities will have a mage on standby, and mages can only bind spirits up to their charisma.
They cannot see you through a ward (nor pass through it for the matter, unless they try to push through) , but they can see the ward itself "clearly". (Well, it looks like some kind of blurry wall, but you can see it well enough.)
It depends on its exact orders, but a spirit will either investigate or report a weird ward springing up in its designated patrol area.
Sweet! Thanks brohs
Have an arcology on me.
In SR5, for a gun-adept with 6 tarting magic, losing 1 essence seems like a good way to go. For example, +2 AGI in bioware costs only 0.4 essence. But as much as 2 PP as a Power.
So, question is - what other good augmentations for such adept exists?
If I take Imp.Reflexes, Imp.Ability and Imp.Accuracy as a powers. And Muscle Toner (+Agi) as a 'ware.
Absolute best for a gunslinger you can do is: Alphaware Rating 4 Muscle Toner (obtained with Restricted Gear), Alphaware Smartlink in eyes (or Alphaware rating 1 Cybereyes with Smarlink) & Alphaware Reflex Recorder (Gun skill of choice). All neatly packaged in one single point of Essence.
I however suggest not doing this unless everyone is cool with severe min-maxing and muchkining.
Munchkining would be a serious factor for me here, too.
I'd let it slide if the character's backstory and motivation make up for it.
But otherwise I'd ask why the character would give up his rare (Magic 6!) gift for such mundane things.
The in-world explanation would have to be excellent is what I mean.
Thanks for recommendation and advices.
I have been overshadowed before (not in SR, but that's doesn't matter), so I'd do this to other. I'll check average group power before using anything strong.
Aside from "Restricted Gear" and, maybe, "Mentor Spirit" - are there any Positive Qualities that I should look at?
I found some bugs/oversights in Chummer 5, unless it's adresses in the errata or something.
You are allowed to raise 1 physical and 1 mental attribute to it's maximum but chummer only let's you raise 1.
The Karma-buy option for edge comes up with ridiculous numbers.
Some items from the Core Rules are missing. Leather Jackets for example.
>You are allowed to raise 1 physical and 1 mental attribute to it's maximum but chummer only let's you raise 1.
RAW says 'Characters at character creation
may only have 1 Mental or Physical attribute at their natural maximum limit; the special attributes of Magic, Edge, and Resonance are not included in this limitation.' Working as intended unless you can show me an errata.
>The Karma-buy option for edge comes up with ridiculous numbers.
Seems to be working fine in the nightly build, 5.178 is about 50 commits behind at this point so I'm not surprised if there's something janky there.
>Some items from the Core Rules are missing. Leather Jackets for example.
Leather jacket is (Synth)Leather. Should probably have called it synth leather jacket or something, but that's from before my time so eh.
So what kind of anime would one typically be watching in the 2070's? We all know HVC:DYKML but what else would young weebs be masturbating to in 8K MegaHD Trideos?
Given that an ultrasound sensor gives you, effectively, Daredevil vision, and a motion sensor just let's you know shit us moving, can someone give me ANY reason why you would want a motion sensor over the ultrasound sensor, besides redundancy?
Not all options are present for PCs to have better options. Some are there because they have a place in the world around the PCs.
You wouldn't connect ultrasound sensors to an automated door, for example. You don't need the 50m range or resolution higher than 'something is moving'.
The single reason why using 'ware is not munchkining, is because it costs a shitton of Karma to raise your magic rating back to 6+, perpetually leaving you at LEAST one full maximum adept power rank behind an adept who didn't take ware at all.
It gives you a neat specialisation in something (here, shooting a gun) but in the long run, it has a very visibile effect on your max power ratings.
13 karma to initiate and give yourself +1 power point.
Up until you've initiated 5 times will you see THAT big of a difference, in which you need to raise your magic to 6 in order to initiate further. At which point it's only 30 karma to raise your magic from 5 to 6, while a full essence adept would need 28 karma to initiate for a 6th time.
So i have an idea of a side run for my players where one of them, the team hacker, has to guide the team through a building, hack a computer remotely and get them out of there while making it seem that their access cards or whatnot work. Catch is that the team has to have their comm links off during that or risk getting caught by the security. The hacker is able to see any active comm links and electronics from his screen and has to use lights, screens and whatnot to communicate with the team without exposing himself or the team.
Anybody had anything along these lines in their games able to give me advice?
No experience with it, but I would fucking love to be in that run, either as the inside team, or as the decker. Sounds awesome.
I would, however, reccomend some way to communicate separately with the decker and the rest of the group, namely so that the group can't hear the decker for reduced chance of meta gaming, and +5 to inmersion
That's the idea. I even got pants-get-shitty surprises for both of them if they screw up.
It's done over skype and roll20. Intend to have the decker leave the call and then just message him through text.
I've been meaning to change what i use for my online games but most people seem to have skype ready and i don't want to be that type of a person to tell people to download a new app every game we play. Though i might give subtle hints about changing the platform to ease things.
Thank you for the kind suggestion though, omae.
The cost and benefit aren't even remotely comparable. +4 agi, smartlink and reflex recorder vs a rank in your powers, a power point and some saved karma?
That's an ooc no-brainer - but an awakened character will definitely feel strongly about curbing the strength of his gift. Burnouts are real.
No problem. Honestly, as a player, when my GM suggested diacord, I was heavily against it, because "I already had skype" so I understand. But if ya find an easy way to bring it up, I'm willing to bet nuyen-to-nutripastr they'll keep with it.
I just thought of a good one.
>to mix or merge so as to make a combination; blend; unite; combine:
>Metallurgy. to mix or alloy (a metal) with mercury.
Remember that mercury is maddening; and also that most uses of the word amalgamate are in references to corporations that merge to become bigger and stronger. It works as a double, stealthy if anything, insult. Especially to a runner. Use some derivative form of it if you need to shorten it.
Anyone have info on this? Or at least know where I could find it?
Oh, I agree in the end. I've played with guys who munchkin so hard it's disgusting. Personally I prefer characters who are fun to those who are powerful. But, if it's a munchkin game, I was at least trying to provide a good story reason why someone would do it
I actually really like that (same guy from last night). I think it's a little long for a name (generally I prefer 1-2 syllables, but at the same time, I've known people who have used entire names for their runners, so that might just be personal bias), but shorthanding it could definitely work too.
It'll end up as Am or Mate (for our shitposting friends down under), so honestly it could be worse.
Cool name, though
I've taken to rewarding separation of player and character knowledge at my random tables and oneshots, a lot of people don't really understand those concepts, so I feel you.
Glad you liked it. I just figured it would be like "This is Amalgamate, we just call him Al/Mate/Amal."
A fullname for Johnsons to know him by, and a nick for the folks he runs with.
Augmentation of 4E has lots of detail on that.
The big chrome (CW) players are:
EVO - specialty limbs and metahuman-stuff
NeoNet - specialty matrix and headware gear
Renraku - specialty skillwires and skillsofts
Universal Omnitech (UO) - specialty cybersurgeons and original cyberware design
There isn't anything changing the crunch surrounding cyberware with manufacturer, I'm afraid.
One of my players have chosen to have a Mafia Consigliere to have as a contact. What should a character like this know or do? Guy has connection 5, but a loyalty 2. Any idea what I should allow the PC to do with him?
Have you watched The Godfather? If not. You should. Just, flat statement.
Second, the greatest things the colsigliere should specialize in would be information and supplies. They are the right hand of the Don. They know everything the Don does, and about as much of the inner workings as the Don as well.
So, if you need legwork done, he can do it. If you need a fixer, he could probably do that as well (just as long as they're all pro-mafia jobs). If you need to get your hands on some illegal contraband, mostly guns, drugs, and cyber/bioware (in that order, I would think), he's your guy. However, the Mafia is very xenophobic about magic, so you won't get anything magical from them.
Just remember, this guy is the second brain of the Don. Your players do ANYTHING anti-mob, and he will disown you, or, more likely, worse.
Also, while you should normally be able to raise your contact loyalty/connection by regular use and such, the consigliere owes more than total loyalty to the don, and nobody else. Be VERY cautious raising the loyalty beyond 2, because being 'friends' is a big deal in the mafia. Even blood family will get killed, so it's really hard to build relationships beyond business ones. Keep it at 2 for a good while, unless your player actually joins the mafia
Wanted's bad. Allergy, however, is kind of weak -- at least at this level. It is definitely a disadvantage, however, and one that's probably easier for a GM to work with than Wanted can be.
I fucking hate Allergy. It's either free points or a series of unlikely coincidences involving shrimp on my part. I'd rather they took Wanted, at least I can move the plot along with that shitty quality.
Accidentally killing a PC through his allergy to gold was funny though.
Just keep in mind, Krill is a common Soy alternative in Shadowrun. Krillburgers, krilldogs, krillshakes.... if you want to, introduce a soy shortage in the area, limiting the food he can get with his cheap lifestyle, and maybe hitting him with a few starvation penalties.
One of these options is better. The other is fighting crab people. We fighting crab people.
I'm late to the party, but jesus, this has to be said. Banishing sucks dicks. lots of them. non-stop.
you're better off stabbing the spirit with a weapon focus, or geeking the mage. you'll probably survive those two options.
Turn off wireless, and hook it up to yourself via datajack.
If you're wanting that snazzy +2... well, that's the risk you are taking by having a smartgun. I think that chrome flesh has an internal router that would let you get the wireless bonus or some shit like that, but only some things get bonuses?
Your most reasonable option is to have a decker on your team, and slave your smartgun to it. That way, the decker defends it, using their superior stats, and if it gets fried anyways, you can blame the decker for not doing their job (don't do this. Srsly).
Another option is to turn off wireless mode until you're in a fight. Pretty sure it's a simple action to turn on (correct me if I'm wrong) and that means you can still shoot in the same turn.
There are also some 'gentleman's rules' that I've seen. "Don't cheese me, I won't cheese you" kind of situations with the gm. "Don't spam grenades at my encounters, and I won't have them start throwing grenades at you". Data spiking everyone's equipment is one of those things.
As long as the encounter was planned to have a Decker trying to break and interrupt everyone's stuff then it's fine.
But if GM's just going out of their way to pull that kinda shit then well... Tough luck I guess, and harp on your Gm not to be such a dick I guess.
You blissfully unaware child. Your cybereyes getting bricked is not the worst the GM can throw at you. The true staple of Shadowrun escalation is the Chunky Salsa rules. If grenades are not your (and your opposition's) first choice of weapons in confined (read: any kind of room smaller than a cathedral) spaces, then the "gentleman's rules" are already in effect at your table.
That would work, yeah.
Sounds to me like you're being an easy target, no offense.
If the gm keeps fucking with you in the same way, and you keep falling for it, then who's to blame? The gm for doing something repeatedly, or you for constantly falling for it.
Also, if you're killing people with lethal feedback, that makes you the decker, right? Why aren't your eyes slaved to your deck, where it uses the deck's firewall for defenses?
And have you tried turning off the wireless of your eyes?
Correct me if I'm wrong, but, couldn't you still go into VR and see, since it's DNL, and bypasses your meat body's eyes?
You guys are forgetting than Banishing a spirit gives it one turn to fuck up his own master in revenge, has the possibility of making it go Free and also allows you to turn it to your side...
If his master is expected to survive the fight or has valuable information, owning his slave is very, very good for information.
Replace shrimp with peanuts then or whatever. The problem is that allergies are either cripplingly bad or free points. I don't like the idea of qualities that are just things you take for extra points.
And you're assuming that the spirit resents being bound, or that the act of banishing isn't just going to kill you. Which it will. Because banishing is fucking terrible.
I took the "Prank Warrior" quality, and my rival keeps waiting until ten minutes before the Run to brick my eyes. I assumed you needed wireless on to use AR mode, or can I connect it to my deck with a cable?
>one wrecked drone, easily replaced and not even necessary to replace for many characters
>GM retaliates by making your character conveniently useless for every run
Hardly fair retribution
How many times has he wrecked your eyes?
And... honestly. I'm not the best with matrix combat, but I would think you could deactivate your wireless for your eyes, DNI with your deck, and have your deck feed you the AR information.
Alternatively, you could have, I dunno, a ballistic mask with image link, turn your eyes off, and activate the AR on the mask right before you start hacking.
And if he bricks a mask... that's, what 250 nuyen to replace, vs. Whatever the costs of fixing your eyes are?
Plus, your dm is further a dick if he is doing the exact same thing over and over again. Tell him it's gotten of hat and you want him to get creative. (But yeah, guy above me is right, completely bricking your eyes when that is a verbatim quote of what they WON'T do is an ass move)
As well as big players if you have a contact with a company man or ceo. He doesnt want cash. He wants a job done and said job can do a lot to fuck your web of contacts. Having contacts at just biz keeps you from being roped into conspiracies while friends will bail you out...for a price you paid in advance
Let me rephease.
Goggles are capacityx50 nuyen. Image link is 25 nuyen. Drop 1500 nuyen on twenty 75 nuyen goggles with nothing but image link on them. Keep your eyes off of wireless, as well as all the goggles, switching them on when you start using them. If they get bricked, swap to a new pair. They're goggles, probably a standard action to put them on, not 100% sure there.
If your DM is gonna play hardball, play back.
By all technicality, the GM is already cheating. You're just circumventing his cheating, while remaining completely within the rules. If your GM is extremely vindictive, he'll probably trash your deck or something. And if that's the case, you can REALLY call him out from doing exactly what the rules say he can't do.
This is more of a test of you being able to adapt to a problem. If you can adapt, adapt. Besides, I'm sure there are plenty of other penalties you get for having your eyes without wireless than just lacking AR.
You're forgetting a spirit can do all of that when the mage gets geeked anyways.
astral combat is hilariously powerful. anybody with a focus, a decent diepool, and the WIL to survive (get it???) just shanks anything in astral to death, F6 spirits included. even better when you summon your own F6s to back you up.
meanwhile, while banishing, you're hoping to hell the spirit doesn't get more than 2 hits, because you're going to do a poor job soaking 6 drain. oh, and there's no guarantee your banish will even do anything if they've got lots of services.
Luckily your GM is just being a dick. I've seen GMs use techomancers who diffuse your firewall so there machine sprites use Gremlins to criticize glitch people's drek. Normally they rules it explodes and your cyber eyes chunky salsa your head like that that scene in Scanners.
I mean, I destroyed some of his gear, which clearly breaks the rules of the quality. Shouldn't he be able to temporarily damage someof mine? It's not like I can't fix it myself, or get the rigger to do it.
>The problem is that allergies are either cripplingly bad or free points.
Which is why the gamemaster section says that a disadvantage that doesn't come up regularly isn't worth Karma
>And you're assuming that the spirit resents being bound
It might be, not saying it will
>that the act of banishing isn't just going to kill you. Which it will. Because banishing is fucking terrible.
As soon as you got Centering it becomes pretty easy to take that drain. Plus, if for some reason you decide to invest into Banishing, you can get a fuckton of bonuses to it.
>poor job soaking 6 drain.
ERMAGAD, I MIGHT GET THREE STUN DAMAGE! CALL DOCWAGON
Which book is prank warrior in?
And honestly? It seems more like it's gone beyond "pranking" and full blown nemesis. Fucker is taking out your eyes. That fucks you over more than just making you sweat
It's in Data Trails. Do you think I should try to resolve the issue? I mean, I could do something equally bad, like bricking his wheelchair, which would be way more satisfying, but I'm kinda worried he'll just respond with something bigger.
Ah, I'm on my phone, and I don't have data trails on it, so I can't double check it's description.
Honestly? The best option is to sit down with your DM and explain the situation, and why you don't believe what is occurring is within the confines of the quality. Try to settle it without escalation.
But I don't know your DM. You might have already done that, and it proven naught. But, attacking a guy who can inexplicably brick your eyes is not someone to fuck with. Really piss him off and he might brick everything within a 10 meter radius of ya.
Fuck, buy him a new waifu bot if you can.
I just say the goggles are your cheapest option of being passive aggressively defiant to the situation without starting an argument.
I'm totally fine with what the GM's doing, I think my actions should have consequences. I've been a bit of a dick to this guy, so he's being a bit of a dick to me. I'm more worried about solving it in game, and I'm hoping either lucky charisma rolls or finally getting a new deck will solve that.
In my last group, we somehow came across a pizza joint that also sold drugs as toppings. So, we would buy zen pizzas for the security teams, anonymously, and just waltz in while they were high off their asses.
We were street level, but, hey, you could definitely try some stuff with it.
Not OP, but if I may:
You can't pretend SJW's don't exist. They do, and they're all assholes, the males, the females, and everything in between.
You're right in most all other aspects. If people act like asshats, they get treated like it (and generally, asshats refuse to believe they're the asshats).
I will, however, disagree with the comment about games being popular and easily accessible. (This is my opinion:) there's nothing wrong with people joining up in a culture, and there's nothing wrong with the culture being popular. The problem is when people join said culture STRICTLY BECAUSE it's popular.
I like that everything is more accessible. It let's people experience it, and through access, more fans can be found. But there ARE attention whores who only do things because they're popular, and bloat and skew the numbers of said culture.
Lets take the "fake gamer girl". Not all girls are fake gamers. Real gamer girls are perfectly fine in my book. But, you'll still have people who don't even know the subject matter, and claim to be a fan. Hell, I'm sure many of us have heard stories of people going up to cosplayers in cons to compliment their character, and cosplayer not even recognize what Character they were talking about.
Of course, in a tabletop format, you face different issues, but issues from it all the same. If the population of a particular game's fan base triples, but 60% of the total group is now people who don't actually know the subject matter, then they're going to skew polls away from people who have a more honest understanding of what it is they're voting about.
Not the best examples, but I do ha d a question: where the fuck did that rant come from, when All OP said was "kicking it oldschool"
Hey guys, i'm helping some friends make characters and I have a couple questions that the book doesn't answer (I haven't found it anyway).
Firstly with cyberlimbs, do the stats start at 3/3 for str/agi? Also with that, do they take the limit for their physical actions from the players physical stat or do the limb stats influence it? (stopping the player from going pure robolimbs and making str/agi a dump stat).
Secondly, is there a limit on boosting the cyberlimb stats? One player has pointed out that with a 3/11 str/agi arm (avail 12) and agi boosters it'd be like 14, that sounds broken.
Limbs have a base of 3/3 yes. And yes, they take their physical limits from the meat body.
You can customize your limbs up to your races natural limit for agi and str (so a human arm can go up to 6 str, while you can Aug a troll arm all the way to 10).
FROM THERE, you have specific customizations that take up capacity, and can be up to +3 str, +3 armor, and +3 agi respectively. This means, capped out, you can have a human arm that has 9 str or agi (or both). The customizations that take capacity can't be stacked (so you can't take 2 str mods), but, as long as you have the capacity for them, you can stick all 3 of those mods (agi/str/armor) into each and every one of the limbs.
Also, cyberlimbs do NOT stack with muscle replacements or muscle toner/(I can't remember the other bioware) boosts. So, if you have a str/agi arm of 9/9, and then you get muscle replacements rating 4, you still have a 9/9 arm. But, iirc, those muscle replacements will at least increase your limits, which WOULD be handy.
>Also, cyberlimbs do NOT stack with muscle replacements or muscle toner/(I can't remember the other bioware) boosts
Cyberlimbs don't stack with anything else (other 'ware. drugs, magic): they use their own stats, period. The only exception is the "Armor" customization, which adds its rating to the character's overall armor rather than being an independent protection.
Limbs start at 3/3, yes. They do not influence limits, you have to use your natural attributes for that.
Agility and strength enhancements cap at rating 3, so the maximum attribute you can acchieve with a cyberlimb is 9 when you have a maxed out natural attribute and the "customized" upgrade.
A cyberlimb customized for strength and agility 6, with maxed out strength/agility enhancement of +3 would cost you 84000 nuyen at an availability of 11R and take up 9/15 capacity.
Also the maximum attribute bonus you can get is +4, no matter if it's augmentation, magic, drugs or whatever.
No. Just like anyone else, their lifestyle determines what grid they have authorised access to.
If their target is on another grid, they either take the -2 dice modifier, hop grid with a quick hack or use the "transcend" complex form.
I honestly don't know Technomancers at all. They confuse the shit out of me.
The only thing I can recall with any clarity is that they are always in whatever host they're physically in. So, while a decker needs to find a way into a host, either legally or not, a Technomancer can walk into the physical building that the host is located, and he/she is in it.
So, since the current topic is on the matrix (well, half of it is matrix, half is cyberware) I got a question: Jackpoint
I was initially told/under the impression that it was super secret exclusive members only.
Buuut when I was rereading through the Decker section of 5e, it rather bluntly said that Jackpoint has really public hosts and "be who you want to be" attitude (bar restrictions in specific areas).
Sooo.... is Jackpoint public or private? Getting mixer signals here.
Because it's a ballroom gown High Fahion piece of clothing meant to display that you're swimming in dosh. (It's essentially a gate to prevent the unwashed masses to show up at your party)
That it makes a lightshow is just a slight bonus.
It's not always about squeezing out more points, buddy.
My character doesn't get a +1 social limit when interacting with punks either when he's wearing his leather jacket and it's stats are utter crap, but he still wears it.
Well, this isn't the real world, and this is the only outfit like it. Almost everything else in that section is name brand shit, that offers more, at a lesser price. The only things more expensive are the sleeping tiger and the second skin, both of which are expensive because of the ruthenium polymer coating, so you're paying for something there.
I haven't gone into the splat books (i'm still new) but, would you maybe be referring to CFD? (Cognate fracture disorder, or something like that)
My understanding is that it's kinda like a diseasd, but also an artificial intelligence or something, that effectively overwrites the host personality, and takes over. They keep some aspects of the host, usually, but in the end, they're that meat suit, and the other person is dead.
4e introduced nanotechnology and smaller AIs that may or may not be splinters of Deus. Now the nanobots have cone crazy and are infecting people and rewriting their brains into personality copies of AIs.
No, CFD is something different. All I know is that something happened in 4th edition, that made nanotechnology so taboo that almost nobody dare use it anymore.
I get that in real life, this is an excuse to retcon nanobots out of the game, but everyone keep talking about it as if it was a huge, global disaster almost on the level of a Crash.
Speaking of CDF, is anyone actually using it as a plot device in their games? There's just so much space devoted to it in the splatbooks, but as far as big storyline events go, it feels kinda dull.
>No, CFD is something different. All I know is that something happened in 4th edition, that made nanotechnology so taboo that almost nobody dare use it anymore.
No, that's CFD.
It's the catalyst in my game for a certain antagonist faction to start acting irrationally and coming to pieces, thus setting up the overarching plot that spans several otherwise episodic runs, but probably won't itself appear except as a looming shadow in the background that I might or might not even namedrop.
I'm not sure if i'm looking at this wrong, but can technomancers use standard matrix actions as well? I know they don't need a deck, but an example has a technomancer using hack on the fly for stuff, so i'm assuming they can just use standard matrix actions as well as their resonance stuff??
I had a new player on the table yesterday. A former military doctor with charisma out of the ass. So I did him a small introduction run (picking an injured corp guy in a shitty hospital guarded by gangers) and he ended up collecting a small sum (larger than I trough due to his out-of-the-world bargaining skills), he immediately invested in setting up a street doc shop. How can I make that worth his while ?
It's an overpriced option for NPCs to wear so you know they're getting their rocks off on ebony credsticks. Once in a blue moon you may have the option of fencing one, and I haven't heard of anyone complaining about the high price at that point.
Keep in mind though, that it's a negative quality.
I'd only use it as a guideline for how much he can make on the side if he chooses to spend time there.
Also keep in mind that this might end up being more lucrative for him than doing actual runs depending on how much you generally offer for jobs.
It could just as well be a good source for contacts or rumours.
I can see it happening but in the context of insanely rich, bored people who set up runs against random targets and place bets on who survives, who completes the run, etc. Part of the campaign would be about finding out who these guys are and either dealing with them yourself, telling other runners/corps about them or joining in as a partner to make nuyen.
I built a mage and it's... interesting. Thoughts? Still haven't geared up/applied contact points, but.
I'd take at least one rank in automatics
I know this is probably a stupid question, but how does a hacker mess with maglocks and such. I'd assume they need marks then just use an action that opens it or reboots it. Just figured i'd confirm.
>Not a single point in any weapons skill
Don't do this, always carry a piece.
"Geek the make first!" and very Little (despite over fancy clothing) cries so much "MAGE" like somebody on a run carrying no gun.
Get one point in automatics or pistols.
I would go with the former, due to higher versatility, but a Heavy Pistol might also do the trick.
Colt Cobra SMG with a foregrip is a good cheap gun that can lay down 2 rounds of suppressive fire, and is fully recoil compensated for 6 round bursts even for a puny mage.
Sling one on your back, and take a sidearm with it and you'll look a lot less mage-ey
Well, if you can't free the Karma, you can't free it.
Its most likely not a real Problem on your first run, but getting that single point might be a good Investment for part of your first Karma.