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Thread flavour: Drones among us
not op, but how about this? qt hunter drone *whizzz*
If my runners wanted to hood against Tamanous - What kind of opposition or repercussions should they be expecting?
Any ideas for a run or a story arc like that?
Tamanous are organleggers, so this can go very dark very fast.
From a raid on an organ farm to pieces of PC's contact showing up as "gift" to warn them to stay out of their business.
>so this can go very dark very fast
Yes, that's definitely something I thought about.
But I always thought of Tamanous as an incredibly connected network - so maybe somebody with a lot of power to wield would approach the runners and urge them to "look for another mouse to chase" or something like this?
I'd like to play up the interconnectedness and a bit of a gritty corruption feel
The worst thing is the sound it makes.
Even if it had a giant minigun strapped onto its body I would laugh my ass off rather than shoot back.
Uran 9, a highly modular Russian drone produced for export.
Simple question guys, I need help finding one of the tables from the many rulebooks.
I recall seeing a chart for damage somewhere in a book a while back that shows the damage someone would take if sent flying and stopped suddenly. Like if thrown into a wall, and they were supposed to travel 15 meters but the wall was only 5 meters away, it would show appropriate damage.
Can someone point me to where this table is, if I'm remembering it correctly? I may be misremembering though. If I am, how would added damage from a powerful throw person attack be added?
You add net hits. The only weapons that do "listed damage" only are grenades and other explosives; and that only because the attack roll is a simple roll against a fixed threshold of 3 rather than an opposed attack-defence test
They do not. There's some leftover modifiers that indicate that they do, but that was dropped at some point in development.
The only way to avoid getting blasted is to do an Interupt action from either Run Faster or Run and Gun that lets you flee from the grenade.
>Find print versions of Shadowrun books at a local bookstore
>Pre-errata Run Faster, PE Run & Gun, Street Grimoire, and London Falling
>Wants $55 for each CRB and $20 for London Falling, and they're not even new
Is there any reason I should even get the print books? I don't like PDF versions, but Shadowrun isn't worth a couple hundred dollars for books worse than I already have...
While I'm still here, any recommendations for books besides Gibson's and Snow Crash?
I've got two, plus a laptop. No concern there.
Got a decent haul after all, they had two of the novels.
Well, there's a lot of problems with cryonics, some due to the preservation of long term memory while frozen, some due to ice forming in the body and rupturing tissue, and some more technical things about how the revival process might actually work. Really, anyone who got themselves frozen to awake in the future...probably won't.
Now, that's real world, and this is a world with magic. Maybe some mega found a way to clone them and implant their memories back, use some spells to repair tissue damage and nanomachines for the rest (hello CFD!) effectively unfreezing them, but it's entirely up to the GM.
Here's a question
With Hard Targets and the Tactical Grapple Gun's Harpoon Head and Sticky Grapnel options, do any of you know if there's a way to grapple and pull someone in the rules as they are?
I've tried skimming the core rulebook and Run&Gun, but I haven't seen anything that would work, exactly.
I'm guessing moving a target against their will has something to do with their Physical Limit, similar to Knockdowns, but I'm not sure exactly where to do from here.
I thought on that a bit, but I can't help but feel like Agility should also play a role in the offensive part of it somehow, as well, but I can't see adding two stats being a good idea either.
That's probably the solution I'm going to suggest to the GM when I inevitably do exactly this though.
German Core book is 10€ for the Softcover, 20€ for the Hardcover.
Maybe the net hits on the hook could somehow be passed to the separate Simple Action used to move them?
Well, I guess it makes more sense for those net hits to be the target number to pry it off (if the sticky grapple/a regular hook tangled in clothing) or First Aid to remove it (if it's the harpoon)
I have a question for veteran players and gm's:
If your character was offered a "Long Con" run that amounted to a blank check of service, but the payout was stock options. (Lets say 1% of Saeder-Krupp per person, right out of ol' Lofwyr's hoard.) Would your runner take it, or is it too common sense to politely decline and thank Mr. Johnson for the opportunity?
After discussing it with you, this seems like the most reasonable solution
The group I'm in here is full of autism and stupid, though. Apparently to pry off a sticky anchor that can adhere and lift hundreds of kilos without breakage should be always possible in a single round with a Str+Bod+Escape Artist check against the original shot's net hits, because it would be 'unfair' otherwise.
Even though it's possible to just cut the rope.
Also, even though the person is well capable of pulling on the rope in their own right, among other things.
>1% of Saeder-Krupp
Fuck yes, sign me in right now.
Good Agility, Body, Reaction, Willpower, Strength, in that order of priority (unless you're going for melee, then Strength is massively important). You should have more than enough chargen resources to have good numbers there.
For 'ware, anything that augments the attributes mentioned, and anything that augments your Initiative. For Attributes, Muscle Toner and Augmentation and Bone Lacing. For Initiative, Wired Reflexes and Synaptic Boosters are the top contenders (they also boost Reaction). You should have enough Essence and cash left over to pick flavorful 'ware as well.
Hey /srg/, where do you guys find games that actually last?
I have never actually had a second session of a Shadowrun campaign if I'm not the one GMing it, because of flakes.
Is there some trick to this? I don't want to be a ForeverGM.
I almost second this opinion, but lofy is just too much of a colossal pompous douche.
Beside isn't SK a Private Company? I don't think they even have stocks, after they bought all of it back, or most of it.
The first thing you buy is Rating 3 used Muscle Augmenter (or Toner? i always mix those up, take the one that boosts Agility).
Its the absolute casic for every Cybered Combat Char.
Adding to the recommendation above, i'd inject Smartlinked Eyes before any Strengthboosts.
Shooting is really so much better and strength 4 (for 3 recoil compensation in total) is absolutely fine.
Likewise, you can do play by post, they can last years, potentially. But your sessions are spread out over that entire time, so, it could move at light speed or crawl through a week.
Street sam doesn't mean you can't have fun with the theme. Driving shares a lot of attributes with fighting, so it meshes well.
One of my players runs a street mousquetaire on a harley davidson, with two chromed arms full of weapons, a iron mask and a sword. It's lots of fun.
It must be nice to have them.
It's definitely a set-up, but there is enough in play that there's probably a way to turn it to personal advantage.
The first step is figuring out if the Dragon is actually involved, and if so, in what way.
Always a risky proposition, that.
If I were offered that job, I'd kill the Johnson, kill my teammates, burn my SINs, get facial reconstructive surgery and racial reassignment, kill the surgeon, burn down the hospital, move to Russia, and take up sustenance farming.
Dragons do not give up any part of their horde, for any reason. It is an elaborate trap. I must have done something wrong. Something very wrong.
>1% of Saeder-Krupp
>Saeder-Krupp owns roughly 45% of the world's ressources, lording over all the other Megas
>A party of 5 means 5% of that value
>45*0.05=the party owns 2.55% of the world's ressource
"But, but, Anon, 1% is small right?"
Made basic illustrations for a list of Off-Brand generic firearms. Pistols done.
>Left to right
Sporting SemiA, SemiA, Shortbarreled SemiA
Sporting Revolver, Revolver, Snubnose Revolver
Predator I Knock-off, Bottom-Chambered Revolver, Modern Lancaster
MachinePistol w/ Grip, Helical-Feed Machine Pistol
Derp, I attached the picture but then cocked it up.
It's one of those vague things that's tossed around as an in-universe estimate, but it's hard to quantify because of the nature of megacorps in the setting.
They're sprawling, labyrinthine monsters, these huge unwieldy giants that nobody knows the full, true extent of except those at the very, very top.
So... it's probably not true, literally, but it might as well be. Collectively, the Megas own damn near everything.
>Collectively, the Megas own damn near everything.
That's true, but there is a handful of megacorps and a lot of AA and A that aren't affiliated to them. All together they probably control everything, but I doubt even SK holds more than 5% of the world resources.
Divided answers... Good, Good...
The deal is real, but the final mission is a bit of a challenge, and a couple grueling years down the road worth in runs.
But there is another trap in the value, its stock in the company that is permanently assigned to the characters. So as long as SK is doing well, they are doing well.
Just checked Corporate Download, Lofwyr actually managed to get back 100% of his shares, so it's basically private now.
Well, what is not an exageration, is that SK basically owns Europe. 1% of just that is already huge.
>tfw That Guy leaves the group, and you get to watch his character get flattened like a pancake by a rolling vehicle
I don't think you understand.
You are talking about billions of nuyen. With one year of 1% of SK's profit, you can buy an army of tanks and take over a small African country. You only need one payout to live in luxury for the rest of your life. One payout, let alone an annual income. Not even the executive directors would get one percent of the company's profits.
And you wouldn't live to see it because it would cost Lowfyr a fraction of a fraction of that price to snuff your lives out and start taking that money back.
You would not be in a position to affect markets on a global scale. The characters could be bought and sold for a pittance of that price.
You don't stand in the way of the big boy's profits, omae. They don't get to be power hungry execs by offering 1% of their market share to goddamn contractors.
>is that SK basically owns Europe
Not even close. Even in a place SK rebuilt single-handedly after a earthquake (Marseille), it "only" owns 30 to 40% of it. S-K doesn't even owns the entirety of Essen.
Keep in mind that Horizon, Shiawase, Evo and Ares have large footholds in Europe, that Zeta-ImpChem (direct competitor) is nearly an AAA at that point
Let me put it like this; it costs ¥25,000 for a cortex bomb. Loffie could set your contacts, your contacts' contacts, and your contacts' contacts' contacts' heads all to explode, and it would still be a fraction of the price it would cost for a single percentage point of profit.
Why would a dragon offer such exorbitant amounts of money? Only those with a death wish AND who a dragon is afraid of would want to try to collect on that deal.
This is profits where companies DON'T own countries and have private armies.
Unless the corps are wanting tax writeoffs.
That would be amusing when 1% of the profit/loss for SK is a 100,000,000 loss because Loffie made a payment to himself as sole shareholder of "all the money".
"So sorry, 1% is a loss, and you now owe Sader Krupp more than you have ever owned or will ever earn. You are so far in debt we could auction you off cell by cell and you still wouldn't begin to break even."
Well, SK is the largest of the AAA megacorps by a fair bit. It probably doesn't literally own 45% of the world's resources, but if it claims to do so it wouldn't really be that far fetched.
We have to differentiate between "economy" and "raw resources" here.
afair SK owns 45% of the raw resources, which is HUGE still, but believable, as this is their absolute forte and they are led by a super-intelligent immortal being.
That's the kind of cheeky plot twist I'd throw at my players.
It'd be a great set-up to use right before "charitably" offering to pay them the cash value of 1.0000000001% of the company stock... minus what they owe, of course.
All for the low, low price of performing a run that has been spoken of in rumor, and that is thought to be impossible and suicidal.
Ask that crazy son of a bitch how he has made such a good impression on Lofwyr that he got to keep working for him, and apply this wisdom to all of my dealings.
Just not with dragons, because I'm not suicidal.
Cut ties with that person and never work with them again.
>as this is their absolute forte
It is their absolute forte but that doesn't mean that the 9 other AAA and the hundreds AA aren't competing.
I'd say S-K has a 25% share of the world raw resources excluding agriculture. It's already fucking enormous.
New GM here
My play group will be building characters next week, what are some things that every character should have regardless of that role they will be filling? I know SINs and Ettiquite are standard purchases, am I missing anything else?
Perception is a big one. A commlink. Make sure they don't forget to actually buy a lifestyle.
Oh, and you may laugh, but REMIND THEM TO BUY BULLETS FOR THEIR GUNS. Seriously, nothing is more embarrassing.
I don't care what they want, don't let them have a 1 in any stats without a good reason. That shit is horrible.
If they are using cyberware, remind them that they use their MEAT BODY for their physical limits. 1 str and 1 agi means you'll basically have a physical limit of 3, regardless if you've got 9/9 super arms.
Make sure everyone has a gun. Not everybody needs to have 6 ranks in automatics, but make sure that everyone has a gun, and at least 1 rank in shooting it (even the mage.)
Buying armor is also important.
If you knew what kind of characters they were playing, I could give you some more advice.
oh, I almost forgot: running is a really important skill. You wouldn't think as much, but when you need to get the fuck out of dodge, you don't want to default to 2 running dice, possibly glitch/critically glitch, and the twist your ankle and be unable to escape.
Okay, so here's a bit of an odd question.
Do any of you guys have sheets that I could use for pre-gen characters that aren't the ones in the books? From what I've seen, the various pre-made characters... kinda really suck, hard, from a rules perspective, but one of my players wants to run a pregen instead of making a character for our introductory session.
Type of character doesn't actually seem to matter to him, just as long as there's something better than the "shadowrunning addict" and company from CGL.
Honestly, I would normally say "give me a concept and. Few minutes" and I'd make something for ya.
But I'm on my phone and won't have internet for a few weeks, so I cant.
That being said, making characters aren't that hard.
Run up a troll with a few augments (A racial, for maximum edge, B attributes, C skills, D money, E magic), and give him a vague story of looking for his little girl, kidnapped by the Yakuza or some shit.
Give him a gun. And a sword for when he needs to be in melee, good body, okay strength, and boom, just add player.
Oh, I agree. It's easy as hell. But he specifically wants a premade character, and I don't have a stable of them that aren't my own characters like >>44617202 has.
I'm pretty sure in practice, he wants to play a dwarf mage. Don't know any details beyond that.
Here's the basics of a dwarf combat mage: http://pastebin.com/TgpbBEia
throws good dice for spellcasting and summoning, lots of dice for combat spells in particular, passable if low pools in other stuff, and 40k nuyen should be enough to cover the essentials.
Sligtly vexing, but you little toys die of old age so fast anyway...
What if you helped discover longevity? You would cement yourself as the richest of... individuals on the planet for the discovery alone, and then you wouldn't have to be so... vexed at the loss of a good little monkey who was good at doing his job, requiring you to expend more resources training another monkey.
You would also have a larger work force, and since people would be living longer, they would be paying money to your corp longer.
Just a thought.
That's more increasing their longevity in the sense of "you get a few more years tacked on", not actual "longevity" in the sense of "we don't die of old age, we can just die of being murdered"
Pffft, "care"? You don't need to care to not be a jerk! Now I know what you're thinking, you read Machiavelli and know that it's better to be feared than to be loved, but the oft-forgotten followup to that is that it's even better to be both. You can still be that guy that everyone knows not to fuck with AND get the boys down on the production floor some bagels with shmear every now and again.
To keep up with what he's fighting he'd need some form of reaction die enhancement. If he's got a good mage, that could work. Another option is a healthy amount of Jazz to speed him up for combat.
But just starting off? Sure. Especially if those reaction enhancers boost him to a base 10+1d6 initiative so he is guaranteed 2 initiative passes.
It all boils down to game mechanics. If your main "shtick" is fighting, then you need to:
- hit reliably (decent dicepool)
- hit often (high init, multiple passes per turn)
- be able to take a couple of hits back without going down (high defence/armor/both)
The easiest way to accomplish the 'hit often' part is something giving you extra initiative dice. You can do it with drugs, but people go for WR/SB because it's always on and has few drawbacks after installation.
>One of my players, a Technomancer, starts flirting around with the runner bar's elven waitress.
>They get along, the girl takes him discretely to her room for the night.
>She is the daughter of the bar's owner, and lives right upstairs with her father.
>That guy is also their current fixer, and quite trigger happy.
>Things get loud, ask for a Stealth check to see if they wake up the father sleeping next room.
>TM hears footsteps. Rolls under the bed, franticly tries to hack everything in a 10m radius.
>Father opens the door, .44 Magnum in hand, saying he heard noises.
>The elven girl in naked in her bed, panting, covered in sweat.
>Dildo humming loud as fuck in a drawer in her bed-stand.
>Father turns red, closes door without a word.
It resets your cellular age back to teenage years. As it currently stands, Leonisation would can allow a person to live about 6 lifetimes.
And it's only going to improve during those lifetimes. So if by "a few years tacked on" you mean a couple hundred... yeah.
Yes, just make sure you got enough Edge to use for initiative and have reliable combat skill.
If someone has more init than you, Seize the initiative, geek him, then go down your priority kill list in order.
What is the point of Machineguns the stats are crazy similar to assault rifles but with double recoil i want to make a heavy weapons build but i cant find any generally useful heavy weapons thanks to that double recoil
They don't suffer double recoil, they suffer double PENALITY from recoil.
If you have recoil compensation 9, for exemple, and fire a whole full auto burst of 10, you're still at 0.
If you then immediatly follow-up with a short 6 rounds burst without resetting your recoil though, then you're at -12. (6 points of uncomposentated recoil x2 as modifier)
So, I've got a problem in which I just can't stop making characters. I'm not necissarily GOOD at it, but I just like making them.
The first character I ever played was a Mage/Face, because I was forced to, because the party needed it, even though it was my first game and I didn't even understand magic, and in general, it really put me off from mages in general. Playing them, at least, I love other mages.
I've made some low-level adepts, sure, but nothing big, but that's not the point.
But, I want to shake this funk off and make a mage.
But, I want to do something a bit off kilter. I want to make a mage besides a fireball dispenser.
Any advice? Any unusual ideas that could be used? Want to have so much making this guy that I'll not have this negative bias about playing them anymore.
There's a simple--but not necessarily easy--way to become functionally immortal.
Go on a metaplanar quest to find a spirit with the Formula Pact power that is willing to use it on you.
If you want munch, go for a CC mage--the control spells, opium den, things like that. Make guards shoot each other, start riots on demand, all kinds of nasty stuff. Use spirits with the Accident power. Maybe even get into the darker spells that alter memories or personality.
In short, see just how much terror you can sow among your opponents without using a single Combat spell (except Stunbolt, you need that for spirits, if nothing else).
>I want to do something a bit off kilter
Make a spirit abuser.
1)You fetter a high force spirit of the type of your spell speciality
2)You use him to Aid Sorcery all the time
3)You bind the powerful spells to low Force Spirits instead of sustaining them yourself or using Foci/Quickening
Forget ever summoning anything above Force 2-3 once your reputation takes the shitter, so you'll want that fettered spirit to be as High as possible.
On the other hand, you'll be RIDICULOUSLY powerful.
Alternatively, go the complete opposite direction. Take the Shaman's Way Code of Conduct. Then Spirit Whisperer or Spirit Champion. One of these days I'm going to find the right bit of fluff to support taking Made Man in relation to spirits.
Okay, but a high level spirit could just, like, win, couldn't he? Or I'd just get 1 service for 18+ karma out the window.
Unless I'm misunderstanding fettering, it really doesn't sound like a good action
I'm an idiot. Just realized that the fettering means they will do all services without expending... well, services.
But, what force should this spirit be for this to be worth it? The higher the force, the more dangerous the drain (god forbid a force 12, as awesome as that would be), as well as a the increased karma cost.
Also, with only having force 2-3 spirits, no big deal there. They can still soak drain just as easily. Suuuure they may be disrupted, but at least my next fireball will be just as powerful.
Don't get me wrong, 7 dice is pretty handy, but it doesn't quite seem like the biggest advantage I could get.
Like... a force 10 spirit. Risk of death (hey, that's what edge is for), but it will be badass in and of itself, so it could play bodyguard if needbe, and that kind of dice pool would certainly make any spell hurt.
Eh... correction: when I say "force 7 isn't that big" I mean that it is only 1 extra die from 6, so if I'm spending karma on exceptional attribute, I'd want to push it well past the envelope
There are certainly other uses for a force 6 power foci.
Also, I need to be corrected again. I thought ANY SPIRIT could be commanded to soak the drain. Apparently that is exclusive to ally spirits.
And yeah, the more I think about it, the more I like it.
The hard part is Making sure that my fettered spirit isn't banished or some shit, else I will be a VERY sad mage.
That it does.
Wait. Hold the fucking phone.
The power foci 'temporarily' increases my magic attribute.
Does that mean that I can have summon force 12 spirits without taking physical drain?
Made moar guns.
SMG, Helical SMG, PDW
If anyone's interested in taking a look at some really clunky, WIP rules to make the corporation more "unique" by giving them mechanical differences through gear... it's here.
There's two tabs.
Only allies. There's also a super lopsided spirit pact that allows you to give a tiny bit of a headache by giving you some drain dice in exchange of taking over your body whenever you sleep/unconscious.
Well, that sucks. I was totally gonna have a moderate charisma so I could have little spirits strictly for soaking drain for me. If I'm going spirit douche, I'm going maximum over douche.
I'm working on a low budget decker, but how low can you go without massively gimping yourself?
What's the cheapest deck that is still viable in your opinion?
Also is it worth to focus on Brute Force when you're mostly going to ignore Wireless and instead jack into devices or hosts directly?
It seems like BF is mostly useful for bricking your opponent's gear from cover.
Also do you have any general first-time decker advice?
>I'm working on a low budget decker, but how low can you go without massively gimping yourself?
Your deck sets your limits so this depends on your dicepools, but see below.
>What's the cheapest deck that is still viable in your opinion?
Azteca 200/Hermes Chariot but YMMV, especially if you have access to Data Trails and how loose your GM is with modifications rules.
>Also is it worth to focus on Brute Force when you're mostly going to ignore Wireless and instead jack into devices or hosts directly?
As long as you don't forget to boost your Sleaze attribute to stay hidden, yes, you can focus on BF'ing your way into things.
>It seems like BF is mostly useful for bricking your opponent's gear from cover.
That's what Data spike is for. Brute Force is the virtual equivalent of kicking the door in rather than pick the lock.
>Also do you have any general first-time decker advice?
Jack out at the first sign of trouble.
The Quick Config (Data Trails) and Overclocker (Run Faster) Qualities can make the Little Hornet more bearable, use Commlinks for anything not illegal, try to estimate Overwatch Score before preforming a check (or get a Baby Monitor, ya big baby), use Spoof Command to make security devices preform Invite Mark to your team's commlinks (this is great because a lot of sec devices run silently).
We do have Data Trails and we're loose with rules as Matrix is more of a side thing.
So as I understand it, if you use BF your opponent knows something happened but not what, where and caused by who, so he'd send out some IC to check what's going on and you just have to hide and stay low for a while?
So Data Spike is the matrix equivalent of backstab? I'd have to sleaze a mark on my target to use that though, right?
No Data Spike is like shooting a gun in Meatspace, you don't need a mark to use it, you just need to see them (Matrix Perception is your best friend).
Hey /srg/, foreverGM here.
I'm going to be running a game of 3e with my group soon (and yes, it has to be 3e, I have a well-researched hateboner towards Catalyst and am generally a huge fan of 90's game design, as well as 3e providing all the classic cyberpunk I really like running).
I haven't run SR for years, though, and I've only played twice before (though it was easily some of the best roleplaying I've ever had). Those runs weren't very shooty, though, so power balance never came into it - and now I'm playing it again, I don't want to hose my players by letting them play a newbie-trap build or letting another group member play a broken one.
The party so far consists of:
A Filipino jack-of-all-trades (a full Hermetic mage with a bit of face skills who can contribute in a fight);
An ork physad with a melee weapon;
An undetermined breed of razorgirl;
A power-face of the "actor doing method acting training" type, with a few gun skills but basically mostly a stinking rich keeb with a good mouth on him.
Are there any things in those builds I should watch out for, whether because it might gimp the character, make them unfairly strong compared to the rest of the party or something else?
Thanks in advance.
Depending on the player a face is ridiculously strong. If you have the dice to facehammer social situations AND the mindset to be able to facehammer social situations, your face might just dominate things.
That guy is, well. He occasionally does face pretty well, but he's also good at playing convincingly overconfident or snappy charactersm so he does place landmines in his own way. It's the guy who's playing the Filipino mage who usually tends to smash everything through social interaction, thus why he's not a power-face.
From my experience you always need to keep watch over what augmentation and adept powers your players take.
Initiative enhancements are usually the first choice for players but they make the game very unbalanced. Players who don't have them get doubly punished, first because they'll probably end up only being able to act half as much and second because you'd have to adjust encounters to your combat characters since otherwise they'd just breeze through those.
So I usually discourage maxed out ini.
It also makes it easier to come up with "boss fights".
That wired-reflexes-3 streetsam suddenly poses a much bigger threat while otherwise he might have been a regular mook.
The availability limit of 12 isn't enough to make sure the streetsam doesn't go overboard and adepts have no restrictions at all while choosing powers.
Mages can get problematic too but it'll take a while.
Unless your players are actively powergaming though I wouldn't worry so much.
I usually start with easy runs to get a feel for how powerful they actually are ingame and how they approach problems.
From there you can start developing your runs in a direction that suits everyone.
I don't think initiative boosters are much of a problem in games.
After all, when your decked is in VR, your mage on astral plane and your wired sam on meatworld, they have pretty much the same init.
I dunno, I see power inflation as a general problem in Shadowrun.
If your player's characters are powerful you also need to adjust the opposition and if some of your players don't play min/maxed characters they get punished for it in the process.
I actually really appreciate limits and recoil in SR5.
Personally I think hard caps aren't a bad idea to prevent munchkin-sized pools. In SR4 I usually capped dice pools at 20 unless someone spent edge.
Aww, poor lil' babby is butthurt that his carefully munchkined soak monster can be taken out by a shitty machinepistol loaded with narcojet for less than a thousand nuyen worth of gear?
Git gud, scrub!
>and if some of your players don't play min/maxed characters they get punished for it in the process.
That's up to you as a GM to make sure they are useful. Have them cover another corridor than the munchkin, finding a use for misc and technical skills, etc...
>it's the GMs duty to go out of his way to ensure balance between completely unbalanced characters
>player's can't be bothered to ensure group balance themselves
And people seriously wonder why it's so hard to find GMs.
You can buy 2 spells formulas, a Rating 6 Fake SIN with Rating 6 Fake Licenses (including a license for being a magic user, a combat spell permit, a spell formula license, and a focus formula license), a better commlink, a formula for a focus until you get the necessary karma, a few months of lifestyle, replacement bullets, and a new gun.
When a human and and a metahuman get a kid, there's a roughly equal chances the kid is either (insert metahuman type) or human. If human, above average chance to UGE/Goblinize once they hit puberty, but that chance is low to start with.
If 2 metas get a kid together, then it's 50-50, but whatever they're born, they remain (unless SURGE hits, but that's pretty rare as well).
>Other than concealability is there a reason to take machine pistols over submachine guns
A low-end machinepistol is cheaper if all you need is to spray lead in an area to make everyone dive for cover.
>and why would i take a submachine gun over an assault rifle
SMG can be used with a single hand without trouble.
Easier to get, maintain, replace and get rid off.
Often gets underestimated too.
Even a troll thinks twice about charging into someone with an AR
but he'll realize his mistake when your "silly little pistol" lays down full-auto on him.
Get a satellite link (whatever happens, never more than 6 noise). Bam. Zero noise whatsoever forever.
Add a Datajack to that if you want to be fancy and/or get rid of Signal Scrub to free a program slot.
I'll probably give this a go, it fits well with my current character.
As for well spells i have too many, ive got fake sins a Licenses, I've got a raating 6 commlink, a good lifestyle, bullets and I use an Ares Alpha since, well its safe.
Its more so I feel the camapign is going to rap up soon. And i'm looking for something with more of an immediate effect.
How does magic work with things like contacts or glasses with stuff like image link,flash compensation or the perception bonus? I know stuff like thermal or zoom are digital images so you can't get line of sight, but the others are just overlays right?
I'm working on a Public Security Section 9-style Knight Errant division. Any suggestions for team makeup? My runners are gonna hover around 3-4 in the team, so I'd like to keep the numbers there or a little higher. I'll post what I've got once it's been converted into my notes, but I don't want to go for "4 street sams" or something like that.
Figured I'd do something like that. What I'm looking at a little more specifically is something like:
>Sam 1: Ares Alpha, nonlethal grenades for the UGL, a roto-drone
>Sam 2: Ares Executioner, melee weapon of some sort; heavier armor than the other
>Decker: Decent deck, dunno what to put here really
>Mage: I had something for this but it isn't in my notes yet, but more crowd control than damage logically enough
>Floater 5th?: Either a rigger or a marksman adept, I suppose.
Think it'd be doable? Intended to be somewhere between KE and Firewatch to start off, though depending on runs might jump in power level.
>say if it's wireless bonus stacks
You can only use one datajack to connect to a device, so it literally cannot stack.
What you want are the Antennaes earware for -4 noise reduction total with the Jack. Then you get a RCC (by rulebook RAW, RCCs can do EVERYTHING a commlink can) with the noise reduction dongle, and a hardwire Deck noise reduction module. -8.
Then you use a signal scrubber program. -7.
Then you use the rest of your device rating for noise reduction.
Then you use the electronic warfare action that further reduce noise.
Nartaki, Wakambe and Dryads IIRC are the only ones that makes absolutely zero sense as player characters.
Especially Wakambe. There's like, what, 100 of these worldwide? AIs are more common at this point.
You're an idiot
>The datajack gives you Rating 1 noise reduction. (SR5 p.452)
Ratings don't stack, you only use the highest rating. This means it doesn't even stack with other Rating [x] Noise Reduction.
I don't really see a problem with the ork variants.
The ones for trolls, elves and dwarfs as well as Nartaki are either pointless or plain borderline.
Metasapients, free spirits and AIs are stupid as player characters.
It's pretty much all special snowflake territory.
If someone wanted to play an ogre, minotaur, hobgoblin or whatever I'd just tell them to use the base statline of trolls, orks etc.
>I don't care what they want, don't let them have a 1 in any stats without a good reason.
Fuck you. 1 is as valid as 2 or 4 as a stat. It is within normal human ranges. You can see people with 1s every day.
Player wants to buy a blimp to use as a source of income for advertising.
How much money should they make monthly off of advertising? Should autosofts be capable of piloting blimps? How much should Insurance be and how much should the licenses to Pilot and Operate a blimp in Seattle Airspace?
They will have to go against some Rigorous sin checks too.
I seriously have no idea what the cost for that shit should be.
I have no clue why this player wants it. They probably won't make much off of it.
Anything like weeks (or months) of applications for legitimate advertising licenses will burn a fake SIN. If they really want it, they can tie it to a real SIN, and get a 10% discount on lifestyle (connected to the legit SIN) in exchange for a fluff altered version of this;
>No Forwarding Address
>Angry creditors, stray pets, and even unwanted packages show up on your doorstop. In the Matrix, your commlink gets calls from debt-collection agencies, endless spam, and the occasional disconnect notice.
It's a valid option, but new players may have trouble dealing with the pitfalls of choosing multiple attributes at 1.
Your player wants to have a legal business. Is he a SINner? If not then it's full stop.
>Should autosofts be capable of piloting blimps?
>How much should Insurance be and how much should the licenses to Pilot and Operate a blimp in Seattle Airspace?
Insurance and taxes should eat up about 85-90% of total income. Should be enough to afford a middle lifestyle if nothing happens to his blimps, *wink wink*. No need for license since he's an Owner, not an Operator. He needs a Business license though! A real one.
Not much since the only ones who'd rent an ad blimp would be small shops like Izzy's Noodle Kitchen.
Corps make their own advertisement.
It's probably not worth it considering they'd have to get a licence and rent airspace.
Saying "no" seems to be bad taste for the younger generations though, so just give em 500 nuyen a month to spare yourself some whining.
Most do that, yes, but that doesn't stop ones existing outside the Hindu priesthood. I can totally see a visiting Hindu from another state bathing in the Ganges and being changed, or the young kid of a couple changing and them running with their kid to the UCAS because they don't want him taken away by the priesthood.
Personally speaking I've found that if you tell players that they're starting out with a minimum of 3 in their attributes but can reduce it to metatype minimum to recover the karma, most players will just leave it at 3.
>I can totally see a visiting Hindu from another state bathing in the Ganges and being changed
Only when the comet passed, that quite limits the possibility.
>because they don't want him taken away by the priesthood.
But that's like saying you don't want your kid and your own status to be elevated to that of half-godhood.
Overall I'm not saying it's 100% objectively impossible for a Nartaki runner, but it would take SO MUCH bullshit for one to exist and then conveniently be part of your random party to be basically stupid to even consider it. As far as I understand it, the stats are there because there are many prominent Nartakis in India and the odds of you meeting one are very acceptable. Playing one is another story.
>Only when the comet passed, that quite limits the possibility.
Besides the initial surge with the comet, there have been several subsequent incidents where a mana pulse going up the ganges has changed people. There was one as recently as 2076 that added 500 new nartaki.
>But that's like saying you don't want your kid and your own status to be elevated to that of half-godhood.
Your kid, yes, but there's nothing that says you stay with them, or are also elevated. Very probably, if you're low on the caste ladder, your kid is taken and you're left to rot. A couple may very well consider taking their changed kid and running rather than have him taken from them.
>A couple may very well consider taking their changed kid and running rather than have him taken from them
The kid still leave with their lineage name, and is one of the only way of going up the ladder to begin with. Someone that low in the ladder couldn't even run away even if they wanted, and most definitively would be extremely grateful to have their lineage elevated even if they themselves wouldn't change caste (but would get the benefit of being seen as a form of chosen by their compatriots, gaining social status within their caste)
Buddhist as well. Or really any non-hindu group.
Or, if you really want to fuck with it all, a pair of casually christian tourists enter the country, and let their kid join in (supervised) in the ritual bathing in the Ganges because why the fuck not? Then boom, mana pulse, and little timmy has gold skin and 4 arms.
>But the books say all nartaki are of Indian decent
And nobody has moved away from India, converted to another religion, and then their kids (now adults) come to visit for the purpose of "seeing their cultural roots"?
Oh come on, bathing in a little bit of polluted builds character! And immunities.
Once had a player try to give me a Hanuman Otaku Technomancer.
Hanuman are basically monkey-people that live in tribes, in the wilds. The player insisted "the tribes could be quite modern". There is absolutely fucking nothing in the books to suggest that. It fucking suggests they live in tribes in the wilderness of India, and become mentally handicapped if raised outside of that environment.
This would mean his character would have no way to interact with technology, or the Matrix, and yet was somehow a Technomancer.
The odds of the Hanuman metavarient being a thing the 2050s/2060s, when there were no mentions of them in any sourcebook, and becoming Otakus, despite absolutely no cases of anything but human children otakus being a thing, is astronomical on its own.
But that fact that this particular hanuman decided to become a freelancing criminal for hire IN SEATTLE?!
Even that wouldn't have been unacceptable. Shadowrunners are exceptional people, and being the exceptional hero is what we're here to play. But this player was clearly just trying to get that extra point of WIL. He didn't give a single shit about the character, didn't roleplay at all, and said character ended up getting captured on his first run.
Don't make absurd characters just to min-max. It pisses off your GM.
Naw nigga, but he sounds based tier, but I swear it's not him.
This was a Youtube ad that was on every fucking video for months
Spicy meme if from here:
> my insurance won't pay for
>pretty much in constant pain
That fucking blows. I wish I literally had any money to give you. Good luck, amigo :^(
Hey chummers, I need some help (same anon from last night who was looking to make a mage).
I decided that I did want to go with the spirit abuser character (might make the polar opposite afterwards, who knows), though my lack of magic knowledge is making me hesitant.
For example, what tradition? Aztec looks like it would be fine, but to snag the restricted gear, +36 karma to bind a force 6 foci, I can't afford the 5 karma for a mentor spirit.
Black magic seems valid, but it is more about the subtle kind of Control. Could it work with the "rule by fear" mentality?
Islam... I dunno. I feel racist making an abusive powerhungry caster islamic.
Vodou could work, but the lack of spirit materialization could really REALLY hurt. Plus, their entire thing is "treat the spirits right" so making an evil Vodou character seems... difficult.
you don't need a force 6 focus, and if you want it that badly you could use karmagen
"evil" and "evil to spirits" are very, very different
traditions can encompass a wide range of individuals, and some discretion is practically a requirement for any mage to make it to chargen-tier
possession is absurdly powerful even without immunity to normal weapons
For obvious reasons.
For Aztlan-related things.
>> New Orleans.
For smuggling and Voodoo.
For fucking around with simsense stars and country singers.
For recreating Miami Vice in Shadowrun.
I knew a guy who made a Vodou mage, gave him 5's in everything physical, REALLY shunted his mental stats, but let himself be possessed by force 8 spirits, so that he'd be rocking 9 for physical stats and 8s for mental. Only got more broken when he unlocked channeling.
>Oooh 9 in stats!
Considering the spirit alone had at least 8 everywhere and easily 10 in the physical stats that mattered, yes, the Materialized Force 8 spirit was still better in every way since it doesn't also remove the mage from play.
The opportunity cost of possession makes it an idiot-trap.
This guy has a point. Plus, there's nothing you gain by being, say, a chaos mage, and picking up channeling, than a possession tradition. You're better off being able to possess yourself for the free stats, and still drop force 6 spirits on the battlefield.
The only thing you really get by being a possession tradition is you can send your spirits to possess goons and have them kill the others. I think it only takes a force 4 spirit to reliably snag enemies. But, the tradeoff is hardly equal
Yeah, I was thinking about doing something like Dredd meets The Warriors, DH could work, with the acolytes stranded in the lower levels of a hive while a bunch of gangs are looking for them.
Did up my own MSP sprawl we're playing in now, but as far as canon sprawls? I actually don't like North America's selection all that much. I'd love to do more with Geneva and Nairobi as written up in 4e.
>no mention of Lagos
>not playing Black Lagoon
I actually think Lagos is less my style. It's good they hit that poverty porn note somewhere in the setting once, but it's kind of a monolithic and boring take when applied to Africa as a whole.
>host p&p sessions since years now
>not the smartest guy myself, often lazy
>only one willing to design campaigns
>biggest knowledge of ruleset (not exactly much in the first place)
>grp loves the mechanics of the runs I make, keep coming back for more
>every single time I can't think of a motivation why their characters would run together in the first place
>big group, but mostly not everyone is free at the same time
>"X won't join us today, instead, Y will be here as replacement"
>can never explain in roleplaying ways why it would be this way
>everyone just runs along with it no questions asked
it just doesn't feel right. I'm not a good GM and often make mistakes, but I noticed that the group likes it if I set a certain tone for the runs. they are not really roleplayers, but they all get into it as long as I lead the way for it. one time I simply made up a tiny part of their backstory for each of them, hinting that they knew each other in the past. but this was forgotten until the next run. so maybe force them into a situation? someone steals from them, and they now have a common enemy?
how much of this is within responsibility of the players?
I tend to take the setting in smaller chunks, while acknowledging that it didn't diverge in 2011, but merely appears similar before the awakening.
(native american population was never reduced to quite the same degree, etc etc)
I'd say it is the responsability of the group as a whole.
You can always handwave it as all the characters being part of a fixer's "stable" and he makes do with who he has available; but I would definitely bring up the subject with your players.
>You can always handwave it as all the characters being part of a fixer's "stable"
>Some runners weren't interested, so I called in reinforcements.
yeah I'm a moron, I did this out of coincidence a few times, and yes, this usually works in them getting a feeling of having to work together.
the reinforcement idea though works during runs, I never thought of that. I often have to continue a run on the next meetup (because everyone loves to discuss how they should solve every little situation) with one or two different people. the one or two missing players could be re-assigned during the run to do some minor or unrelated tasks in the area. I think that would make sense
Rate my metaplot pls
>Running in Marseille, the city is semi-autonomous
>during the last runs players kidnapped a high-ranking bureaucrat and now the city's police force is headless
>various factions vying to get a hold on more money, assets and power
>the noble houses are trying to push the mergers, partnerships and acquisition of the largest local corps to challenge S-K dominance
>the mafia is at war with the S-K-backed vory and is looking for allies
>politics may or may not be willing to help the nobles depending on their own agenda
>some of Ares top management are involved with the noble houses (including some of the player's contacts)
>major third-party corps are Horizon, Wuxing, Aztechnology (trough subsidaries) and NeoNET
Hey guys. I'm running a game soon and my players are scouring the various 5e resources to make the most of their cybernetics. How should I deal with this? Do I let it roll and just up the ante when they're doing runs? Or should I give reasons for not using non-core resources?
See what they come up with, but I wouldn't worry too much.
You can make quite the munchkin restricting yourself to core anyway. Worst comes to worst, just forbid "Restricted Gear".
Nope, so I kinda wanna stick with core. I am okay for them to have other guns from like gun heaven or whatever. Mostly they've taken the biocompatibility quality, and prototype transhuman for those bonus bioware.
Running just core works very well (except for technos, but Data Trails did not help).
Gun Heaven is a bit of a nightmare, the Krime Boss is one of the signs of munchkin.
Biocompatibility is fine.
Prototype Transhuman is typically the territory of 6 MAG Adepts who want their Rating 4 Muscle Toners without dipping into their Essence.
My plan for the first run was to have them drive a car protecting a targetted employee of their employer (decoy of target) and misdirect any would be attackers to follow them instead.
I had a plan for the employer to betray them but I didn't write it down and thus forgot it. Any ideas?
>I had a plan for the employer to betray them
Eh, personally I feel this is way overdone as a lazy way to add a "twist" to the job. And after a few betrayals the employer would have a very hard time getting more runners to work for them, and a high probability of a runner team that survives going after them.
Yeah you've probably got a point, I just rolled on the random run generator and it said betrayal haha. Also because this is all of our first shadowrun ever they won't see it coming XD
I would at least make sure there's at least one way for the party to not be betrayed, so if they do things professionally and are looking out for employer betrayal they're able to avoid it. Or should they do something that makes Mr. Johnson rethink his odds of surviving a double-cross (like, say, a troll member of the party taking a missile to the chest with only minor damage). Don't do the betrayal no matter what, basically. The other twists can be played around by a smart party, the betrayal should be as well. Also consider giving some hints that this may happen, if it's their first time. Risking life and limb and then not getting paid sucks dicks, and if it seems arbitrary instead of "Wow, we really should have paid attention" then the players are going to be mad at you.
Hey, /srg/. Does a spirit of a possession tradition that possesses a vessel rather than materializing still get immunity to mundane weapons, or is it stuck with its vessel's (augmented) stats? Looks like it's the latter.
While we're on the topic of pronounciation, how should Wuxing be pronounced? The one time I've heard it spoken aloud was as "wuck-sing", but I feel like it should be something along the lines of "woo-zhing".
I am, but "wiz" is very much an American word (who pronounce things very differently), so I've never heard it used.
I would've thought it would be closer to "woo-zhing" or "woo-shing", with stress on the second syllable. In pinyin 'x' is not actually pronounced like in English.
From my limited knowledge of Chinese pronunciation (not actually a speaker, but know several speakers), it's something like oo-shing. The w is silent and the x is pronounced like a sh.
What do you guys think of my run idea? First run for new group, some newbies.
>Nerd hires Shadowrunners to fellow student woman's life
>She got his life ruined and expelled from uni and generally blacklisted
>Run is simple: burn her car, steal naked pics off commlink to blackmail
>Unbeknownst to PCs (or maybe beknownst, if they do research), girl is vory man's daughter
>They capture Mr Johnson and set him up with a cranial bomb for the pay meet
>During pay meet general shootout/diplomacy with vory who are angry. Allow hack-defusal of bomb, negotiation with vory or straight violence
I'm new to Shadowrun and we're going to play our first game in about week.
I'm building a Elven decker, I've done all the stats and skills (but more advice would be nice), just need some help on buying very important gear for a decker.
So any advice?
>So any advice?
Reddit has a good general guide to the necessary items for everyone (also available as a Pack for Chummer). Not all you need by a long shot (doesn't include deck or programs or agents), but a good way of ensuring you have the bases covered
Wiz is LITERALLY the shortened form of "Wizard", which was the term for "cool" when the writers of First Edition were kids.
You say Wuxing with a chinese x, which means you remove the "ek" in "ekz" so it sounds a lot like woo-zeeng, with a soft w and z. (Wu = 5 , xing = elements)
Considering Africa is corp-controlled and pretty hi-tech (it's the new base of operation for most of the space stuff) it's not really "poor" anymore as much as "really ruthlessly controlled by either a brutal regime or a brutal corporation"
Thanks for the answer. That also reminds me, does anybody have a list of major things that changed between editions? When did the cyberdeck become small? Was first-edition entirely wired, or was there wireless? Etc.