Connecting to Renraku Public Grid...
... Sleazing Grid ID
... Persona Mask Applied
...Redirecting to <ERROR>
<FORCED REDIRECTION TO ULTRAVIOLET NODE DETECTED>
Connected to < ERROR: HOST UNKNOWN >
>W͉͖͎͎̯͚ͅè̲̭̤ḷ̶̟̱̤̬̞c̮͕̖̲̲̘̮͢o͉͍me̯ ̡̲͙͕͓h͇̩̗͕o͏͉̯̺̮̜̣m͚̗̰̀e̴͇̻̪̹,̳̝̟̱͍̯ ͢m̸̙̰͍̖e͓̱̬͙͠ͅa̶̼t̷̰̭̟pu̧̘̩̰̬̩p͙̯̣̺̼̙̼p̤e͈̤̦̬͕̭̠t̼̦̀.̙͖̤ ̵H̬̘̻͚̭͍a͖̫̼v̮͕̘͉͖̩̮ȩ ͉̬y̩̠̬͖͎̙͉o̤͓̘͖͔̥u̟̜̘͕̯̼̣͠ ͇͔̹̯͎sẹ͍͍̣̟̱͜r̰̹v͈͙̦̯̹̫̬e̙͍̮̩͇̤̼̕d͓̠̫ͅ ͖̯̝̩̖̗̥y̞o̝͕̖͇͈͍͕ṳ̣r̗ G͕̤̬̦͕̦o̶̳̬ḏ͓͎̥ ͖̩̝̹͞w̹͖͚͖̰̖̜e̗͔͓̯͕ͅl̴l̹̘̤̯̕ͅ?̩̺̗̗̤̗͠
>Chummer 5: https://github.com/chummer5a/chummer5a/releases
>Issue tracker: https://github.com/chummer5a/chummer5a/issues
>Last thread: >>44605495
>Witty OP discussion topic
Could you guys recommend any texts, podcasts or videos of actual Shadowrun play that serve as good examples of how your avarage run would play out?
I'm really into the game but haven't played yet, so I'd like a taste of what the actual game plays like before trying it out.
Wireless tech was being implemented in 3rd edition as prototype gear, and ushered the Crash 2.0
Cyberdecks were keyboard/laptop sized back 1-2-3, and Control Rigs were these huge, bulky thing that took over your skull and spine. After crash 2.0 and 4th edition, cyberdecks went extincts and Control Rigs were heavily improved and became internal modifications. 5th edition's now that the corps took over the wireless Matrix, "cyberdecks" came back but only as a slang. The new decks and the old decks are nothing alike, they just serve the same purpose (hacking).
Back in 1-2-3, data storage and latency was a serious issue, but since 4th, the cloud storage solved that issue while connections are now an order of magnitude faster (imagine 1-2-3 was the dial-up modem era of simsense, and now we're on post-fiberoptics)
Otakus were "sorta" child technomancers, able to connect to the wired matrix... wirelessly, but they were all just pawns of Deus. Technomancers came later, after the Otakus lost their powers... which is also when Renraku lost control of it's Seattle Arcology, it's CEO rendered brain dead and the honor of all Japancorp sullied. Renraku almost lost it's Council seat, but managed to survive as a bottom ranker.
Yamatetsu Corporation died, and was absorbed by the other Megas. EVO took the lion share and managed to be elected as the new Mega.
Cross-Applied Technology was destroyed by Ares after 30 years of conflict when the owner died in a plane crash during the Crash 2.0 I think Horizon took its spot IIRC.
Dunkelzhan was murdered 2 days after his presidential election at the end of 2nd edition/start of 3rd.
Great Dragons went to war with each other in 4th.
Damien Knight, a key player in the lore since before the awakening, the owner of Ares, the first shadowrunner before shadowrunning was a thing and possibly the single most badass "normal" human on the planet just won't die... Leonisation is doing a wonder to his complexion.
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?
Well, starting off, don't look at the premade characters in core. They're both shit and not legal for play (which is hilarious).
Take a look at the decker I built. Some of the stuff isn't strictly necessary, some's absolutely a necessity. As far as stats go, you can easily do something similar with an elf (no 7-edge though) at Meta C, Attributes D.
>They're both shit and not legal for play (which is hilarious).
How does stuff like this even happen? It's like they don't have any editors. Like Rigger 5.0's "fancy Derek", did nobody read any part before sending it off?
Comment got too long... in addition to this...
Wuxing took advantage of the fall of grace of the Japancorp to take control of the rest of South East Asia.
Amazonia declared war to Aztechnlogy, and IIRC they lost but are still fighting guerilla resistance.
Shedims took over the middle east and delcared a Jihad against europe and failed miserably... which was the point. They just wanted people to die. A great dragon ended the war by quite literally burning all the boss shedims by nuking the city with it's fiery breath.
Corps "won" the war in the caribbean, but they are still relatively inependant and pirate infested.
Kane rescued his girlfriend and adopted a surrogate daughter (dev/grrl)
FastJack got infected with CFD and vanished, so did Riser (who I believe was assassinated) and Plan 9... but Plan 9 always was one, he just didn't know it yet.
Half of Ares got infected by Insect Spirits by trying to combat Insect Spirits (Same way a rogue inquisitor might get his crew turning chaos by using chaos against chaos). The insect spirits took over Ares secret orbital research base.
The original CFDs took over the EVO Mars base, and are trying to get all other CFDs to join them... it's more complicated than it sounds.
The owner of Shiawase died, then a scammer said he was possessed by it's spirit, then he was murdered. Now Shiawase is led by feuding families and their super-badass spy division might be going Rogue and might be trying to do restablish order.
Renraku took over Australia, but Renraku Australia basically declared quasi-independance, and uses ex-tir elf "Blue Samurais" to protect their CEO
Low powered AIs are now a thing, and are starting to emerge regularly out of the advanced programs in the gestalt wireless Matrix.
A comet passed in the sixties, causing a 2nd awakening, SURGE and a bunch of shit hit the fan. Magic is stronger and more unreliable than ever.
Lots of dragons died in the war.
I'm drawing a blank at this point...
When you reverse-engineer the rulebook pregen, it gets pretty clear that they were created in an earlier version of the ruleset. They playtested, iterated, modified the rules and fixed loopholes... but didn't update the pregens.
At least that's what it looks like from a designer perspective.
That said catalyst is not very good at editing.
>Otakus were "sorta" child technomancers, able to connect to the wired matrix... wirelessly
Eh? No. They needed datajacks.
>Renraku took over Australia
Not accurate, either.
My group wants to do a Suicide Squad type campaign, so I'm setting them up as Shiawase prisoners for whatever reasons they come up with, working for MIFD directly under Ichiro Kiyamoto, with criminal SINs, cortex bombs, and other tracking devices. I'm expecting them to break away at some point and erase their SINs, but what kind of missions would be good for this specific dynamic? Any other thoughts on how this might play out in the sixth world?
As far as cyberprograms go:
1. Buy all of the Common Programs, They are just too useful to not get.
2. Hacking Program purchases are mostly going to be based on what would compliment your skills and how you want to play your decker (example: cybercombat specialists need at least decryption, hammer and mugger)
Middle Lifestyle is good for not having to grid hop to get rid of the Public Grid penalty. If your GM will let you have a module hardwired at creation you should go for either the vectored signal filter or the multidimensional coprocessor, the others are all better for swapping around. Buying cybereyes means having to buy your metatype's normal vision (Low-light vision for elves)
How do I introduce something bad happening in the 'run without the players feeling like they failed in some way to prevent that thing from happening or anticipating it?
What are some fun unanticipated elements that can be added to a run to really push the envelope?
A character knows someone working at the facility they're hitting, and he's either in a position dangerous to his health (not nessessarily because of the Runner, but could be) or high risk of losing his job if the run is successful.
Not entirely accurate not entirely innaccurate. It's from SR4. Renraku Australasia is almost independant from Renraku as a whole and focuses on magical research. but they didn't "take over" Australia
Anyone got any tips on how to play Shadowrun: Crossfire the deckbuilding game?
Our group played a couple of games for the first time last night. I chose the Troll and drew the Face (elf mage, dwarf street samurai and human decker).
We only just managed to abort our final game by the skin of our teeth in the second scene of the Crossfire mission after several mission failures.
Learning curve is kind of steep, and it seems you really need to earn some Karma before this'll be easy.
The Troll Face I'm playinng seemed kind of useless in the face of Elf Mage and, too lesser extent, the other players. While I have extra health, the low starting cash and small hand really means I'm stuck with a terrible deck until someone kills something, while it appears the other players are better at dealing with obstacles and upgrading their deck from the start.
I've earned one measly Karma from the abort. Should I choose a different metatype to make that first turn more useful or stick with what I'm working with and try to suck up some aggro with my long health track?
Any other suggestions for someone playing Crossfire for the first time?
Does anyone have any advice on playing a cyberpsycho? Trying to play a character who went nuts after his former doctor was feeding him shit ware, went to jail, and is now Ex-con, trying to get revenge.
He's "reformed" but could still lose his shit and possibly go murderous, but he's actively aware of this, and doesn't REALLY want to start murdering people and going back to jail (so, yes, he's got cyberpsychosis, and he has antipathy, so while he doesn't care about what others think, and certainly doesn't care if the meat puppets live or die, he doesn't want to go back to jail, because they might just execute him, and he does want to get vengeance on his previous doctor)
No, it really is inaccurate to say they took over Australia. I've read Corporate Guide, too.
RA didn't so much declare independence, as Noriko Sakai was placed as CEO by the former CEO Lucy Don - after Don's attempt at a power grab turned into a red ninja hit order, foiled by the 'forementioned secret blue samurai squad. This ruffled feathers, and the focus on magical research (something Renraku doesn't like getting involved in) ruffled even more feathers. There's almost no way Sakai will stand down her personal guard, while Renraku conservatives take the whole situation as proof she's her father's daughter (former Fuchi CEO), and not loyal.
So when you guys run your SR games, how gritty do you depict the setting?
I usually go down the post-cyberpunk route. The world's still a shitty place to live compared to ours, but it's not a complete and utter crapsack like the way 5th edition seems to be going back to, and there are places that are actually nice to live that aren't just for the obscenely rich.
Guy a couple posts ago, been meaning to ask:
What the fuck does these mean
I understand this is modified accuracy, but modified by what? Is it a modification that comes stock with the gun?
I'm starting off my campaign pretty soon, and the Barrens are an absolute shithole. I can try and dig out the writeup I used for inspiration, but I mentally portray them as even a little worse than the official lore says. Other districts, yes, post-cyberpunk route here too.
Agreed, it's pretty terrible. Which actually leads me into another question!
I may end up working on a SR5E ->
GURPSconversion in my spare time. My group already uses the latter for another campaign, and though we're running with 5E rules for the campaign I'm GMing, we may run new characters/everything once it's all over, and the conversion would help get on a better system.
If I post work-in-progress pdfs, do you guys want me posting here, too, or just in the GURPS general? For that matter, are there any particular sticking points you guys want sorted out/changed wholeheartedly if I go for a rewrite? I've already got a fair idea of what I'm looking at for Matrix rules, and it's hopefully better, but I'll have to get something written out and test it...
I honestly can't see why you'd bother. Shadowrun is a very old and bloated system/setting with a lot of sacred cows that need slaying - if you've got a group willing to play GURPS with magic and fantasy mixed into their cyberpunk, what is really worth keeping from Shadowrun mechanically?
This just might be the most baffling post I've ever read on 4chan. It's proper English but it doesn't many any sense.
>what is really worth keeping from Shadowrun mechanically?
It's not, necessarily. More of "okay, let's scrap the rules and rewrite new ones" while keeping the setting as close to my view of it as I'd like. Personal project, so I can't and probably won't hold everything to how CGL (or FASA) writes. But I like the setting enough that I don't want to scrap most of it.
CFD un-becomes a thing, though.
I am not yekka, but Shapeshifters are still not available. IIRC its a coding nightmare to implement and its lower on the priority list. Maybe yekka is hiding in the woodwork waiting for someone to ask him a question.
Which megacon is most likely to do this?
You might be a dolphin, naturally, but where are you going to live? If there's anywhere in the seas that isn't fucked raw by pollution, it's jealously guarded by corporations, critters, or dragons. Sticking to your human form isn't much better, but at least you have a chance to survive.
I'm new to Shadowrun, and I started off with 5e core book, and I've had no problems with it so fat. It all seems fairly straightforward to me.
I stumbled unto a couple of unclear sections, but using some common sense and a quick google search solved most of my problems.
I've read my fair share of rulebooks, and this one is far from being bad.
That would be 5E, but only once you understand how to read their shitty books and get to see all the missing links between rules that makes no sense otherwise...
Shadowrun is a great setting, but a fucking garbage ruleset. 5th does the best with what it has and bungles how it presents it.
Yes, that's kind of their thing, being able to access the matrix with no equipment and being in the matrix how mages are in meat space. The downside for this being that they are always in hot sim, and that being cutoff from the matrix is borderline physically painful for them(this is more of a roleplay thing and does not have any crunch so far as I am aware).
They can do AR too. Basically, they are their own deck/commlink. Though they need an external storage device to save any kind of data. So you'll still want a commlink, also helps other normies think you're one of them instead of a filthy technomancer.
You don't really need more than Resonance 4.
D)Edge 5 Human
Get an armored vest, a commlink, a Streetlight Special with some Hi-De Flechette, a bicycle, low lifestyle and a fake SIN.
Go from there.
i'd probably swap attributes and resonance. human E gives you one special attribute point which bring res up to 5, which is good enough, and the extra 4 attribute points are worth a ton to a techno, and if you really want that 6th point of resonance you can buy it with karma. you arent going to miss the extra complex forms much.
the number is how rare/common the item is. higher availability stuff is harder to find, and you are limited to items with an availability of 12 or lower at chargen. the rules for this in 5e are in the gear section of the rulebook, starting on page 416.
That's the number of dice the GM rolls vs. your character's CHA+negotiation or your contacts Connectionx2. If you get more hits, you get it in a time noted at the beginning of the street gear chapter. Spending more dosh means you can get it faster.
R is restricted, meaning you need a permit to own if you are a civvie, F is forbidden, illegal for civvies to own, you get caught with it, you aren't getting it back. The numbers are either the interval in days for the extended test required to procure the item, or the number of successes you need on that same test. I can never remember which.
4e and 5e are more different than their mechanical similarities suggest.
even with rigger 5, 4e has a lot more published content (you could argue a lot of it is shit, but it exists)
the matrix and hacking worked very differently in 4e. it was possible to be an effective hacker with just an outlay of nuyen. while the dedicated hacker as a character archetype effectively died out, it meant that you could have more than one member of the party interact with the matrix.
money was far more plentiful, stuff was much cheaper almost across the board, and metatype attribute bonuses were applied after buying ranks in attributes (meaning a troll paid 10 karma to go from 5 str to 6, for example), and there were no limits, so character tended to be much more powerful (think red samurai or firewatch at chargen instead of swat team)
there is also a lot more player-made resources for 4e out there, which combined with the much better layout of the revised 4e corebook can make 4e much easier both to pick up and to gm
i prefer 5e, but for every 2 steps CGL took forward they took 1.5 steps backwards, and i can see why some prefer 4e
Switch B and C
You need a LOT of skills to be an effective TM, unless you're using some strange niche build
Honestly, you should ask your GM to allow you to use Sum to 10, then dump race and money so you can get the other three as high as possible
I personally call it the other way forwards/backwards but yeah. 4e and 5e fall into VERY different areas with feel and fluff so they are quite different games.
4e had moved into a rather mirror's edge feel where on the surface society had become a lot better but there were still dark places and under the surface there were monsters.
5e went back more to classic cyberpunk. The feel of oppression got more overt and a lot of the 'This tech is going to do good things in the future' fell apart horribly.
I much prefer the feel of 4e over 5e but that's just me.
You'll survive, the drone won't.
The biggest issue I have with fourth is just how freakin impossible it is to die except by getting Full-Auto'd at point blank. You can shoot a toddler in the face with a pistol, but unless it was a huge-ass milspec gun, you gotta be a crackshot to actually kill it.
It's possible. The installation of cyberware usually involves a number of drugs similar to Zero, and extensive cyberware can lead to addiction, altered physiological responses, etc.
No rules for it, though.
4e tends to be a bit more 'Action movie' in how people take damage. It needs to be a damn good hit to kill someone in one hit.
That and armour on cyberlimbs never fails to be silly with stacking.
Really the only reason to play 4e over 5e now is being a pathological numbercrunching minmaxer that wants to be the abso-fucking-lutely best in his field of expertise right from the start.
Those and the ultraspecialsnowflake type of players are the ones crying about 5e the most.
Editing in 4 was better though, systemwise, 5e is preferable.
Read "Better Than" by Jean Rabe in the "Spells and Chrome" novel compilation. I give it as a must-read to all my players with <1 Essence and Omegaware.
Betaware Junkyard Jaw from Chrome Flesh?
Has anything ever explained how cyberlimbs are powered? Do you charge a battery? If so could someone far from civilisation have his ware power-down over time?
After seeing the multi-fuel engine mod in Rigger 5.0, I'm thinking that there's some kind of device extracting oxygen and nutriments from the blood and powering a miniature plasma generator with it.
So my players are in the process of rustling a powerful magic organization's jimmies and I have two difficult confrontations/combats planned (one optional, but with a big reward at the end). The organization's resources being what they are, the main threat will be paracritters, some spirits, and a magician handling them each. What's some ideas to make these not basically time out for our rather combat-inept hacker? Critters and spirits don't exactly use hardware you can hack, and the magicians are likely to rely more on spellcasting.
The immediately obvious answer is to use the environment (security features and the like), but the player isn't much the type for lateral thinking like that so I anticipate having to push his nose into the options if that's all I drop in.
hacking com's, putting the face into their ears and impersonating their superior, or if they are the face. have them use small squad tactics, rally etc, gives good dice pool buffs
1. Implanting ware causes 3xEssence Cost in physical and stun damage. Do you round up fractions, like normal? What about 0 essence ware like a cranial bomb? Can I implant that and walk away like nothing happened?
2. When you slave an item to your persona the device icons merge into your persona icon. What about when the physical distance increases? E.g. if I give my buddy my medkit which is slaved to my commlink and he walks away, what will it look like in the matrix? Similarly, does a device slaved to a host look any different to an unslaved one?
1) I would round up fractions after the multiplication. So a 0.1 Essence surgery influcts 1 box of P/S damage, a 0.5 Essence one inflicts 2, and Wired Reflexes 2 almost kills you.
2) The icon walks away, with some kind of tether linking back to you? I'd that when the device gets out of your commlink's range, it reverts to an unslaved state.
I wonder how this will work for infiltrator.
Thought of doing something similar with an Irish selkie (seal shifter) PC, since the North Sea's a horrific mess. Her specialty would be underwater ops, basically, so I'm kind of saving her for a sprawl with a lot of that (Hamburg or LA, say). Anyways, maybe read a book on dolphins??
I tend to as well, but I think it also depends a bit on how down and out the particular sprawl you're using is. I'm in the middle of using a Minneapolis-St. Paul that's pretty upscale (think about what the Mayo Clinic and medtech industry could turn into, a veritable Chiba of bio and geneware), but if I was running, say, Chicago, it'd obviously be a different story.
I know you can't recover lost essence, but what happens if you exchange implants for same implants of better grade?
For example, if I get standard Wired Reflexes 2, by Essence drops from 6 to 3. If I do a run where we find deltaware Wired Reflexes 3 and remove my Reflexes 2 in favour of those, is my essence going to be still 3 or is it dropping to 0.5?
If you're not going for adept as a minor, some degree of Improved Reflexes is never bad, Improved Ability (some core skill) is good, and use Attribute Boost over Improved Attribute.
At least for powers you're going to personally take. Qi Focus powers can get more free. Oh, and if you have time and a permissive GM, look into Demara.
Hell, even if you don't take that, get some cooking shows, and be the (likely) only good cook in the group.
You can recover essence. You just need to have a hole (say by removing a standard grade implant with an alpha one) and be somehow able to get the treatment.
In short, you're either a corp slave or you have Talk McGee, Elf Social adept on your team.
Hey look; it's everyone's favourite clown.
>Has anything ever explained how cyberlimbs are powered?
It hasn't been batteries or anything that needs replacing since at least SR3. SR4 had a multitude of different ways to power shit without connecting it to a power point, and SR5 brought up wireless induction.
There's a treatment in... I want to say Chrome Flesh that can do it. But again you have to have the available essence hole and it's past edition versions have implied that the process involves basically putting bits of Vampire Essence into you.
>and Wired Reflexes 2 almost kills you
>your Physical and Stun Condition Monitors each take a number of boxes of damage equal to the item’s Essence Cost x 3 (but never into overflow)
You could install 5.99 Ess of cyberware, and still survive. You'll be recovering for a while after, but there's no chance of outright death on the table.
Question, guys. One of my players has gotten his PC entangled with a possession spirit working for Amazonian intelligence (truth be told, it's one of the tempo cabal spirits, but the PCs are only so many layers deep so far). If this spirit wants to keep up a regular contact relationship with the PC, how can the PC positively identify it vis a vis any other possession spirit or really any other person, if it changes bodies all the time and the PC is not Awakened? Let's assume for the moment that the PC does not want to take tempo; she's seen some of its dark side already.
Revitalization, Chrome Flesh pg. 157. Very expensive, doesn't always work depending on how exactly the essence was lost and you need to remove the 'ware to restore the body; but it can be done.
> but there's no chance of outright death on the table.
Not from Essence loss, anyways. I don't even think you can say that straight up about a tonsillectomy. Things can always go poorly.
When you remove ware (or parts of yourself, like losing a limb), it leaves an Essence Hole behind. Any ware you add to the right place after that fills up that hole before eating away your actual Essence.
So in your case you'd end up with Ess 3 (6- 2.5 for Delta WR -0.5 for what's left of the Essence Hole from your previous WR)
I think there is a procedure to regenerate your Essence Holes in Chrome Flesh. Look in geneware.
What are the skills that someone in the team should have, but aren't immediately obvious from the archetype (e.g. aren't decking for the decker, lying for the face, shooting for the sam, etc.). I see from
that Demolitions is such a skill. I guess First Aid as well. Anything else?
At least one rank (and preferably more) in:
Demolitions, First Aid and Pilot Groundcraft are nice to have as well, but you'll either need a trained individual for the job or you can trick out the machine to be decent on its own in those cases your specialist is otherwise occupied.
I'll keep that in mind next time I'm on a bus travelling at 60m/ph, a boat over the puget sound, in a disabled elevator, etc etc
Admittedly, First Aid & Demolitions aren't particularly good skills to have when your Logic isn't up to snuff.
A shitty dice pool with Medicine will help diagnose the problem just as well as a shitty First Aid dice pool, but will also help you recover when resting. A medkit set to wireless / auto will do your actual healing.
Disguise is good, but you only need one team member that can do it well. Impersonation is the skill you need to roll for yourself.
Sneaking / Perception / Melee skill / Firearm skill are the basic set ...
The important thing to remember is the bonuses you get for using the medkit directly. As long as the applicable limit is not 0, and Medkit Rating + Die Pool is over 10, then using the Medkit is a better option if you have the time/actions to use it.
You don't need Pilot Groundcraft to drive under standard conditions. (you don't even need to drive under standard conditions - pilot programs exist) When you get into combat, stunts, or other stuff, you generally either want a good dice pool, or a driver - Reaction 3 + Groundcraft 3 "hold my beer" guy is just going to wrap you around a pole.
> As long as the applicable limit is not 0
Needs to be a bit higher than that; the limit has to be 3 to heal even one box.
>The maximum damage healable with the First Aid skill is equal to the skill’s rating.
Then there's this to deal with.
>and Medkit Rating + Die Pool is over 10
Medkit rating 6 by itself rolls 12 dice. (less outside a sterilised facility - healing modifiers are harsh)
It's easier to let the medkit do the work.
The problem with shifters is that once you reach career mode, you have to buy up your stats separately for some shit-fuckingly awful reason. I did a poll a while back suggesting that I double the karma costs for attribute increases to represent that, but it got shot down by a decent margin and then I got distracted with other shit.
So yeah, not likely to happen any time soon.
Are you running the nightly builds? Is Data Trails enabled as a book in the options file?
>It's easier to let the medkit do the work.
I guess if your LOG + First Aid are greater than medkit rating, then you use it. If it's not, let it do the work (excluding the time/actions bit)
10 dice. There's a two die penalty for remote use. And the always on benefit of a medkit is that it raises limit, so that first point was just a bad joke on my part.
While I'm sure there's an exotic way of getting your limit down to the ground, I don't think you can get it to 0.
What would be some really futuristic shit I could do with a top of the line JIS naval ship, especially one with a communications and sensor focus? Active camo? Self repair? Innovations to prevent it from simply getting the Thor shot treatment?
Given the wording on the penalty, it's possible that a GM that cares to look at the charts would ding the two dice.
(Applying medical care remotely through medkit/autodoc -2.)
It's one of those frustrating cases where the scattershot editing can cause stupid pains.
>Active camo? Self repair?
These are things you can get for your monocycle, so yes, but go through the vehicle mod section first.
>Innovations to prevent it from simply getting the Thor shot treatment?
Anti-targeting and Thor Shot Defence Lasers, yes.
>Medkits and autodocs can be accessed and controlled remotely via the Matrix/wireless link.
This is what the -2 is for.
>If a wireless medkit is hooked up to a patient and left unattended, simply roll the device’s rating x 2 for any subsequent tests.
This is not.
Kindasorta. If it came to it, that's probably the way I'd do it. It's not that it's impossible, it's just not something I have a huge amount of interest in doing, so it gets pushed behind the other issues. I mean implementing AIs took me a weekend and I've procrastinated on that since the book came out.
The major problems with doing shifters is how to handle the stat increases and limits and such. I'd have to do some flag to say whether you're in the animal or human form, reconfigure a disgusting amount of the classes to compensate, etc. etc.
Would probably be easier to just make it generate two chummer files, honestly.
>Would probably be easier to just make it generate two chummer files, honestly.
I'd have said just stick to using the shifter attributes. It doesn't need to be fancy. Chummer is most useful when it can do chargen math for you.
Yeah, but that requires a look at the rules (and I don't know if it's my copy or what, but the index at the back is worthless for about half the book) and not at the list of tables.
Of course, this is all moot if you're in a situation where you can't use your wireless bonuses.
Yeah, but I get enough complaints that they're not in there at all, I really don't want to have to deal with 'But it's not correeeeect!' as well, so I'd rather do it properly or not at all. If you want to do your own, just copy an existing metatype node into custom_metatypes.xml, change the things as necessary and Bob's your uncle. I have a vague memory of there being custom shapeshifter files that someone already made, but I'll be buggered if I can find them.
Oh, the one I haven't read yet. Cool!
You can always put some interesting spells like the one where you can glue stuff to the floor and the other one which allows you to walk on walls n shit.
There are many possibilities.
Heal, Increased Reflexes, Stunbolt, Single-target indirect spell of choice, aoe indirect spell of choice
I value combat sense as well. If you're going full sorcerer, don't forget utility spells like physical barrier, levitate, magic fingers, etc.
May be useful - it's a nonmagical cyberpunk GURPS that did a lot of conversion work. Between that and the various sources of cybernetics in GURPS you should be good for the mundane side of things.
Post them here - SR General isn't that attached to the system. Might want to drop a line in the GURPS General though.
Have you checked out the netrunning rules in Pyramid?
Dungeon Fantasy: Summoners may help with dealing with Spirits. But magic in general seems as though it could work well being modelled using the Psychic Powers system as a base.
>Really the only reason to play 4e over 5e now is being a pathological numbercrunching minmaxer that wants to be the abso-fucking-lutely best in his field of expertise right from the start.
>Those and the ultraspecialsnowflake type of players are the ones crying about 5e the most.
Ew, it's a Real Roleplayer.
Heal is mandatory.
Then, focus on Manipulation, Detection and Illusion. Mind Probe, Alter Memories, Influence, Mob Mind, Trid Phantasm, Detect Life, Camouflage, Fix, Mana Static, etc etc.
Mages should rarely ever have a spell that does something a gun or a grenade can do.
Can someone explain to me the current metaplot? From what I understand nothing particularly new in Seattle, with KE replacing Lone Star on the streets. In Chicago most bugs got destroyed, but city is still super shit, and super insularly racist. What's going on in cities like Berlin (the anarchists got booted out? It's half-in-half with corps right?), London (if there is even a metaplot for that), Boston (Lockdown? What happened) or LA (no clue)? Also, AIs are now a thing and it turned out nanites can suddenly overwrite peoples' personalities? Is that widespread? Is there shitloads of paranoia? Are people still using nanites? How do you catch it?
Does anyone any information on the Prime Datahaven Membership contacts? I know JackPoint is essentially Shadowlands 2: Decker Edition, now with private membership, but I'm not sure there are any 5th ed sources on the Denver Nexus, and Helix isn't even on the wiki.
Hey /srg/, new guy trying to get into shadowrun.
I'm building a "FUCKHUEG" troll designed to be the team's tank/heavy hitter. I don't have a mechanics question but a lore one, what are the special forces groups around the shadowrun world? Here's what I know so far...
>Renraku: Red Samurai
>Tir Taingire: Tir Ghosts
>NAN: Sioux Wildcats
What other ones are known in lore? The more the merrier, but if anyone knows what SK's resident bad asses are that'd be appreciated.
First off, half the groups mentioned are NOT metahuman-friendly. The Red Samurai are human-only, and the Tir Ghosts are Elves and Humans exclusively.
Have you considered a former member of the Greek Minotaur Legion?
It's exactly what it sounds like: a section of the Greek army, composed exclusively of Minotaurs.
Meh, I'm not super into the whole metavarient thing. I mean, i'm already being special enough by being a troll (potentially) part of a Mega's military w/ a corporate SIN, no need to go deeper than that. I'm gonna have to read up on the Legion to see if it clicks w/ the concept regardless. Anything else?
EVO's VERY metahuman-friendly. A troll would easily have found a place in their special forces. Or even plain old corpsec. Or, hell, a big, menacing bodyguard.
Lots of things can be done.
After reading up on it, I can totally get behind the idea of a Russian Troll as a former member of a Corp focused on Meta's and awesome bioware. Googling is pulling up very little on their lore, anything important I should know?
Basically what you might need to know is that EVO used to be a Japancorp, they have one of the nicest reputations at the moment, out of all the big 10, (even in the shadows) and that Russians are still in the racist on basis of nationality mentality.
LA is still LA: there are cameras EVERYWHERE. Underwater, ground level, in the air, drone cams are as thick as flies. There is no such thing as a full-stealth run in LA. Someone is always watching, hoping that their footage will get a buyout from some megacorp looking to spice up Battlemage 3: This Time In Space with real-life shadowrun film. There is a fine art of determining what the current density of fly-cams near you means, because once they reach a certain density, you are either onto something real big or are about to be hilariously dead, one of the two.
Also, half the city slid into the ocean in a nasty-ass quake, and there's still some valuable stuff in the ruins- just mind the extremely hostile, extremely magical wildlife, and the toxic shamans who've taken up residence downside.
Or people preferring a lighter feel than 'HURR GOD controls the matrix nao and everything is shit again and transhumanism was a failure'-type games.
You can like things for the albeit lacking fluff around them.
I meant that you can like the things the writers were going for even if (albeit) there writing was shit.
I forgot to mention that I meant the quality not the quantity, though.
But maybe I just fucked up, it's not my native tongue, after all.
this is barely less useless than no bookmarks at all. i can forgive the cover swap but seriously. what the fuck. bookmarks aren't optional in a book whose primary purpose is reference material
Rigger 5 didn't initially COME with bookmarks. I'd upload my bookmarked copy (with the second cover swap), but it's over the file size limit. Give me a few minutes to find somewhere to put this.
Hey, all I did was reupload a pdf. I didn't have to do any work.
In other news, I finally have a campaign. Starts on the 15th. Praise be. Granted, the group has no face, an NPC decker, and no humans (elf, ork, and troll), but that just makes it even more fun!
I'm GMing for the first time. Wish me luck.
I'm working on it. The elf might end up making a face (haven't gotten a character sheet back yet), and the other two are *decent* talkers. But mage-dude doesn't like the shamanistic tradition's flavor, and I don't offhand know what would work out for him (he's in the Chaos tradition, but with a slight bent/favoring toward shamanism; full shaman tradition is too far for his character concept, though).
I'm workin' on it, man.
My runners are completely new to Shadowrun, and I think its shitty of me to punish them for something they wouldn't know is vital to a successful career.
I think a Chaos Mage could be WIL + CHA, INT, or LOG all depending on the individual mage. I know the default is INT but Chaos Mages are individuals.
Faces are overrated. Deckers can be covered by NPCs.
Things to remember:
>Remind your players to be creative to work around the limitations of their chosen roles
>Always keep the cheatsheets in the pastebin on hand
>You will /never/ remember all the rules at first. Get your players involved with finding obscure rules.
>Don't be afraid to ask srg.
>Chunky salsa is a good way to kill everybody
>Vehicles are hilariously deadly
>Spirits have hilarious amounts of armour
>Make deals with dragons
Okay, not exactly what I meant.
Just have them have to deal with lack of decker/face. Make the runs realistic and if they can't talk or deck, they have to find some other way around a problem. If that means they die, so be it.
Ritual Spell Casting does not limit Force to your Magic rating but rather to the rating of the Lodge. Lodges can be made with Reagents on the cheap at high ratings fairly easily (8 to 15 depending on the time of thebyear in Seattle).
You can also negate the drain of Ritual spells with Reagents.
This makes Ritual spellcasting "the" choice when you either have shit Magic rating, or need to cast a spell with a drain that would kill you.
I want to have one of the contacts meeting my runners have a cranial area bomb installed, which will blow up part-way into the encounter. How do I make it not smear the PCs onto walls? A standard 12 armor + 3 body + 5AP gives on average 7 hits, reducing the damage to 11 - still enough to incapacitate most PC in one blast. I thought of reducing the DV, having it display strangely in Matrix space (giving the decker a chance to notice it and do something about it), have the contact's aura be off (giving the astrally aware a tip) and have the contact act slightly strange (giving the socially aware a tip). Thing is, if they fail their perception rolls spectacularly, I don't just want to chunky salsa them (if they aren't aware of it, no defense right?), but I'm not sure what to do. Advice?
Have the meet be outside so the explosion doesn't obliterate them. I would suggest homebrewing a flashbang cranial bomb. Its lethal to the person with it in their head, but just knocks everyone else on their ass.
>players have now to attack the 52th floor of a SK tower, for free
I told you they could refuse but one of the players is in love with that contact
They are currently making plans while we are eating.
>Don't forget the damage falloff
Had a look at anydice, checking how often a HE grenade would have a lower damage than a frag:
0m: HE >= Frag 61.93% of the time
1m: HE >= Frag 33.19% of the time
2m: HE >= Frag 21.11% of the time
3m: HE >= Frag 12.09% of the time
4m: HE >= Frag 6.19% of the time
5m: HE >= Frag 2.81% of the time
Literally if you don't land the grenade perfectly, frag will be deadlier. More so if you consider bouncing shockwaves. Why would you go for HE grenades then?
Statwise maybe. But you have to consider things, like how it's Forbidden, which can result in more heat coming down on runners. You're more likely to run into heavier resistance if you show up with something like that compared to say an SMG or shotgun. Also the grenade launcher takes separate training. The Ultimax was misprinted so be sure to check which stats you're using
Hey, kind of a noob here, and i have a question/situation:
What's the best way to not get knocked unconscious with when you have a big amount of Armor but only "meh" Willpower?
To explain the situation: For Christmas, we played a "Winter Special" Shadowrun one-shot, with Prime Runners created by our resident Munchkin.
This was only supposed to be a One shot, but because the GM of our regular game flaked out we will continue that game for the time being.
Now that that's set up, to get to the root of my question: I am playing a totally cybered up melee Tank, 9 Body, could take 27 Boxes of physical Damage before he's dead, has an Armor of 21.
But he's only able to take 9 Stun damage before he goes down from that.
Also, just as i am typing this out and reading some rules i realise that that Character can not stay conscious when an attack (with AP<3) manages to do real damage. ( He goes Down with the 18th point of physical Damage, but he has to take at least 21 Damage after Soak for it to be Physical).
Well, shit, what can i do here to salvage this?
If it's stun from physical stuff like gel rounds you can add your armor to it. Nonconductivity helps with electrical damage. If it's magical stun though you better hope your mage has counterspelling
So I stopped into the FLGS today and flipped through the 5th Ed book. I used to play a lot of 4th and 5th seemed... the same at a brief glance. anyone got a rundown of how it plays differently?
Limits, which mean success over x amount don't add anything (unless you burn a point of edge beforehand), hacking is completely different (cyberdecks are back), less nanomachines and more of a grungy feel to the world, and probably some other minor mechanical tweaks here and there.
- They kept the gameplay feel of 4th, but made it play like the original editions
- It's actually balanced, for once in the history of SRun
- It's only marginally better edited than pre-20th anniversary, which means it's fucking terrible.
- Guns actuallly kills people.
- It's back to it's dystopic themes
- The metaplot continues
For starters, it is easier to incapacitate pretty much everyone with Stun damage. That's just one of Shadowruns' "quirks".
There are a few pieces of gear that will keep a character from passing out from having their Stun Track filled (Kamikaze, Pain Editor, Adrenalin Pump), Stun damage can be temporarily healed with Stim Patches, and Stun damage is easier to recover from.
However, I think you are misunderstanding one thing. An attack does Stun damage instead of Physical if the modified DV is less than your modified Armor Points. You still get to resist that DV with your armor and body dice. So if you take an attack with 22 DV and 0 AP, your troll would suffer physical damage but you would get to roll your 9 body and 21 armor dice to resist it, and any damage that gets through is applied to your physical track. A 21 DV attack with 0 AP would be the same except that any damage that gets through would be applied to your stun track.
See >>44661144 and >>44661330
4e and 5e look really similar, and mechanically they are, but they tend to play quite differently.
>which no one understands or knows where it came from.
That's not true, some know, just not the people who actually work on it.
The Foundation is the semi-accidental merge of the old UV hosts with the ambiant Resonance created by the Cloud. It's the powerhouse base that everything is jury-rigged upon.
It's what happens when you don't have programmers anymore but only staff that wrangles coding programs that does it all by themselves.
Okay, cool. I was kinda thrown off by the "modified" Part, i thought it was after reducing it with Body and Armor.
>How the hell did you get 27 boxes?
I have no idea, to be honest. I didn't make the Character, someone else did, but he did use Chummer, and gave me the Print-Out, so i assume he did do it right.
The Character is an Orc, has Body 9, the Toughness quality and all Body Parts are Cyber-Limbs
>Why would the Foundation still exist if a place was EMPed?
There could be horribly disabling Noise in that area for a bit, but I don't see how it would prevent radio signals from flooding back in afterward.
A popular theory is the following:
First there were UV Hosts. They were "The Matrix"-style alternate reality networks. They were made using some questionable methods that may include a tad of magic. They were the only networks powerful enough to support the AIs being develloped in the fifties.
Deus was part of a UV host, for exemple.
Then came Jormugandr, and the Norse cult. They used the UV hosts to awaken a modified version of the semi-self-aware Virus that caused the original Internet crash in the twenties. It literally ATE the Matrix, and one of the three AIs that existed and all the people who were connected to Matrix at that time.
That Matrix is ded. Long live the new Wireless Matrix of the mid-sixites! It's really just an ad-hoc system of all devices in the world linked together to create a pseudo-internet. It's chaotic, it's an uncontrollable mess, it gave power to the people.
The comes the Megacorporations. They want to control the Matrix and Information again. This freedom has to stop. They dig back their old networks, do research into the Resonance, and overall use everything at their disposal to get a handle on the situation.
They do this by congealing parts of the Matrix into hosts, that they run on the broken, shattered remains of the infected UV Hosts of yesteryear. It works through prayer and duct-tape, but it works.
The problem is, this new Foundation, alongside the ridiculous processing power increase of even the lousiest of devices compared to the fifties combined with all the nasty shit that was hidden in the old corrupted Matrix infrastructure.
The processing power combined with the super advanved self-regulating programs of the mid seventies occasionally become self-aware. The e-ghosts of the people eaten by Jormugandr were released to the Matrix at large when the Foundation was implemented. The shattered fragments of the three godlike AIs and Jormugandr are also re-awakening... [...]
[...] and then the Resonance comes into play, piggy backs on the whole thing while remaining an independant entity, but it's definitively intertwined.
So basically, the Matrix 2.0 is ... well... yeah, its basically magic. At this point, it's not even built by people but more or less wrangled into obedience.
Common self-awakened AIs are kinda like this
They're programs built with a purpose that somehow achieved sapience, but they're still single-mindedly focused on the task they were created for. (It helps when the question "Why do I exist? Who made me?" have answers)
But there is no limit. Many AIs are completely self-aware (but with limited life experience) or literally the ghost of actual people who died in the Matrix crash.
There are three general types; critter, human, and alien, which describe how they an AI thinks and interacts. How powerful it is depends somewhat on it's home node, but anywhere from insignificant to godlike is possible. Godlike is markedly rarer after the original handful of AIs.
Good to know. This is the group's first run and my first time running it, so I'm having to absorb a lot of setting info pretty quick.
I'm modifying the Food Fight adventure a bit by having the party track down the stolen AI who was taken by her creator who had fallen in love with her. He took all of her info and ran, and has sequestered himself in a hidden lab guarded with gangers (the McHughs) and is trying to make a pilotable body for her to rig.
How do you guys have your groups come together, in-character?
4th edition Food Fight is what we're planning on running, but I'm not entirely sure how a group of shadowrunners is going to end up together and as an actual team from that. Group hasn't agreed on a shared backstory.
Just want to remind you that although AIs are a thing, they're still extremely rare, scary, and usually refused citizenship.
So if there's a AI in the game, make sure that it doesn't feel like an everyday occurance.
I'll keep that in mind. This was the only one I was planning on putting in my games for the time being.
I could also downgrade her into something that's close to a true AI and have her creator be so obsessed with her that he thinks she's a real one.
Trodes are a DNI, they allow full AR with no other accessories needed (provided you have a sim module in your comlink).
Pg. 438, Core rulebook:
>This commlink upgrade gives you
the simsense experience, translating computer data into neural signals that allow you to directly experience simsense programs and augmented reality.
>A sim module must be accessed via a direct neural interface (trodes, datajack, or implanted commlink).
Granted, but I intended on having them meet their fixer through (heavily altered) Brandeen. Suppose they could be an existing team, though.
I've probably asked this or read it here before, but do you guys do actual stat sheets for NPCs in combat, or just "this is how many dice they throw at a given problem"? Or somewhere in between?
Take a look at the stat sheets in the rulebook. You'll basically be putting goons and lieutenants on a scale from 1-6 according to professional rating, and building accordingly. Modify to metatype as needed.
For "bosses", it's suggested you build them like a character, using "Prime Runner" generation.
The population density of human grade AIs has jumped since CFD, and critter grade AIs pollinate via the matrix. You might not see them or interact with them, but they are out there in notable numbers.
All right, that'll work. I've been doing a condensed format for my sheets (I do all my notes in Evernote, and the PC version doesn't handle tables very well, so I have to do it in plaintext) that I *think* will work for me, but I'm not 100% sure. I'll use Food Fight for an example, since it's what I'm formatting out right now. Is this probably enough to keep on hand (with the actual attribute/skill/etc tables easily reachable) in the future?
>Stooby- Predator V (5cl), right cyberarm, Soak 16, Condition 10/10. Combat dice pool of 8 Pistol/Club 7 UA, Intimidation pool of 5, all other defaults at ~3. Initiative 7+1d6
>Crank- AK-97 (5cl), Soak 14, Condition 11/10. CD pool 5 Automatics 6 Blade/UA, Intimidation pool 5, all other defaults at ~3. Initiative 5+1d6.
>Fornis- Fichetti Security 600 (1cl), Soak 13, Condition 10/11, Drain Resist 8. Pistols pool 5, Spellcasting/Counter pool 8/7, Perception 7, all other defaults at ~3. Spells: Armor, Ice Sheet, Manabolt, Confusion. Initiative 8+1d6. NO SPIRITS
>Joeby- Predator V (5cl), Erika MCD-1, Renraku Sensei, Soak 12, Condition 10/10. CD pool 6 Pistol/UA, Hacking pool 8, Perception pool 7, all other defaults at ~4.
Doing it this way lets me keep it relatively in-line. I have reference sheets for the gear and spells, so I don't need the full length there. It doesn't spell out the full attribute/skill table in the interests of saving space, but like I said, I can bring those up easily. Down the line I might try and figure out how to get a proper table worked out (especially since I have to stat up an effective "boss team" KE group...), but this might work. Think it's enough?
Oh, shit, didn't end up copying that. 9+1d6 AR, 6+3d6 coldsim, 6+4d6 hotsim. I'm porting their existing tables over, so I'm not 100% on their math.
Good thinking. Looks like I'll need two lines each. Trips checked, by the way.
Looks much nicer now.
Yeah, but does that really work going into Food Fight? It's supposed to be the setup for the free fixer from me. I'm considering having (insert the two survivors of the hit squad) scramble once two go down; if they get at least one of them in a position to interrogate, he'll give up his Johnson (which will give them the motivation behind it, hopefully); and Brandeen will have a pretty good idea (and directions to the fixer in question, with my modification it's her husband). But if they gun all four down and Brandeen manages to die, I'm gonna be at a loss.
Nah, I just read that thread when it came up, and it was fresh on my mind. I'd have let them go for it, though; I know my mage (the Aztec tradition mage mentioned earlier) wants to take over a gang, so I'm already bracing for them having illicit business ventures.
This. I give them all the fixer contact collectively as a freebie. Sometimes we even play out the initial meet the fixer sets up between the PCs, which is often kind of tense.
Give them a fixer that calls them to the food fight.
"Shit's going down here muh boy, I'm bringing you together with some other runners I know. Your skills will work well together, maybe if you don't fuck this up you could even be a team"
The other guy wants to wait for when he finishes the skills rewrite; there's no practical difference between the nightlies and release version, aside from a bit of debugging shit being visible.
Yeah, I'm a bit of a derp and misunderstood how the precedence attribute is currently coded, so orthoskin doesn't work properly. I need to change it to a group thing, will be fixed in the next build hopefully.
The i-doll and festo were using fixed values improperly, fixed in the next build.
I can't see anything that would cause that to happen; could you upload your character file somewhere?
...Huh. That's interesting. I'll take a look at it. Thanks for investigating!
I assume it would happen with the securatech armour too and anything that creates an entry in your limits.
Also, damage compensator cultured bioware affects both damage tracks even though you should divide it between physical and stun up to your rating. Unless this has been errata'd somewhere
Hey guys, new shadowrun DM here. Built and ran a simple run for my party pretty much on the spot (like an hour of building layout drawing and deciding stats). I think it went okay but I can see what needs improving with my planning and design. Whilst we were dealing with the hacking portion of the run (party has a decker and technomancer) the players edited a file so that the macguffin would be moved where they could get it. After they retrieved what they were after they sent one of the players (techno) to edit the file back to cover their tracks. My question is this, when a hacker/decker/techno leaves the host/ the matrix, do they lose all marks they have on files and such?