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Thread flavor: How did your last session go, /srg/?
Why am I the only one who makes new threads when we get archived?
Our infiltrator got shot all to hell, is leaving ooc and may never come back.
Our sam is leaving in character and is being replaced with a pokemon.
But I got to look really cool so it went pretty well.
Well, pizza is under control. Aside from a technical bug with Chummer (overcharging for Karma-bought Edge), don't think there's anything last minute, no. I'm just hoping my adept player gets her backstory's second revision to me before we play; ripping your Pathfinder elf's backstory and changing nothing is generally not acceptable writing for Shadowrun.
Any suggestions if 4e Food Fight goes massively awry?
Good luck chummer.
I'm running a chargen session today in 2.5 hours.
I'm thinking of them doing chargen normally and then giving me their sheets where I will chummerize them, and then use my laptop during sessions to look at stats and all that junk while people are free to have a PDF on their phone or somesuch, with the chummerfiles available on a public dropbox for when they want to look at stuff and upgrade.
Hopefully it's a happy medium between awful charsheets and people getting distracted by laptops.
My players are bringing pizza and I don't have to chip in for it oh my god I love my players
Some do, one guy is new, and we're moving from ABCDE to sum to ten.
I'm going to give them the books and paper sheets, then I will digitize those this weekend in chummer.
So they have all the options, I have all the books on my laptop if they wanna go through them.
Eh, I'll see how it goes.
Chummerizing won't take long.
I think initially I will allow laptops for everyone to run their own chummer, and then if it gets disruptive I'll just manage it all.
Just from things that I've considered already:
>Players bail, IC or OOC
>TPK (they all dumped on edge so it can only save them once)
>Brandeen AND all four hitmen die (Brandeen is planned to be the lead-in to the free fixer)
>All the myriad things I'm NOT thinking of that can go wrong
>All the myriad things I'm NOT thinking of that can go wrong
This one will happen.
This one ALWAYS happens.
No matter WHAT you do, players are dumb.
Even worse, players are dumb in that they think they are smart, so when they have a dumb idea they think it is a smart one and everyone goes along with this plan as if it's the best thing ever when in reality it is fucking retarded and would never work.
> Brandeen dies.
She'll go into overflow or the like IIRC. If they keep her stable, doc wagon will help her out.
I mean, you could fudge rolls. Usually, these guys go down like butter, if it's like 5th ed food fight.
KE comes. If they stop bailing, they'll check SINs and licences and let em go. In the mean time, have em deal with the thugs.
>No matter WHAT you do, players are dumb.
The worst part is, I can't even plan for what KIND of dumb they're gonna be. Because they're all super different.
Will it help if I mention the party makeup (and the players behind them)?
Yeah, as far as Brandeen went, I put it in my notes to call the DocWagon cart earlier than a contract normally would just in case. In the test runs I ran, both the sam and the mage were able to go 2-on-1 with pairs of equal skill gangers without taking any significant damage, I'm not super worried about the TPK. Bailing-wise... Well, this is in the Barrens, so KE is a little unlikely. (Campaign's starting primarily in the Barrens and then moving out into the city at large.)
All right. I know at least one of my players reads these generals, so I'm gonna keep backstory to a minimum for things that she doesn't know already.
>Sabrent/Velger, Troll Street Samurai
Minnesota troll who dropped out of college and went from their side job as a club bouncer to running security for the club's criminal element, then graduated into full running. Low-chrome (WR1, smartlink, and a bunch of sensory boosts), specced for Automatics, Blades, and to a lesser extent a Super Warhawk. The player behind her is a Shadowrun veteran who last played when FASA still owned the game.
>Coatl, Ork Mage (Aztec tradition)
Ex-street ganger whose dad walked out, then came and took him back once he Awakened. Manipulation and illusion mage, Snake mentor spirit, and Shapechange set up for an updated version of the 4e python critter. Player behind him is my old forever-GM from 3.5e.
>???, Elf Adept
I STILL DON'T HAVE A FINISHED SHEET AND WE START IN THREE HOURS. That out of the way, gun kata pistol adept with decent-good social skills. Backstory, I don't honestly know, because she had to scrap the last one because it was *so unfitting* for Shadowrun. I'll find out like 45 minutes before the session starts and have to crash-fix it for her. Player has never done anything but D&D in their life.
Pic related, my feelings on this party.
>???, Elf adept.
Kick this player up the arse. Metaphorically.
So, the sam is prolly gonna relish in murdering these guys, no problems there.
The adept does seem like she would just shoot too.
The mage is out of my expertise.
If I was running this in person, it wouldn't be metaphorical. They're the "pathfinder backstory" character I mentioned before.
From the test run I did with the mage, he's likely to angle more toward the crowd control angle than direct damage. He's got stunbolt and ball lightning, but the dude LOVES figuring out new ways to use Trid Phantasm and his other illusion spells. I'm not too worried about him.
Last sessio went pretty good.
Players had a lot of fun blowing up a Tamanous facility and cashing in on some bounties.
As no one had a valid SIN they used a contact for collecting the bounty from SternSchutz - so there maaaay just be a lead back to them.
So either they clean that stuff up or they need to prepare for some "volunteer" surgery.
Damn man... I want to play so badly but I can't find a group on roll20. I wouldn't mind GMing but I feel like my story lines will be crappy. I am not SUPER familiar with the rules either.
How am I supposed to know all the rules for meat space, matrix AND ASTRAL?!
I have one illusion sustaining focus at 2. I'm considering picking up a health sustaining foci as well, but I wonder if I should stick with a low rating or go higher and not rely on reagents for reflexes
>How did your last session go, /srg/?
My players had to grab a prototype cyberheart from a high-security complex located in a corporate enclave in GeMiTo, near Monza exactly. Their Johnson was a pilot for a corporate racing team and needed better gear, so why not steal a hearth designed for astronauts, am I right ?
The razorboy snick into the corp enclave, looked for a manor and broke in when everyone was sleeping. It was some MD's manor. He found a handful of hair, panties and toothbrushes he grabbed and brought back to the doctor/face. The doctor found out there was 3 different DNAs (40yo male, 40yo female, 20yo female) and made enough samples to be able to lure a DNA scanner.
The next they they all went back in the enclave, the decker and the razorboy by jumping above the walls and the face by the main door. He flashed his SIN, made up some fucking bullshit excuse for why he was here (hygiene control) and managed to get in. The decker entered the complex using the DNA sample, then proceeded to put a mark on the host (used one edge on that one) to get access to the list of the people inside. He found out that the 20yo DNA found in the MD's house was actually from a nurse here so the face managed to enter too. By that time the razorboy had avoided being cut while climbing the wall, and him and the decker jumped in the sewers to cross the complex undetected. The doc went to the building they were looking for in plain sight.
The decker found a way out of the sewers near the building, he hacked some cameras to make them broadcast the same vid over and over while the face was looking for "his" office. Both of them met there and looked for info on the prototype they needed to get. During this time, the razorboy was hidden in the janitor closet, found hotpockets and a elvish porn trid, tazed the janitor when he entered the closet and took his clothes.
Then the three went their merry way to the cave, where the top security labs were located. (cont.)
The face didn't have clearance for it but hopefully he was carrying a biohazard storage, so he gestured trough the door's window to two guards that he couldn't open the door without help. One of them stood still but the other was more weak-willed and went to help him. As soon as the door was open, the decker jumped on him and the face injected him some narcoject. The second guard opened fire, missed, the decker and the face couldn't hurt him significantly neither but he was finally ended by a narcoject-loaded arrow fired by the razorboy. I was pretty pissed at this point because those were two elite corpsec and they didn't even hit one of them. They bagged the cyberware they were looking for, grabbed a handful of stuff in the lab and the decker had to get another mark to silence the alarm. They all went back to the entrance the same way they came here and opened fire to get out of the complex. They killed/tazed a handful of shitters on their way, climbed in the car, revved it up and destroyed the barrier at the entrance of the enclave.
Then they tried to negotiate for more money with the Johnson and marginally succeeded. They kept the car and 4000€ each. The razorboy offered the stolen panties to his dealer.
Oh yeah, actually, I do have one question. I rewrote some of the background for Food Fight, so Brandeen is the fixer's fiancee who's being targeted by a rival as "payback". If he compensates the runners for getting her back to him safely (i.e. uninjured), how much should I be looking at? I keep hearing that the pay tables in the core book are awful, and I know that the default karma reward is 2 (+1 under some conditions), but I'm not sure how to convert it over into pay.
I'm making a technomancer just to have one ready since I like having a folder of ready to use characters. Anything I should keep in mind when making one? What are some trap options I should avoid? I understand Machine Sprites with their Gremlin action is a powerful option. System is 5th edition.
Quick question before we finalize sheets and start playing. One of my players is having issues with Edge in chummer, where it's requiring 15 karma to raise from 1 to 2. According to the CRB, it should only take 10. Am I reading it wrong, or is it an error with Chummer?
Street level campaign, me playing a human combat adept, the other two players doing an elf face that uses grenades and pistols and a pretty standard human rigger.
We're getting a job from a guy who has a datalock on him that knows he's being chased by some group of people, and came to our hangout bar to hide. He said he'd pay us a reasonable sum of nuyen to protect him until he finally knows where he needs to go.
I hop on my characters sports bike, the face and the package all hop into the Rigger's van, and we go speeding off to the nearest highway. A truck slows way the hell down on the highway, and we know for certain what that means. The back opens up, and suddenly there's a couple of dudes with SMGs waiting to take shots at us.
Rigger keeps his distance from the truck by staying in the second lane, the enemy truck is in the fourth lane ahead of us, I'm in the third lane, lagging behind the Rigger at a distance.
Our Rigger's drone, which was set in auto-mode, lets loose some lead, and crit glitches, firing 50 shots full auto until it jams. This has scared the hell out of the guys in the truck, and gave me some reasonable cover as I merge from the third to the fifth lane. Truck merges a lane over while the Rigger pulls way far forward, gaining speed on it and putting him past the guns. The Face starts taking 4d6 pot shots from a moving car with his Predator. He actually hits the driver to stun condition 2. This grunt only had a four in driving.
So I pull way the fuck far forward, coming on to the other side of the truck, and now we got the driver and the passenger seat into a brutal crossfire. First thing I do is take my TMP, and suppressing fire the front of the van, while the Face takes a shot at the driver. I made it so he loses 3 dice on his rolls. Enemy driver hits the brakes, and we leave him in the dust. Highway section gets flagged by Grid-Guide, so we had to get off the highway. Left off cornered in some side streets till next session.
I just have a few questions.
I'm a Mage with 1D6+6 initiative. Besides "Enhance Reflexes" what's the best way to get more initiative?
The Spell "Pollutant Stream" says its treated as an inhalation vector. Does that mean instead of the usual indirect spell stuff of "Roll Dodge, now Soak Damage" it's "Roll fortitude (or whatever you use to resist toxins) and then soak with body+willpower?"
Assuming infinite mods and any ammo type (-depleted uranium) what's the best semi-automatic pistol?
(These are all 5th edition btw)
Dunno if you'd be able to use it if Burst Fire is a complex action, though; you'd essentially be saying that a 3-round burst and two 3-round bursts both take a complex action, and there would be no reason NOT to use a long burst. Seems like a rules grey area. Admittedly, one fixed by the errata.
I'm playing my first game of shadowrun this weekend. 5th edition. Playing a legit ninja who decided to leave the clan so I have some enemy, vendetta negative qualities. Ninja so high skills in infiltration, con, swords, throwing weapons and sniper rifles. I picked A in the money column so i have basically two of everything and some bioware.
I have a question though, how do you buy more essence and or magic? I spent 2 essence on mods and the DM explained it that 4 is my new maximum. Is there a way to raise it?
Essence, once spent, is gone. Removing 'ware will only create an essence hole that can be re-filled. Theres an option for filling your essence holes, but its both expensive and difficult.
essence is gone for good barring a gene treatment that is heinously expensive (see chromed flesh if you care)
you can raise your maximum magic by initiating, but you cant buy any magic if you arent Awakened (aspected mage, mage, adept, or mystic adept)
huh, whelp. i kinda figured it was like your other stats and you can just spend karma to raise it back up. oh well. I'm not too worried about the long term viability of the character. Got to have fun in the now.
oh I'm awakened. mystic adept. I really wanted a couple of mods. So my essence went down which dragged magic down. I just thought I would need to buy essence back to buy more magic.
noo? I admit I started down that road because I wanted cat eyes and adrenaline pump. But like orthoskin costs 0.5 essence (and thus magic) for +2 while mystic armor costs 0.5 magic for just +1.
One of my goals was even "unarmed" she could still kill someone.
I started down that road because I wanted cat eyes
Orthoskin is far worse than Bone Density if you want to increase your unarmed damage. Also the burnout's path is helluva thing.
The adrenaline pump is fun, but not very popular because it doesn't stack with much. The Berserk power is more or less the same thing.
Bone Density Augmentation is the bioware that gives extra armor and unarmed damage, and is a fairly common choice for adepts that want to punch. It's the one you want, not orthoskin.
Low-light vision is really easy to get from glasses or goggles or even contacts, and there is a power that gives it (Improved Sense) for .25 pp if you want it, but if you're burning a full point of magic anyway it isn't a terrible buy.
Of course, mystic adepts are so hilariously broken you can afford a lot of sub-optimal choices before it really starts to matter.
I got killing hands for unarmed damage. ortho is just +armor. Yeah I did just figure out I have no good way to improve my magic or ware. Since I cant buy more essence to burn into ware and more ware decreases magic.
So I guess all my karma is going to stat increase. Or just make a new character, if it comes to that.
Killing Hands literally does nothing to increase your Unarmed Combat damage. It does enable you to take other Adept powers if you want to coat your hands in fire, but not improve its damage.
It makes it deal P instead of S and makes them magical so I ignore immunity to mundane weapons. I thought that might be good enough for backup if my sword is gone/useless.
Also, killing hands says it stacks with my other powers that boost unarmed damage but I did not see any other powers that do that.
Oh! sorry I meant I'm a physical adept. no spells for me, just picking from the adept power list. I did miss that Bone density ads "its rating to body for making damage resist check" while orthoskin just adds +rating to my armor. How big is the difference there, wouldn't avoiding the attack be better than rolling to resist damage?
Dealing Physical damage is not better than Stun damage. You need to understand that. Physical damage often much worse than dealing Stun. Its much better to leave security guards alive than leave a trail of dead wageslaves at your feet. Also Killing Hands letting you ignore the immunity to mundane weapons against spirits isn't as good as it sounds. You don't want to get in a melee fight with Spirits.
What other powers are you taking to boost the damage to your unarmed damage?
>How big is the difference there, wouldn't avoiding the attack be better than rolling to resist damage?
Oh boy. Armor doesn't increase your ability to dodge attacks in Shadowrun, only to resist attacks that hit you. You really need to read the quick start rules before you even attempt building a character alone.
the difference between adding to your body for damage resistance and bonus armor is only that armor is used to determine if an attack deals Stun or Physical damage, and that armor can be negated with AP.
most of the time you are going to have enough armor anyway to turn most attacks to stun, and it is extremely rare that an attack will have enough AP to pierce all of your armor, so the difference between the two is extremely small. Most of the time you're going to be taking and dealing stun damage.
Killing Hands is a good power, just not for letting your punches hurt more (as you have noticed, it doesn't do that at all except against the few things with immunity to normal weapons, the most common being spirits).
Critical Strike can be taken to improve your unarmed damage. There is also the Penetrating Strike power which increase the AP of your unarmed attacks.
I was influenced by D&D where DR/magic was pretty common. And pretty useless because everyone had magic weapons past lvl 3 so I thought I could be ahead of the curve. So the only things that have immunity to mundane weapons are big bad things that eat my face?
Oops. Right they both reduce the incoming damage. I spent yesterday trying to make a combat follow chart for all the little steps. >>44802156 Got the difference for me.
And what the spirit wishes to do when it's free is usually a lot better for you if you've taken out the person that summoned it into service in the first place than if you've been attacking it.
Mage summoned his bound Force 6 spirit, initiated combat as a reaction
Street sam rolled highest on initiative after the spirit (who hadn't received any orders yet)
Adept asked if we could get tokens despite knowing going in that this is theater of the mind
had to spend a good 15 minutes getting tokens and getting initiative sorted out
Street sam got pulled away by IRL folks, we're over roll20 so apparently I'm the only one who actually made room for this
we're rolling for the first attack now
i called the session over before we got halfway into the first initiative phase
one of the players had already left anyway
Battlemap/tokens isn't even a problem
It's trying to juggle disinterested players while not really wanting to be a GM
Like I said earlier, one's a SR3E veteran, the other two are new-to-SR players from D&D
Anyway, I'll stop spaghetti-timing all over the thread. Have a troll.
Players expressed a desire to play. Forever-GM didn't want to GM anything, so I offered to do it short-term so he'd get a shot at being a player instead.
The desire didn't last on either side, apparently.
He might just be tried of SR maybe
I'm doing my first time as a GM and from the looks of things all my players are having a good time and like t ask questions and such but I get real tried of it after a bit even more so after the game is over
Friend of mine bought the starter set. He loves RPGs but likes boardgames much more. Minis are his forte. Anyway, he swears up and down that he's going to run the game sometime soon, but I don't believe him. The two of us have never played Shadowrun before, but we have the 5th edition starter set, and I really don't believe he's going to run it simply because he buys loads of boardgames but never reads the rules before playing, which always irritates me and others when we sit down to play something.
So what should I do? Just offer to run it instead? I'd rather not because it's his, and also because he's already in my 5e d&d game.
I guess what I'm asking is, is it detrimental to run the game without looking at every rule first in the starter set?
>I guess what I'm asking is, is it detrimental to run the game without looking at every rule first in the starter set?
Yes. Shadowrun's a beast, rules wise, to begin with, and GMing when you don't have a solid grasp on the rules never works.
Yes, not only are there combat rules which have nothing in common with DnD except how complex they are, there is also not one, but two seperate realities that follow their own rules of nature: Virtual Reality and the Astral. Both of these will come up in the first session if your party includes any classes that interact with them: Mages, Hackers (Deckers & Technomancers) and Riggers. Which only leaves combat and social focused characters, which means your scope of interacting with the universe is limited to low level organised crime soldier style. Realistically you will not be able to do anything without at least one of these for information gathering. That is, if your GM runs a game that's actually Shadowrun, which would require him to read the lore parts.
tl;dr Shoot him if he ever actually organises a session.
Shot down 6 Vory hit men who are trying to tie up the loose end (us) so the AI pulling the strings behind the scenes, manipulating them and the Yaks, can enact it's master plan, which involves implanting Vory hangers with skillwires and Aztlan military skill chips to turn them into elite soldiers. We're wanted by the Vory and the Yaks, and we're trying to figure out what the AI's endgame is. I'd rather be fuckin with a dragon, basically.
Players had to extract a state senator's son from a Triad tempo/moodie den in a relatively nightclubby area (Uptown in Minneapolis) prior to a police crackdown. They took a rather straightforward approach with frag grenades and automatics, despite the civilian users in the area. They may come to regret that. Fortunately for them, the police and the Triad both have bigger problems right now.
We survived a small scale nuclear exchange in the eastern African continent, then spent 6 months in a fallout shelter. When we dared poke our heads out again we discovered that actually 2 years had passed and we were in the middle of a magical anomaly quarantine zone. Managed to contact the outside world after repairing a radio station, and had a contact come pick us up with out helicopter we left with her on our mobile aircraft carrier base. (We're playing high runners in case you were wondering). The extraction was made a bit complicated by the fact that gravity stopped working shortly before the helicopter arrived. But thanks to force 6 air spirits the helicopter survived and we sorta floated into it.
Would've been fairly straight forward if not for the fact that there were extra-dimensional entities roaming the city snatching up the local African survivor tribals. Thankfully our Cyber troll had a rocket launcher (I forget why he was carrying that, he just sorta had it with him the whole time?). He is still sad we spent all that expensive ammunition.
Thankfully we didn't have to worry about the quarantine because the tailing military helicopters were eaten by a space-time rift, which our mage told us was a wound in the aura of the planet, coupled with the emergency of a small god.
At this stage we noped the fuck outta there and agreed this was a job more suited for President Dragon, or whoever.
Just wondering here: Is a building-n-repair build viable? As in based around armorer, mechanics and hardware and whatnot with a level of combat skills and other skills to not become a liability on the field/become a rigger and make your own stuff while still basing it more around downtime skills.
If you want to go that way, I suggest taking the Demolitions skill on top of the repair skills like Hardware/Armorer. Creatively blowing up things is a common enough happenstance in the shadowrunning's business, your gang will love you.
Chummer error. It crops up sometimes, I'm not sure what causes it yet. If you could upload a copy of an affected character sheet I'd appreciate it.
Is technomancer not advised for a beginning player? Also, what is GOD
ALSO, as a technomancer, what is my primary job in the group? Someone told me that technomancers kind of make shitty hackers so what else is there to do in the matrix?
>Is technomancer not advised for a beginning player?
No it isn't.
>Also, what is GOD
Grid Overwatch Division. The internet police, if you want.
As a technomancer, what is my primary job in the group?
Right now, the best thing you can do is boost your fellow runners and hamper your enemies through your sprites.
>Someone told me that technomancers kind of make shitty hackers
>so what else is there to do in the matrix?
Not much, hence the problem with technomancers. They're a cool concept but a terrible execution.
were technomancers not in other versions of shadowrun? I was leaning towards creating a technomancer or rigger. I think I would like rigger but I DEFINITELY do not want to do game of drones type of rigger. IN fact, I hate using lots of drones. But I don't want to be "just a dude with a control rig and a car" either. Is there any real in between?
Honestly, and I am being honest here..
Have you ever seen the robocop 2014 movie? There was a character in it who was similar to what a rigger does except he was in the combat as well controlling his drones and giving orders but not directly controlling them.
I want to be like that kind of rigger. Ultimately, I just don't want to sit in a damn car all day controlling some drones. I want to be in the thick of things with a small set of effective drones. Not a whole swarm. Is such a thing even possible?
It can definitely be done, what you want is a street sam with a RCC, programs and a couple of drones. It'll all come down to investing your starting resources to build the character you want.
By RAW, no, but if your DM isn't a total faggot he'll allow you to treat it as a cyberdeck for installation purpose. Either 0.4 essence straight in your skull, or 4 points of capacity in any cyberlimb.
Wait what looks like a briefcase? the RCC or the deck?
Also, what advantages does a RCC give? I am kind of confused about its whole use. I understand it links all your drones but what if someone hacks your RCC? Doesn't that mean your drones are hacked as well? Seems really dangerous. In fact, RIGGING in general seems dangerous. So many ways people can exploit you.
In 5e it says they are brief-cased sized. They probably aren't made out of leather.
Drones can only run Autosofts with a Rating equal to or lower than their Pilot Rating. RCCs let you share Autosoft Programs to your Drones and exceed the Drone's Pilot Rating (and by extension, Autosoft Rating Maximum).
SO presumably... it can't be put into your arm leg or some shit. RIP internal RCC
So a control rig actually isn't neccesary to be a rigger? Like what makes a rigger a "rigger". Is it the control rig in the brain or the RCC? or both?
Also, if a RCC can't be placed into a cyberlimb by default.. could it be placed into anything else? I just hate the idea of carrying around important equipment the size of a brief case all the time.
Rigger's main feature is jumping into vehicles through the rig, hence "rigger". But RCC is very useful if you don't want to lose half of your essence to mechafaggotry, want to control multiple drones at once even when jumped into one, or want to have Data Processing and Firewall above your commlink's rating.
How do people who GM this game NOT GO CRAZY?! There are so many rules between meat space, astral space and matrix space!
How do you know just go crazy!? What if a encounter turned into a big meat space crap storm and then the decker wants to start doing matrix stuff like trying to hack guns and what not and then the mage wants to try and attack from astral space and what not.
How do you keep track of all this? I have come to terms with the fact that if I ever want to play shadowrun 5e, I will have to be a GM and play a online session.. How fucked am I? I have only just BEGUN to grasp the rules. I understand the basics of limts and dice pools but all these niche situations. Like the modifiers for shooting from a car WHILE prone or wounded or while PRONE AND WOUNDED AND ITS HEAVY RAIN OUT AND LONG RANGE
A Rigger is anyone who wrangles with vehicles and drones. Archetypes in Shadowrun are broad in what you can do and still be a "rigger".
>SO presumably... it can't be put into your arm leg or some shit. RIP internal RCC
Chummer, you can put a Shotgun in your arm. When you implant something, its components are taken apart and spread inside of the limb/body/head/jacket/shock hand. You don't just shove a briefcase sized RCC inside your chest and call it good. Just ask your GM if you can do it.
I am so use to DND 5e that I can't even fathom the concept of NOT using a battlemap of some sort when a combat goes down. How does that even work? How do you fight with no map?
I am going to be a GM for shadowrun 5e soon and I just can't get it through my mind. I have all these ideas but then I stop because "I have no idea how I would map this".
Which drone is the most humanoid like? As in two arms, two legs, a torso and a head? Not neccsarily human LOOKING as in skin and hair and what not.
I just want drones that don't have wheels or look like dogs or something. Looking for a drone that is humanoid in frame and would move like a humanoid. As in walking with both feet and holding a gun with both arms etc. Does such a thing even exist?
It's a crunch-heavy system, so it's expected to attract people who like that. It all just starts to make sense after a while. You should probably run as a player and get familiar with most of the rules before GMing, or GM for players who wouldn't complain about you just starting out.
And if you think core 5e is bad, try martial arts and other features from Run & Gun.
>Like the modifiers for shooting from a car WHILE prone
Are you purposfully trying to kill yourself? Obviously prone is only for if you're on open ground. It's harder to shoot someone who is giving you a smaller profile. Obviously. How would you even go prone in a car.
>What if a encounter turned into a big meat space crap storm and then the decker wants to start doing matrix stuff like trying to hack guns and what not and then the mage wants to try and attack from astral space and what not.
This will happen though. The solution to this is to actually have played the game. Learning by doing. It's the reason your math teacher gives you homework. Stop trying to learn the rulebook by heart and instead to combat simulations.
maybe I should be a player first. Its so hard to find a online session that WELCOMES new players though? Hell there are barely any shadowrun 5e sessions on roll 20 from what I can see.
What do you have no idea how to map? Everything should be pretty straight forward.
And to answer your actual question, by not being autistic. Read any of the lore snippets between chapters and there's how you do it.
Sorry I've been gone. Very sick. Doing better though.
Someone asked me to do something with Wuxing, and I needed a corporation for the opening fiction of Technomancer Book, so here's what I did.
The new thing I want to do with Wuxing is that they're desperate. Big D's fertility coin made them powerful and awesome, but specifically, their magic division. Every part of the corp that's not magic is hopelessly overshadowed by that stupid coin, and they all want to come up with an amazing discovery that will put them on equal footing with the blessed-by-a-fragging-dragon department.
So they take huge risks because they can't afford not to.
I asked about Wuxing, yeah; good to hear you got something that worked. I like the idea, a lot. It's more... I dunno, real, compared to the rest of the recent fluff? Interdepartment conflict and all.
Hope you feel better, Mac.
How do I not feel bored as a street samurai. I hate being... just some chromed out dude with a gun. I don't want to be a special snowflake but street samurai in shadowrun seem very one dimensional almost. Like I understand my job is probably to shoot people but what if there is no shooting involved? Now I am just a chromed out monster sitting in the van because all my shit is illegal and I would blow the cover.
I feel like its hard to add flavor to being a street samurai. Even worse, if you actually try to add flavor in the form of a "code of honor" negative trait.. the GM will fuck you, and your team mates for it and take advantage of your code over and over again.
No matter what system it is.. GM's will forever be brutal and do weird shit involving players who are you know.. like lawful/good paladins or something or in the case of shadowrun lets say my character doesn't like to kill elderly people or something. So now the GM only ever throws elderly villains at us.
>I feel like its hard to add flavor to being a street samurai.
So, how does a combat mage avoid invoking geek the mage when they have low dice pools for other combat means?I mean the best I have for other forms of attack is like 6 dice. Which I think is terrible.
>So, how does a combat mage avoid invoking geek the mage when they have low dice pools for other combat means?
Carry a gun. People won't know you are a mage if they don't have one themselves.
And does anyone know where I can find a comparison of the values to attributes? I don't know what a 1 in some of these mental and physical stats suppose to be like. What's a 1 intuition suppose to be like? I mean other than a dead runner.
Hm. Good point. Maybe the magical R&D division and the divisions that are instrumental to the corporation's operations are blessed, but nonmagical non-essential groups get the shaft, and that way the conflict is less one-sided?
Sure why not. I imagine this will actually be the case in most corps. eg. Horizon's cyberware division is some redheaded stepchild acquired through some Johnson's buyout campaign that didn't really work out, but they didn't want to lose the money on it so they just kept it around.
First time playing Shadowrun (5e) and I think I want my character to be somewhere between a street samurai and a face. Is that viable? I'm aware that augmentations make you worse at diplomancing or something.
Hate to sound so entitled, but when will Rigger 5.0 be added to Chummer? Looking to build a 'game of drones' rigger with the new toys and I don't want to have to implement it by hand if I don't have to.
It is feasible to play a sam/face. Low essence means a slightly lower social limit (that can be brought back up with bioware and/or nice clothes, so it's really not a problem.)
You will need a high Charisma and to spread your skill points carefully, though.
How does that compare to cyber?
Basically I want to be good at talking but I want to be really good in combat, too. Am I sacrificing too much of one to do the other? Can a street sam do other out of combat things without too much sacrifice? I don't want to end up playing a character who's useless out of combat.
Don't compare it to fantasy games, compare it to real life. You're looking at technology more integrated into absolutely everything we do than it already is. P2.0, RFID tags, smart houses, online ordering, AR, everything. GMs need to describe this to give players the feeling of being in the FUTURE.
>session story time
Well, it's not one that really demonstrates what you want but this happened to me >>44724312 >>44724337
There are also a number of actual play shadowrun podcasts of groups running games.
Not sacrifice, but compromise. But generally speaking, Shadowrun chargen is flexible enough that most characters can do two sets of things reasonably well.
Bioware's cheaper on Essence costs but generally more expensive.
The average Street Sam is going to have a high agility and initiative score. This makes them somewhat able backup getaway drivers because of the focus on reaction, as well as the non-talking parts of infiltration and hunting for decent intuition. 'Ware can be used to supplement deficiencies in other attributes when you decide to skimp a little on the physical to bump up the social.
The price break for going cybernetic rather then bioware is minimal in 5th, and cybernetics use much more essence.
They also have a problem with the rules for wireless bonuses being really bad.
Just in case you're not trolling, here's a very simple method.
What is the defining trait of a street samurai/razorboy/razorgirl? The cyber. Thus, the defining moment in their life is when they have that cyberware implanted, and the reason behind that can say a lot about what kind of person they are, how they act, how they use their cyberware and a lot of other things. Let's take it in single, in-character statements to add some flavor.
"I felt I was being overtaken in my career, so I caved in and got cyber to make sure I wouldn't be beaten out." This suggests a career type, maybe a Lone Star or corpsec employee, who dislikes the idea of cyber but sees it as a necessity to compete. As a character, we have a professional who likely has a complex about their cyber (and might hide it/be subtle).
"I used to be sickly and nerdy, but thank God for a good credit rating. There are some things you just don't do to people, and I'm about to show them." Here, we have someone who was bullied and got cyber to get back at their bullies. Likely, they're reckless and bragging, riding the wave of their ego while they still manage to keep ignorant as to what running entails, and have a lot of obvious offensive cyberware - and they're in debt too.
"I never actually liked the thought, but my daughter took out the insurance as a favor and I couldn't decline while I was dying. I can't show my face to my family like this, though." Here we have someone who got cybered up to save their life, who's old enough to have an adult daughter and who feels ashamed for not being organic. They're likely a reasonable person with a lot of bioware and armoring.
See? It's really not that hard.
What can a player character actually use that has a chance of taking out a tank? The statted tanks seem to have defenses that put them out of the realm of even supposed "anti-tank" weapons.
Tailored Pheromones are good for faces. Muscle Toner will up your agi, and you might even be able to squeeze in the initiative booster depending how much money you have. All with a reasonable amount of essence left
The only issue I see is because you're spending a lot of time on downtime stuff, you're gonna feel left out during the runs for the most part. Definitely take some ranks in it, but try to leave most of it to your contacts. Just my ¥2
A ten kilo charge under a tank can turn it into a flaming wreck. You can go lighter depending on how generous your ST is about blast reflections (hell, an HE grenade can do it if you get the reflection off the bottom and ground over and over in a 30cm space).
Finally getting back to college tomorrow - probably another week before the first game, but I am excited to get back into it. The group's pretty nice, and we're just about to check out Hong Kong.
Still a shitty idea to put a magazine this close to the pistol grip.
Except for people who like to hold their pistols like their first awkward hand job and enjoy it to smash a new magazine into their wrist.
Gonna be GMing Shadowrun for the first time, I dig the concept and my players are down, if not terrified by the crunch(Doesn't matter I usually have to be the one to read all the rules and condense it for them.) Crunch I'm good with, but how much of the LORE and PLOT do I need? And just how fluent should I be with the world at the start before I should run? Gonna go with 5th or 4th to clarify.
>Using training times
They are trash and should be ignored.
Low logic is kind of hard for roleplaying reasons and because you lose knowledge skills, something that can be damn useful when you need to come up with a new plan fast.
Your ST may not allow you to have someone that is a fixer+fence, requiring you to take them as separate contacts.
Other then that, there's no reason not to sell stuff to your fixer if they give you a decent deal.
>>Using training times
>They are trash and should be ignored.
It's a game mechanics but seriously adds another layer of complexity which really doesn't need to be there, and basically forces seriously combat focused characters to practically stick with the same skills out of Chargen.
>The Spell "Pollutant Stream" says its treated as an inhalation vector.
It works like a grenade, like all AOE indirect spells.
>Of course, mystic adepts are so hilariously broken you can afford a lot of sub-optimal choices before it really starts to matter.
Theorycrafter who never actually played a MysAd detected. MysAds needs so much Karma to even exist its not funny. They start way above the chargen power curve but can barely move up once the game starts. Yes, they're OP in one-shot games but don't expect them to keep up on even a semi-regular campaign.
And then they try to Wizard but realize they can't access the Metaplanes because no Astral Projection, and since Astral Projection is an adept power, anything they do while Perceiving receives the BG count penality.
In my game a fixer can get you whatever you need but adds their cut on top of any other cost.
You need a job? Your fixer can set you up, but they get their 10%.
You need to sell shit? They get their 10% but can take it off your hands.
You need a gun? Fixer's got your back. Extra 10% is perfectly reasonable.
They also tend to be a bit slower, if nothing else then because they don't keep a huge pile of guns around to sell but instead know someone that can get it.
No, because you are rolling against Object Resistance, which is going to be at least 9 dice for any complex machine. This means you are going to need both high force and a high dice pool to get more out of it than you would from boosting one of your attributes.
Runnerhub is pretty much street-level Missions, with 'big-world events' happening all around you that you typically have nothing to do with.
Shadownet is ex-runnerhub people mad that they couldn't play changelings on Shadownet. I've found Roll20 to be a better gaming environment, but good fucking luck getting into a game on there. That said, give it a shot. Worst that'll happen is you hate it.
A long time ago, in an edition far, far away... Riggers had two subdivision: Vehicule Riggers and Drone Riggers. The exemple you gave is exactly what Drone Riggers used to be, and the Archetype from 3E
Technically, the RAW answer is yes, and used the Implanted Commlink 'ware, not implanted deck.
In the rigger section, they specify a RCC is just an improved commlink and act in every way as a commlink, and can do/have everything a commlink can, with added drone bonuses. That would include dongles and being implanted in a commlink slot.
Alternatively, it fits in a cyberlimb smuggling compartment.
>while PRONE AND WOUNDED AND ITS HEAVY RAIN OUT AND LONG RANGE
The GM only has to bother with the modifiers. Modifiers are "whichever is the worst rating. If there are two or more tied for worst, bump the penality a category".
In this case, the largest modifier is Heavy Rain for -6.
The only mitigation for this are Thermo Vision and Ultrasound, who shifts the modifier a row up (-3). Problem is there's already a -3 mod (Long Range). So unless he ALSO has range mitigation active then there's two moderate (-3) penalities, so it gets bumped back to heavy (-6) anyway.
Shooting from moving vehicle is an added -2
Being prone doesn't affect shooting.
So, in short, the modifiers are as follow
>No Visibility Compensation
>Visibility Compensation only
>Visibility AND Range compensation
Technically though, the GM should only have to know the environmental mod (for which he should have planned in advance, and have it written down for easy reference. Or at leadt have thr Table handy). The shooter needs to know what he have compensation for and what his own actions involves.
>they can barely move up once the game starts
How do you figure that? The only way they're particularly slower than a regular adept is that they need to take the adept power metamagic when initiating instead of just getting it for free.
>since Astral Projection is an adept power, anything they do while Perceiving receives the BG count penality.
Are you trying to imply that mages don't normally have to be concerned about background counts while perceiving or projecting?
Where does it say how many programs you can have running on on your commlink/deck/RCC at once? I'm sure it must somewhere, something related to your device rating or data processing, but I can't find it anywhere. Do autosofts count as well as the common/hacking programs?
Logic is tied to a ton of skills you are going to use a lot.
If you don't jump in, or want to drive your own combat vehicle, that's pretty much it.
Control rig riggers are also going to want reaction for their pilot skills, intuition for defense tests while jumped in, and willpower to resist biofeedback.
If your gm rules that you use Agility when firing vehicle mounted weapons remotely, you'll want Agility too.
RCCs can share a number of autosofts up to their device rating, p. 267.
Decks state how many programs they can run, which for those in the core book happens to be their device rating, p. 227. Some of the DT decks might be different.
How many programs a commlink can run isn't stated anywhere. It's probably supposed to be device rating.
>RCCs can share a number of autosofts up to their device rating, p. 267.
While it's never stated anywhere, the autosoft / noise reduction pool is also supposed to be for cyberprograms.
>Decks state how many programs they can run, which for those in the core book happens to be their device rating, p. 227. Some of the DT decks might be different.
>How many programs a commlink can run isn't stated anywhere. It's probably supposed to be device rating.
It's zero, unless you raise it through modification.
>Grid Overwatch Division. The internet police, if you want.
There's also vehicle adepts. Pic related.
For SR4A Ally Spirits, can you only have one instance of a service active at a time, or one type of service at a time?
Magical Services: The magical services available from a bound
spirit are Aid Sorcery, Aid Study, Spell Sustaining, and Spell Binding.
A spirit intended to assist the magician with magic must match the
category of magic, according to the magician’s tradition. That is, a her-
metic mage may use a fire elemental to Aid Sorcery for the magician’s
combat spells, while a shaman may call on a spirit of the sky to main-
tain an illusion spell such as Invisibility. A bound spirit may provide
any of these magical services to its summoner while remaining in astral
form. A spirit may only use one of its magical services at a time in aid
of the summoner. To perform a magical service that involves use of a
Sorcery skill, the spirit’s Force must be equal to or greater than the
Force of the spell to be affected by the service.
"A spirit may only use one of its magical services at a time in aid
of the summoner."
Sustaining multiple spells at once is only using one of the services at a time, so presumably it can sustain multiple, I think?
In SR4, about how much Karma equals 1 BP? GM is starting us at a 500bp game, but because of initiation and things, I'm considering asking him if we could do 400bp+equivalent karma to 100bp, so that people can do shit like initiate and whatnot.
About 1.8 Karma per BP. You get 750 Karma to make a standard character, or 400 BP.
If you want to do karma, just do karma character creation. Chummer handles it just fine and for a 500 BP game you could just do 900 Karma.
Yeah, but karmagen also sucks ass for the whole higher rating abilities costing excessively high thing.
Yeah, that's what I found when I looked it up, just figured it'd be worth asking in here.
So barghests are dual-natured, so they can affect entities on both the material and astral plane. Does their paralyzing howl do anything to purely astral entities, which don't have a body/physical stats? Does it reduce their Agility and Reaction equivalents for astral combat purposes? Or does it just not do anything on account of there being no body to paralyze, dual-natured or no? I'm asking for purposes of a barghest hunting party being handled by an astrally projecting magician.
My players want me to run a mini-campaign using the SR ruleset based on the Super Mario Brothers movie from the early 90s. Like, they want to run around clubs with goombas walking the dinosaur and throw bobombs and the like. Wat do.
Do it Sounds awesome.
At the end of the run, all the players jack out of the matrix, with the new super mario brothers VR game in their possession having just tested if it's the real deal. They have to get it to the Johnson, but yaks/rival corp runners are after them to make sure it doesn't get released.
So guys, do you have any recommendations in terms of Shadowrun novels or short stories? there seems to be quite a few out there
bonus points for things that might not star shadowrunners, showing a different walk of life (detectives, political intrigue, you name it)
I think it's the shared retroness? That and it's what we usually play, so it's what they know.
Dude that's a fantastic idea. I'd been thinking of treating it as some kind of a metaplane, if I was going to do it in a greater SR context, but that might be better.
Is there a good way for a mundane to identify a particular free spirit (in particular, a possession spirit) as distinct from others of similar type? If I have a mundane PC I'm GMing for that's being manipulated by a "helpful" free spirit from the tempo cabal/Amazonian intelligence, how should I make the spirit be able to identify itself to him?
So, how important is edge? It seems like for some builds, low edge is just a thing. Although i'm not sure how pleasant this is. It seems like an edge of two means you're dead if someone throws two grenades at you. What is the minimal amount of edge every character should have?
2XS and House of the Sun are stories about a detective called Dirk Montgomery. They are pretty nice, the narration style is refreshing, and 2XS in particular is a nice introduction to the setting as it involves quite a bit of Matrix and Magic with a character that is proficient in neither.
I've also read Stripper Assassin, which is about an
assassin. If that's your kind of thing.
There is a link in the pastebin in the OP to a dropbox with a good deal of pictures. Other than that, I've found that lurking here and adding the images that pop up is a good way to gather material.
What do you mean with "class"?
In Shadowrun there are Archetypes that are somewhat like classes but you don't "choose" them like the classes in DnD.
Instead they give some requirements which you then choose (like high CHA if you want to play a Face or Cyber-/Bioware for a Sammy)
>Yeah I'm Knight Errant
>What do you mean "ID"?
Building pic-related and had a few questions (in terms of 5e):
-Does Ambidextrous have any relevance to unarmed combat?
-Do drugs have the potential to push you over your normal attribute limits?
-Can you improve rating-based bioware or cyberware augments by paying the difference between your current and desired rating? (i.e. Muscle Replacement)
-I know this picture is a classic on of the /srg/, so has anyone else tried to build her?
All variant called shots are in Run & Gun. If it's not there, I'm pretty sure it doesn't exist in 5e, unless it's buried in a wetwork book with terrible indexing or something.
1 Hurts. 2 is tight but workable, especially if your GM is generous with regain conditions other than resting or you're good at hitting them. 3+ is comfortable. 5+ is where you start getting mileage out of it on its own merits rather than just as a pool of emergency rerolls.
The idea is that you have decent attributes across the board, maxed edge, and a diverse spread of skills so you can spend edge and be good at whatever happens to be needed in the moment. I'm skeptical of its value as your main thing, at least in 5e which is the only edition I'm familiar with, but it's a good supplement to being, say, a face with little ware.
That's cool so you're kind of like a swiss army knife where you use edge to pull off clutch shit? What's the max edge for humans anyways? They can't use the lucky quality right to push it higher right?
They can, so their maximum Edge is 8, but getting there is expensive since even Metatype C priority will only get them to 7 and Metatype B is a pretty big opportunity cost. That said, its main problem is it depends on a pool of points that replenishes automatically only at one point per day (or rather, one per proper rest, which is not necessarily the same). Hence why I consider it a great supplement, but I'd be nervous about basing my entire character around it as my main thing.
It pretty much depends on your GM and how generous they are with giving you edge points. Having a super high edge allows to pull of a lot of crazy things that might be likely to you win you back some of that edge if your GM is good with that.
A player of mine wants to be a rigger who heavily relies on little crab drones "like the ones in pirates of the Caribbean". She wants them to be able to make ramps and shit with their bodies, and even be used as a way to move largeish objects like they move that ship in the movie.
How do I incorporate this without it being imbalanced? she's got 300000 nuyen to blow on these drones.
Considering an RCC can control up to Device Rating x3 Drones, It's hard to do by RAW. You could houserule the whole swarm as one gigantic drone for all intents and purposes, and I think that's the best way to do it.
It's kinda do-able without bending the rules too much.
The Swarm program from Rigger 5 is an obvious starting point.
The Aztechnology Crawler is a small drone with 3 Body (which could could probably make look like a crab with a little work), which means you can give it up to a strength 6 drone arm. A dozen of them should be capable of moving some very heavy stuff.
Each drone costs 4k base, a full cyberarm costs another 7.5k, and upgrading the arm to strength 6 costs another 15k.
For combat, they're going to have a lot of trouble because they're incredibly frail - upgrading each to 9 armor costs another 5.4k, and that still isn't very much.
If I were doing it, I'd also spring for a bigger, tougher "alpha" drone (or vehicle) to do the heavy lifting in combat with bonuses from Swarm.
The holster is ... well, a holster. Pic related is a hidden arm slide, which is the non-cyber version of a cyberarm slide.
They go into hibernation.
Entitled babbies shouldn't play SR.
Here's a thought, faggots: how about not min-maxing everything from chargen onwards, and actually putting some karma into Logic?
>inb4 hurr durr but muh dump stats
>Thinking Logic is the reason training times are shit
Hey Captain, read the part on training times. Nobody fucking uses them because they were written by a retard, they don't even do what the writer intended them to.
How strong an enemy can be before it goes beyond reason in 5e? I had an idea of a super beefed mage being the BBEG of the campaign i'm running and the stats i put into him are on par with the dracoforms you find in the core book (there's a reason he is so buff so ignore that bit). Now however i fear that he might be equivalent of a small nuclear bomb with his abilities, spells and damage. The fight however is still some ways away from the group so they are still growing in power too.
He's not the only one. There's a bunch of master shedim along the way and the BBEG is never met in person until the very end. The only way they would properly meet him is that they would randomly choose to travel out of country into the country where the BBEG storywise resides. Or would that be too railroaded?
>-Can you improve rating-based bioware or cyberware augments by paying the difference between your current and desired rating? (i.e. Muscle Replacement)
Kind of. You should be able to sell your old 'ware for 20% or so and fill the essence hole with your new 'ware.
There are caveats. Anything other then basic grade standard bioware can't be sold. Alpha+ and Cultured are all unique to the person they are grown for and are unusable for anyone else.
Granted, with the cost of 'ware and the rewards for missions you will be long, long dead before you can afford to upgrade anything anyway.
When people get Karma allow them to spend it to buy new skills and abilities.
Require the spend part of their 'off time' in training for skills they are going to be using and improving. This is off camera time anyway, you can generally assume the street 'sam practices with a gun, the adept practices with a sword and the wizard practices putting on his robe and hat.
So, how's this build, guys? Decided to have some fun with chargen.
"Sneaky Face" is a very good concept, but I think you cut a few of the wrong corners.
I'd say going unarmed with the Nerve Strike power (which your way can discount) would be a lot more effective than the knife for a silent melee option. Unless your GM does you a favor, you aren't disabling many people, even unaware, in one hit with the knife.
Hardware is a very important skill for your character because it is used to bypass a lot of types of security measures, and you don't have it at all.
Disguise and Palming, likewise, are also going to do a lot to help you get in and get out. I would try and find more points for them.
If you're putting a holo sight on the Browning, you might as well go with a Colt Manhunter instead.
>If you're putting a holo sight on the Browning
Now I want to make a troll that carries a Browning Ma Deuce into combat, and dresses like he's just gotten back from invading Germany in 1945.
Thanks, anon! Couldn't afford to make too many changes (cut too many corners as is), but I did swap to unarmed combat with nerve strike. 16 dice in that, 16 dice to shooting a manhunter after aiming, and picked up a point in hardware.
Disguise kit as well, for that extended disguise roll.
It went okay. It was my second time as DM, everyone's first in the Shadowrun setting and system. Overall we had fun, though I discovered that my preparation for the whole thing was a bit lacking, and I have difficulty with actually acting out the role-play. If not for the fact that I had to move, we'd probably have played again.
I'm going to spend more time learning the system first. Maybe I can become a good DM someday
>You were blown up in the military and put back together to keep fighting, so you are a cynical veteran.
>You were someone's cyber-enhanced bodyguard, picked more for your loyalty to them for your combat skill and made dangerous with tech. They died. You want revenge and need to pay the bills while you look for it.
>You are a fucking monster.