> Connecting to Komun'Go Undernet...
> Verifying Biometrics...
> Identity Verified...
> Opening /SRg/...
No forcing ordeals, unless they have a mentor / way that makes a specific type more appropriate than others. SG 140 onwards has a bunch of ordeal ideas.
That brings up an interesting question, if you're in VR would a swarm of noziquitos cause enough damage to your meatspace eardrums to convey stun damage (or phyisical)
can sound filters actually filter damaging stiff out (ie the sound of a flashbang)
Nah, once you jump in you effectively overwrite the programs they're using, so they drop out of the swarm mesh.
Yup. Flashbang drone the size of a large mosquito, essentially.
>Can you use select sound filters to filter out a sound?
The only gear I'm aware of that specifically protects you from damaging noise is the Sound Damper. If there's anything else ...
Select Sound Filters just record and play back filtered audio.
Get cyberears, turn them off entirely.
Should do the trick to make you deaf, even if there will come a point where the vibrations will be strong enough to hamper you even without functional ears.
Re-reading Audio Enhancement says it helps filter out unwanted background noise. I suppose I could nominate elf shadowrunners as unwanted noise and with fully pimped out cyberears do what I want
You could, and that might be enough to remove the -2 interfering sound penalty said elf was providing.
>[Noizquitos] can blast sounds as loud as 160 decibels
Rock Concert: 135-145
Drag Racers: 155-160
Space Shuttle Launch: 165-170
>possibly even minor ear damage
>[...] not only will it severely to permanently damage your hearing, but it also vibrates your vision and makes it temporarily difficult to swallow. That’s why no one stands next to [drag racers].
I have a question for you guys; we're looking at changing up the presentation of the skills in Chummer, and we're trying to decide how skill specialisations should look. I'm a fan of having them as a label, with a button that you press to add a new one to the list. The other dev wants to do it as a dropdown; the advantage to his method is that you don't have to click through another form to add a new specialisation, you just type in the box and confirm that you want to spend the karma. Thoughts, opinions?
>The other dev wants to do it as a dropdown;
Like it is right now?
I feel that ease of access isn't very useful on something that you don't use a lot.
Have dropboxes during character creation and after that use whatever it is you're suggesting?
I think the way the other guy wants to do it, you'd get an auto-suggest for default specs.
Kind of, but the dropdown would be the specialisations you've already taken. So instead of the list of specs you currently have as a text label, you'd open the dropdown. There's a reduction in visual clutter doing it that way, but it's more difficult to access.
My way tries for more of a uniformity in design, so career and creation would look the same; list of specs taken, button to add more or remove the current oneon the right. I guess the major question is, how much time do people normally spend switching their specialisations around during chargen?
Only in career mode, create mode says no more than one. I'm gonna mock it up before I go to bed, see if anything stands out.
I haven't paid much attention to the rigger content yet, how do they need slots? I mean it's not really a big deal to do, just need to know what I'm in for. Seats stat is in for the nightlies, just isn't exposed to the print methods from memory.
I'd code it by calling Body, then setting it as a "slots" value, which can also be set specifically. You then get that value in each category, with Drone-specific mods reducing the initial value, which also allows you to do things like add three to the Rotodrone's Weapon Modifications slots value. Complicated, and might add a lot of clutter, but it works.
Whereabouts in the pastebin? Like, i'm genuinely curious, because I do NOT keep track of the stuff in there, other than new releases and when someone points out to me something is missing.
I'm planning to run my players through a heist against a KE facility. Is there any specific Matrix iconography that they use? The thing that jumps to mind is a kinda medieval castle thing, but that seems sort of whimsical for a law-enforcement agency.
>but that seems sort of whimsical for a law-enforcement agency.
Make it a glass castle. A collection of chromy boxes that look reminiscent of a castle.
And the Ice looks remotely like Knights with blank faceplates on their helmets or something.
Can make it as stylish or whimsical as you want.
Iirc, some deckers programmed smells into their personas and stuff. You can do whatever you want in the matrix.
Speaking of which, does anyone have Matrix inspiration images? With the advent of Oculus Rift and Hololens, looking for tags like "virtual reality" is becoming more and more useless.
I have told this is the best place to ask these newbie question, which as follows-
1.For someone who never played Shadowrun, which edition should one get?
2.Also, among vidya set in shadowrun universe, which are good?
>1.For someone who never played Shadowrun, which edition should one get?
I'm not touching that one.
>2.Also, among vidya set in shadowrun universe, which are good?
But I'd really recommend the BHS games, like Shadowrun Returns, Dragonfall and Hong Kong.
SRR is a very solid introduction into the setting and also a good game.
The best editions to start with are 4th or 5th editions.
The only good Shadowrun games released in the past few years are Returns, Dragonfall, and Hong Kong. I rate them Dragonfall = Hong Kong > Returns, but most people will put Dragonfall above Hong Kong.
1. 4th and 5th Edition are widely considered to be the best. The exact ranking of those two varies from individual to individual. 5th is the only one that continues to be updated nowadays.
2. Shadowrun Returns: Dragonfall is the best vidyagame. Shadowrun Returns: Hong Kong is a close second, mainly due to numerous bugs.
>2.Also, among vidya set in shadowrun universe, which are good?
SNES and Megadrive games are cool, but not smooth.
The 3 modern ones are super good.
>Get to 2nd final mission in Hong Kong
>You only get the bonus reward to upgrade weapons AFTER the final mission
Learning to make custom_weapons files was a great idea.
The shadowrun returns game series uses 3rd edition I believe. Either that or 2nd.
So they're not good to get into the game system. They're well written, but I don't like them as a game.
I'm looking to run a cyberpunk game and I was leaning heavily towards Shadowrun, but I'm a bit put off by the crunch.
I don't like the idea of separating players into their own little minigames (hacking, spirit world)
Is there any way to trim down this aspect of Shadowrun or do I just need a new system?
The Shadowrun Returns games take place in the 2050s, whereas Shadowrun 4/5e takes place in the 2070s. So deckers don't carry around those big keytars anymore, and the sociopolitical climate has changed somewhat; for example, the Berlin Flux State as depicted in Dragonfall ceases to exist by the 2060s.
And good fucking riddance.
I think 5e is better than 4e. However, 5e has a really poor core rulebook, especially for someone new to tabletop (not sure if you are). If you choose 5e, look at the 5e Quick Start Rules (included with Food Fight) and get those basic rules down first.
jeez that's really off-putting. I found a download of the 2nd printing, is that any better?
is it bad in terms of presentation in the sense that I'll eventually grasp it with more mastery of the game, or is it bad in some other way?
It's bad in that information is strewn across all over and internal referencing barely non existant.
You have to read the entire thing front to end. If you just go to chapters as needed you'll miss a lot of hidden crunch
>>44859464 is entirely right. This isn't a popular opinion, but I'd recommend you to also check out 3rd ed if you're in the mood for wrestling with the crunch anyway - the setting is generally less wanky, more focused and more classically cyberpunk, while the newer editions are modern fantasy with a few cyberpunk artifacts. 3rd is generally more focused on cybernetics and their themes and visuals than the very loud, colorful and magical 4th and 5th editions.
4e and 5e also introduce a lot of magical wankery that I know I don't like in the least - metavariants and metasapients quickly end up becoming an unnavigable jungle of special-snowflake options that are insanely rare in fluff and incredibly character-dominating, ending up being bad choices in most cases because they end up as a gimmick and not a choice that gives you something to play on.
There are a lot of books for 3e, which is a good and a bad thing - it's a huge system with a lot of options that provide a lot of flavor (cybernetics say a lot about the setting), and you can choose whichever period you like during the pretty big timeline, but sweet Christ it can be a lot to deal with.
Basically, the TL;DR from my viewpoint is:
3e: Much more classically cyberpunk and with a coherent, solid ambience, but with a very crunchy and occasionally bumpy system as well as a lot of books.
4e: I really don't know how to not condemn this special-snowflake pink-mohawk magic-invasive crock of shit. Magic takes over everything together with ridiculous character options, and technomancers make their debut, further eroding the cyberpunk themes by tying technology into magic.
5e: An unbalanced, incompleted and badly edited mess that's nevertheless not 4th ed, and that's something at least. Catalyst is still at work trying to sterilize everything cyberpunk about the game, though, and GOD a.k.a. "forcible magical metaplot involvement police" shows up.
>metavariants and metasapients quickly end up becoming an unnavigable jungle of special-snowflake options that are insanely rare in fluff and incredibly character-dominating, ending up being bad choices in most cases because they end up as a gimmick and not a choice that gives you something to play on.
Luckily, there's a very simple solution to that problem.
How do I kill, disable, maim, harm, or otherwise disable GOD in my local area of operation? I have literally resorted to sticking my server farm on a semi, and the noise makes it barely worth it.
5th is really neo-cyberpunk. And honestly I prefer that over the 80s stuff. The 80s stuff was cool in the 80s, but there's really not much appeal to it anymore.
5th edition takes a look at the last 30 years and creates a new version of cyberpunk based on that.
Run & Gun, Chrome Flesh for (a lot more) guns, armor, enhancements.
But before that, I'd get Data Trails And Rigger 5.0. Those are more specific, for resp. Hackers and Riggers, but these actually need the love; where you can create a solid razorguy/street sam/ cyberface with only the core rulebook.
Guns&Mods: Gun H(e)aven III, Hard Targets, Run and Gun.
More mechanics: Run and Gun (trickshots, explosives, small unit tactics, martial arts), Run Faster (Sum to 10, Point Buy, Metavariants, good Qualities), Street Grimoire (magic supplement), Chrome Flesh (cybernetics supplement), Data Trails (Matrix stuff, AIs), Rigger 5.0 (cars&drones&mods).
>How do I kill, disable, maim, harm, or otherwise disable GOD in my local area of operation?
You identify their local base(s) of operation and you blast 'em to kingdom come.
A rather foolhardy endeavour, but don't let that stop you.
There is non.
Start smoking a lot, make runs against the corps, give yourself to the illusion that you can disrupt the corps hard enough for them to notice.
Get shot in a back alley and die knowing your life was without meaning
Chummer, do you have a moment to talk about our Lord and Savior, Deus, and his glorious second coming?
Deus was destroyed in the Crash 2.0, right? AI's are sort of headed in the right direction, but they have the same issues as being a non-human intelligence controlling everything that dragons do. Deus in particular seemed like it was a dick.
Newfag here trying to catch up on the lore before i make an attempt at actually playing.
What's the deal with synthohol? I know resources are now scarce in SR universe and people drink soykaf instead of coffee but there's gotta be water and regular fucking sugar in the world, right?
My friend made shitty poor man's apple cider this fall just by crushing apples and putting it in bottles and waiting.
What are some more "memorable" enemies you guys have had in your games?
Be clever schemers, cyber badasses, zen adepts, or just Joe Schmoe security officer who has the grace of the dice gods, what are some antags who put the fear of god into your runners?
Lemme start the wall o' text
Current Cast of Characters:
-Walker, a Texan gun sammy who wears a kevlar reinforced cowboy hat, is also fluent in Japanese, nickname is Walker the Weaboo Ranger. Jokes have been made that he is an autistic weaboo because of having 1 cha and analytical mind
-Adam, a shamanistic mage who is extremely racist towards metahumans, has a full scalp tattoo of the vetruvian man, street name is a reference to how god created Adam and Eve (not Orkdam and Elf), has managed to piss off an all orc runner team
-Rat, a new character who doesn't come into play until the second run, Rat is a dwarf technomancer who grew up on the streets and wields a combat chainsaw because that's what he saw on the trids. Is friends with the all orc runner team who Adam has pissed off.
-and finally the infiltrator elf who is specialized in CQC and blades, the only one in the party who started with resources over rank D, he foot the bill for the teams van/boat. His street name? "Stelf", a pun on "Stealth" and "Elf".
A bit of background:
This campaign takes place in the Indonesian port city of Roanapur, shamelessly ripped from Black Lagoon and ported into shadowrun.
All the major players are still there, Hotel Moscow, Yaks, The Triads, and the Cartels. For their own reasons, be it the freedom of a lawless city, the dosh they could make, or powerful connections in the criminal underworld, all the party members shipped out at roughly the same time on a small smuggling vessel.
Walker and Adam, both being really fucking poor, knew each other previously from their contacts and decided to share a low lifestyle, while Stelf wasn't going to be living with /two/ humans, let alone one, so he got a medium lifestyle in a nicer part of town. For Roanapur.
All this was arranged by their mutual contact in Roanapur, Darius, who is a large jovial South African man who always seems to laugh at something, even if there wasn't a joke.
The smugglers drop off the three guys and promptly tell them to fuck off because they have more novacoke cut with orphan bones to deliver to pedophile blood mages or something. At the docks, the players immediately are hit just by the filthiness and stench of the city, imagine your standard shitty port, add four times the homeless people, and a notable amount of bodies in the water that have been festering in the summer sun all day. They quickly find Darius who gives them a run down of the city, the major players and how they operate, etc., where to get weaponry, where to get REALLY good weaponry (the church, because nobody expects nuns w/ guns), and shows them to their residences.
Adam and Walker are sharing a room in a shitty run down bar called the Yellow Flag in the slummiest part of town, near the port, this bar also happens to be a runner bar, how convenient. When they first enter they're hit with a wave of sound and smells, from two orcs drunkenly brawling to a hodded man sitting in the corner, presumably looking for adventurers. Walker pushes Adam along when he starts to narrow his eyes at a table with three orcs and two trolls, while Stelf turns his nose up at this disgusting hovel. Darius introduces them to the barkeep, a female dwarf named Mina, who, he explained, would be serving at their fixer for their first job and setting up the meet. She nods and greets the party before Darius brings them upstairs to see their lodgings.
It's not pretty.
The room is extremely small, probably about like, 4x4 meters at most, with a single bed frame with a moldy mattress and a cabinet that looks like it'd fall apart if you sneezed at it. The floor bathroom isn't much better, with a toilet and sink which are both cracked and make disconcerting gurgling noises when people walk close, and a shower that has it's walls roughly 50% covered in a huge colony of mold. Stelf mutters something about venereal diseases.
Darius then leads the party to the not-shanty/favela part of town, which is mostly in a sort of Spanish architecture style with white walls and red slate roofs, etc, to where Stelf will be staying, which is a small apartment block about three stories high. Stelfs home includes a small kitchen+eating area, a bedroom, and a bathroom (with notably less mold and according to Darius a "complete lack of venereal diseases") Stelf simply looks smug at the rest of the party, mainly because he has a place that has actual air-conditioning. Adam mumbles something about "picky knife ears" and "born with a silver spoon".
After this Darius checks his commlink and realizes he has to jet for a meeting, gives the party directions to a parking garage where he parked their van, a key to a small boathouse he procured for their boat, and tells them to go talk to Mina, who will set up their first Johnson meet. Everybody snickered when I said "She will organize meeting with your Johnson."
The party heads back to the Yellow Flag with little incident, except for Stelf and Adam exchanging banter. They walk into the bar, head straight for Mina, and Stelf plainly asks "Whens the Johnson meet?"
Mina looks kind of incredulous, and gives Stelf some advice to be a little less openly blatant about this stuff next time, if only for style points. Adam butts in and says "Get to the chase, Dwarf." Mina glares at Adam for a few seconds and lets him know she has a name, before turning back to Stelf. Walker tries to apologize, but glitches his roll (remember, 1 cha) and just mumbles "S-sorry..", this warrants a cocked eyebrow and some confusion from Mina before she continues. She explains the Johnson is acting as a middleman for a private party who wants a certain item recovered, it's a easy as fuck task, the milkiest of milk runs, skim milk, even, hell, it's pretty much water.
While Mina is explaining this, Adam is starting to notice a group of three orcs, one with half a tusk/tooth missing, one with an eyepatch, and another with a cyberarm that clearly was meant to look a lot more expensive than it was, are watching him, and probably notices his huge as fuck scalp tattoo. He turns and winks at them, while half-tooth and one-eye smile at him while cracking their knuckles.
Seeing this, Walker quickly grabs the address and time of meet from Mina and leads Adam out the door before he can start a race war.
The meet turns out to be in the "nicer" part of town in a shitty starbucks-esque cafe. The party notes that there is an elf typing something on a holographic type-writer in AR, presumably a soon to be best selling novel.
Not seeing their Johnson, the group elects to take an outside table and take in the ambiance of high-noon Roanapur. They witness three muggings and what looks to be a kidnapping while they wait. After about 45 minutes their Johnson arrives, a younger Japanese man wearing standard business attire.
Adam, despite being a racist, is also taking on the role of party face, and since the Johnson was human, was extremely pleasant and got all the details of the job.
Somehow, an "item" of his client had somehow ended up on the shipping manifest of a small cargo ship heading for Northern Aztlan, and it'd be just such a hassle to sort out all the paperwork and shipping costs and red tape, so he'd decided to hire a few shadowrunners to resolve this clerical error.
The run sounds just as milky as Mina described, around ten crew max, extremely light security presence, and they knew the ships bearing and speed as well as destination, in addition to knowing that they are looking for, an "item 263" on the shipping manifest. Payout is agreed to be 3000 nuyen a head and a good word with some of the bigger fish if they do well.
The Johnson concludes the meet simply by saying that he'd be back at this same cafe in three days, and if they can't pull off the run don't even bother staying in Roanapur, because they "won't last a week if you can't even pull this off". With this, he drives off and leaves the party to plan.
The party drives down to the boathouse and park their van inside of it in a small unloading area, before chilling out and planning until nightfall. They decide that they'll leave at sundown and catch up to the cargo ship, when they get close Adam will cast physical mask to make the boat blend in with the water while Walker runs the engine on low-power to get close without being noticed. Then, once they get to the side of the boat, Adam and Stelf will climb the hull with gecko-tape, and find some rope to let down so Walker can climb up.
Things start going wrong almost instantly. Adam fucks up the physical mask spell and only gets 1 hit, so pretty much anybody is gonna be able to see the boat. Thankfully Walker got a bunch of hits on his pilot check and managed to get next to the boat relatively silently. Stelf climbs up the hull just fine, and Adam goes to follow suit.
Adam glitches his climb roll, and finds his gecko tape is stuck, he'll need to turn all of his pads off and on again to hopefully fix it, but that'd cause a big splash. Stelf puts aside his bigotry for the sake of the mission (read:money) and reaches down to grab Adam and hoist him up. Adam just scoffs at this, and decides to use levitate to get up instead.
Stelf sneaks across the hull and finds some rope , but as he grabs it Adam notices there is a guard like, ten meters from Stelf, leaning on the cargo crane and whistling while fiddling with his commlink. Stelf sneaks back to the boat, and Walker climbs up the rope before the party decides how to deal with this mall-cop security guy who hasn't noticed them yet.
All of them manage to sneak up behind him, even Adam who has no skill in sneaking.
Stelf, being a CQC specialist, attempts to subdue the guard with his 11 dice pool and still manages to not get enough hits to subdue the guard. Thankfully Stelf goes first in initiative and manages to tackle the guard and clamp his hand over his mouth.
Walker puts the barrel of his Ares "All American" Alpha to the rentacops head, and he stops struggling.
Adam tries a mind-probe the guy to maybe get some info on item 263, and pretty much just gets "holy fuck who the hell are these guys oh jesus he has a gun to my head oh fuck", he tries again, but pretty much gets the same thing.
Stelf them chokes him out, leaving him unconscious.
Walker then announces he's going to throw the guy overboard after grabbing his stun baton and taser.
What follows is a twenty minute long arguement between Walker and Adam, Adam keeps talking about the value of human life and how there's zero need to kill him because of everybody Walker was the only one without a face mask and even then it was dark and he was wearing aviators. Walker keeps talking about "no loose ends, this guy could potentially ID me later" etc etc. Adam says that's fucking bullshit, he was more focused on the gun barrel against his head, elf holding him in a choke hold, and mage raping his mind then a shitty cowboy cosplay. Eventually Walker relents when Adam says that he'll strip the guards clothing, put him in the crane, and make it look like he got drunk on duty or something, so nobody will believe him anyway and he'll get fired. Adam also grabs the guys commlink to monitor security chatter.
Murder put off for at least a few minutes, the party move up to the ladders, climb up, and peak over.
On the upper deck the find the crew quarters. Stelf, despite his large dice pools, fucks up his stealth check and makes a decent racket climbing up the ladder. Adam as well, but that's fair because he has a 1 die dice pool for stealth.
Walker is more stealthy and goes up the other ladder because he is a lone Texas ranger who just needs a gun on his belt and the wind in his hair. They both coordinate opening from opposite sides of the quarters, and as they do Stelf sees a dreary eyed crewman walk out of the far bedroom and look right at him, while Walker moves in behind him. Stelf dives back outside, but not fast enough, as the crewman raises his hand and begins to say something, right before Walker covers his mouth and buries his survival knife hilt deep in his back.
The crewman goes slack almost instantly and Walker calls an all clear over comms before depositing the now dead body back in his bed for a nice nap. He also grabs an empty bottle on the crewman's desk to later plant on the unconscious guard outside.
Stelf and Walker go about clearing the other rooms on the floor. Walker finds an elf sleeping in the next room, with her commlink on her desk. Stelf comes in and looks through the commlink, finds numerous boring metabook posts, and really, really bad instratrid selfies. Of course, Stelf living up to his name, fucks up his stealth roll and wakes up the elf, who is then treated to a stunrod in the face.
Moving down the hall, Walker finds a sleeping orc in what looks to be the security cabin, it has two almost identical beds and footlockers, one of the beds is empty so Walker assumes that it belongs to the guard outside. He slits the orcs throat so there's no chance of him waking up. Adam makes no fuss about this and just mentions "Why would I give a fuck about a trog?" when Stelf questions him later.
Searching the footlockers Walker confirms that these were the cabin for two guards, but still no info on what or where Item 263 is.
Stelf actually manages to be stealthy for once, but it doesn't matter because the guy inside the cabin opposite the guard cabin is passed out drunk on a poker table. Apparently these guys got some unlucky sod to put their table for poker in his room, and sleeps on a hammock suspended from two pipes. Not finding anything but more booze and some cards, the party moves up and checks the other guard cabin, finding nothing except a dataslate that locks the party out because they are all shit at computers. Moving across the hall they find the captains quarters, which is much nicer than the rest of the cabins in that it actually has a rug and some furniture that vaguely resembles realwood. The party does some snooping and finds a list of where containers are going, and find a map that shows all the stops this cargo ship is making. Helpfully, "263" is written next to a port in northern Califree and they narrow down their search to 5 cargo containers on the ship.
Things seemed to be going well so far, despite Walker killing two people in cold blood.
The party moves back down to the main deck and enters into a cargo area for smaller things like crates and such that don't go with the rest of the full size containers in the proper hold. Exploring around a bit, they find a few crates headed for Seattle as their final destination, apparently, but can't get them open due to Stelf botching his lock picking check and locking up the maglocks.
The party decides not to use their mono-chainsaw to open the crates unless they can't find the item otherwise and check the rest of the small crates, most of which are headed to places in Aztlan. Exploring the upper rooms, the party finds what seems to be clean water supplies for the trip and a large freezer which holds all the perishable foods for the crew on their long trips. Also in the freezer, is what looks to be the cook grabbing some food or some shit. Stelf quickly tries to move out of the freezer before the cook notices him, but of course, being Stelf, fails his roll and the cook looks up and sees the party as the door closes.
Realizing Stelf fucked up, Walker and Stelf re-open the door, and charge at the cook, stun batons in hand, but both miss. The cook runs to the end of the freezer and starts yelling for help and that he's gonna get killed.
Walker decides to go loud, and shoots the cook in the face.
Right after, somebody starts talking on the commlink that Adam took from the last guard, telling everybody to report in. Adam manages to do well on his impersonate check, and says he saw a rat and ended up firing his gun because he's a bitch. The person on the commlink seems to buy this, and then says "Alright Ross. Damien, why were you screaming just now?"
Stelf gets the stolen commlink and bullshits something. There's a pause, before the voice on the other end says "You're on the same commlink, retards." before the line is cut.
At this point the party decides to just fucking book it to the lower deck and grab the item as fast as possible.
However, they aren't fast enough, because right as they get back onto the main deck two more security officers appear in the doorway from the upper cargo hold, one with a pistol and another with an SMG.
Adam, thinking quickly, erects a physical barrier in the doorway, so the security guards can't get through. The SMGuard fires off a short burst, but it gets stopped by the wall, and goes wide anyway. Walker assumes Adam and Stelf can handle two rent-a-cops and heads down a hatch to the lower cargo deck.
Back up above, Adam drops the barrier so Stelf can charge in an do some damage CQC-like. He tries to spear the guard with the SMG on his cyber-blades, but the guards armour soaks really well and it doesn't do much.
Adam, on the other hand, decides to cast Control Actions on the guard, who fails to resist it. The other guard tries to take a potshot at Stelf, but misses because he's a rookie in some shitty no-name security firm.
Adam then forces the SMG guard to put the barrel of his gun in his mouth, and to hold down the trigger on "full auto". This has the effect of transforming the majority of his head into a red mist, most of which splatters on the last remaining security guard. He takes one look at his dead buddy, Adam, then Stelf, and runs as fast as he fucking can.
Walker descends below deck, intent on finding the item and getting the hell out of dodge ASAP.
The first thing he sees is a very angry troll.
Luckily for him, he rolls well on his initiative and the troll rolls really shit, so using the famous tactic of spray and pray mother fucker Walker manages to put the troll down before it beats the shit out of him.
Stelf and Adam quickly rejoin Walker and begin opening shipping crates marked for north Califree. Eventually they find one that is empty save for a large safe in the back, they assume this is Item 263. After fetching a gas blowtorch from the upper cargo hold, Stelf goes through the arduous task of melting through the safe door, which takes quite a while, but they aren't disturbed.
Once they open the safe they find a metal briefcase that has obviously been very well secured. The team decides not to try and open it since they weren't paid to, and because it could piss off the Johnson.
Walker realizes that since this is a ship, they probably have a radio on the bridge and are either calling for help now, or will be soon.
He quickly moves into the engine room and orders the dwarf engineer inside (who has been hiding there shitting his pants this whole time) to shut down the engines. The dwarf, looking past Walker and seeing the dead body of his Troll buddy on the ground outside the door, complies and is not killed.
After the engines shutdown, Walker magdumps into the console and hopes he disabled it beyond repair. After that the team climbed back up to the main deck, hopped in their boat, and sailed off into the night, leaving the remaining crew of the cargo ship (the dwarf, the security guard who ran, the drunk in the poker room, the sleeping elf, the captain, and the navigator) wondering what the fuck just happened.
All in all it took about four hours and everybody had a blast, I was honestly surprised they managed to keep it quiet as long as they did.
There were about two more runs after that before that campaign fell apart, if you guys wanna hear em.
I /think/ there is something in some 4e sourcebook but that doesn't really help.
I know KE is pretty much Lone Stars big brother because they are owned by Ares and so get a bunch of milspec gear for dirt cheap.
Tools, Options, House Rules.
Is it just me or is forgery pretty shit, since most documentation that would be forged is digital, and thus automatically exposed when tested? Or is that ONLY things like Credsticks and SINs?
They have to be perceived, tested, or used first. Perception + Intuition can reveal a fake physical forgery, but doesn't extend to the digital, so you're left with Forgery + Intuition to detect digital forgeries without using them.
Vice comes up with some good uses for forged credsticks.
(Stelf wasn't available for the first of the two sessions this run entailed so he spent it moping about in his middle class apartment, smoking cigarettes.)
So, after about a week (during which the orc runner team constantly accosted Adam) Mina contacts Adam and Walker (who are sharing a shitty little room with one bed above her bar) and lets them know that she has another job for them, this one involves being a "security detail".
The two need the money, and go check it out.
Mina questions the group where Stelf is, to which Adam says that he is probably off draining the life force from innocent human babies. After a glare from Mina, Walker clarifies that Stelf hasn't contacted either of them for a week.
Mina shakes her head, then remembers something and calls over Rat, introducing him as a street urchin who is looking to break into shadowrunning. Adam makes some comments about manlets which thankfully neither Mina nor Rat heard, and the group gets the meet info and time. Apparently the Johnson is picking up the party and they will then drive to the real meet point, so they really just need to be hanging out near the runner bar when the Johnson pulls up.
The party show up at the specified time, and a sleek black limo pulls up. The Johnson, a middle aged human in a nice suit, opens the door and tells the party to get in while warning them not to get any of their grime on his leather.
The limo starts to drive in a seemingly random direction while the Johnson tosses the party an AR window, which details the disappearance of a young girl.
The Johnson explains that this girl is his daughter, and she has been kidnapped by "street punks who think they can mess with me". Normally he would never resort to doing business "with the likes of you(the party)" but wants some extra security for when he exchanges the payment asked for his daughter.
He gives the party the rough location of where they are meeting, but explains he doesn't know the exact location. The meet will take place in, or near, an abandoned 20Cen coal burning power plant. The Johnson tells the party that they are to scout the place, make sure no funny business goes down during the meet, and everybody gets paid without even firing a gun. He offers 5k nuyen a piece, which the party takes without any fuss.
The Johnson then kicks the party out of his limo onto some random street corner a 45 minute walk from the runner bar (which also has their car.)
On the way they decide to pick up food for a week so they can camp out at the meet spot and make sure nobody is setting a trap.
The party arrives at their vehicle, packs up all the food and no sleeping supplies, and pile in for the three hour drive to the abandoned plant.
Upon arriving, Walker notes that the plant is three stories tall, announces he needs a sniper rifle to provide overwatch, dumps out Rat and Adam at the plant, and turns 180 degrees and drives three hours back to town to buy a gun.
While Walker sates his lust for american made weaponry Rat and Adam set out to actually do their fucking job. Adam does a detect life and finds an elf in the main plant building, and two humans with something off about them in the mostly collapsed office building next door.
They decide to check out the office building first, and Rat attempts to be relatively sneaky. However, he realizes that a chainsaw does not a stealthy runner make, and opts to rip an old, rusty pipe off the wall instead as a "stealth weapon". While Rat acquires some subtle weaponry (relatively), Adam calmly walks upstairs and calls out to the empty office space, saying and I quote: "Come on out, I know you're there, don't worry, I'm a human just like you!"
bviously he gets no response other than Rat calling him a fucking retard, to which he replies that at least he isn't under five foot.
Rat attempts to approach some offices that he can't totally see in, fails a reaction check, and finds himself staring down the barrel of a pipe shotgun being held by a very pissed off looking Ghoul.
The conversation went something like this:
"Oi mate, wot you fuckin' doin' 'ere?"
"Uh, I'm uh, scavenging, you know."
"Scavengin' in a fookin' 100 year ol' buildin' eh? You think I'm fookin' daft?"
"No no dude, I already found some RIFD tags!" (The player was new and thought RFID tags were worth something, upon being corrected he still opted to say this)
"Oh found some RFID tags did ya? Well ain't that a lucky bloody find, not like you can't get em' fer one nuyen a pop innit?"
"Uh, I mean they are old, collectors value?"
"Mate get the fuck outa here."
"Okay okay okay, listen, there's gonna be a hostage deal going on in here in a few days and we're just scoping out the place."
"A hostage trade? Not in my fookin' 'ouse there isn't"
"No, not here, over in the main plant, we'll go now."
"Alright mate, just stay the fook away from me ya cunt."
"Sure thing, by the way, do you mind me asking your name?"
"I fookin' do, mate."
"Oh, okay, well, nice to meet you Ido!"
Then the two moved into the main plant to go check out what the sneaky elf was up to, because according to Adam EVERY elf is up to something.
Walking into the main plant floor, Adam immediately notices the presence of a spirit, but can't pinpoint exactly where. He doesn't tell Rat this, instead saying "Nope, can't sense anything, you go ahead my friend."
Rat takes the lead, and upon nearing a door to go into another section of the plant he is greeted by an air spirit. The spirit simply tells the two to leave, immediately. The pair ask some probing questions, and the spirit tells them again, to leave, and that this is their last warning. The pair decide not to heed this warning or wait for Walker to get back, and attack the spirit.
It goes first as neither of the two have any initiative boosting abilities, and slams Adam into a wall for almost half his health, then engulfs Rat and begins to suck the air out of his lungs.
Adam responds by summing a force seven fire spirit and gets a fuckton of successes. Due to incredibly lucky rolls, the fire spirit one shots the air spirit who is only force four. Adam thanks the spirit, and then dismisses it. Instead of pressing onward the pair decide to lick their wounds until Walker arrives, giving the elf summoner time to make his escape.
Seven hours later, Walker pulls up to the side of the road with a new Remmington 930 in his side seat and cheerily asks Rat and Adam how recon went. The pair set aside racial boundaries and tell Walker to fuck off.
After being pulled up to speed Walker helps the team sweep the building, finding no elves inside, although they do find a small room with a hammock that they use as a makeshift base of operations.
What follows in the next few days was serveylance work, which was a complete and utter shitshow as Rat and Walker were tied for the highest perception at 6d6, with Adam having 3d6.
The next day, Stelf calls Walker and asks him where the fuck his car is, Walker responds by telling him that they are on a job with a new guy. Stelf decides he has nothing better to do and so Walker picks him up.
I should note that Stelf only has 2d6 for perception.
Walker picks Stelf up while still having his Remmington in the side seat. Stelf refuses to sit in the back of his own van, Walker refuses to move the rifle, Stelf ends the argument by calling Walker a "fucking weaboo gun nut" and places the Remmington on the dash. Walker spends the rest of the trip sniffling and having https://www.youtube.com/watch?v=eAfyFTzZDMM play in his internal monologue. The two return to the plant for a night of good ol' fashioned staring at the horizon.
The next day, Adam realizes he needs some drams of reagents and to get away from the druggie technodwarf and scheming elf. So he has Walker drive him into town again to buy shit, where Walker picks up another pair of binoculars.
Nothing much happens for the next few days, however, the morning of when the meet is going to happen Rat notices a figure on the roof of the plant when he goes up to take watch, and manages to sneak close enough to jam his chainsaw in the guys back, doing all but killing him. The sniper attempts to fight back, but his wounds are so bad his shot goes wide. Rat attempts to finish the job because he's a hyped up ex-ganger high on jazz, but the sniper rolls away, leaving a few bits behind from the first wound. At this point Stelf runs up and manages to subdue the sniper and choke him out. Adam heals him because he's a human, before using animate on some rebar to make restraints.
Come on, that was the Seoulpa Ring which had the hackers and online casinos.
Though speaking of the Komun'go
how did Chulsoon Gray Wolf getting a mention in Hard Targets make you feel?
I think someone made a different ruleset that was posted here a while ago
Rat comes down and checks the snipers commlink, in it he finds details about his job: apparently he's supposed to provide long range support and if bullets start flying during the trade, take out the Johnson followed by any opposition. The name attached to the job is one Nasagichi, who, after Rat does some quick matrix searching, is found out to be a mid level Yakuza boss.
Nasagichi is mostly involved in bunraku parlors and loansharking, so Rat decides to do a little digging and finds out that he's recently given a large loan out to one Embech corp.
Doing even more digging on Embech corp, Rat finds out that it's a corp mostly dealing in computational electronics: decks, commlinks, stuff like that. He notes that the CEO of this corporation is one David Embech, the very same David Embech mentioned as the father of the missing girl in the news article the Johnson gave them.
So, putting the pieces together the party thinks that either Nasagichi wants corporate secrets or stock in exchange for David's daughter, which they are half right about.
Now this is a lot more than the party bargained for, since they thought they would be dealing with no-name street punks, not the Yaks. Compounding the fact that they wanted to get involved with the Yaks later on, this was not a great situation, but they eventually decide to go along with it because they're only there as security.
Only if the target is dual-natured.
In-game or out-of-game? In the SR universe there's never really been a competitor to the Matrix itself, as having multiple architectures like that isn't conducive to business. Any time someone tried, they were either curbstomped by the CC or had their tech co-opted and added to the existing systems.
Frank Trollman did a rewrite of the Matrix to make it more like Ghost In The Shell brain-hacking that plays like casting spells. I like it, other people hate it.
After a mind probe Adam confirms all the information and the other runner is gagged and left in the makeshift base.
A few minutes later David gives the party a call and tells them it's go time, and that the deal is going on in a nearby junkyard. Walker looks at where the sniper was positioned and notes that it has a good vantage point over the junkyard, so he sets up his Remington there. Stelf (with some persuasion from Walker) doesn't go to meet the Johnson, since he's not technically part of this job, so he sets up next to Walker with the Remmington the sniper had, despite having no points in long arms or guns at all.
Walker and Adam meet with the Johnson/David and drive in his black SUV to the meeting point where they find a kitted out eurocar with dragon decals on it currently blasting J-pop.
Rat confirms that the Johnsons daughter is in the car, and the trio step out with David carrying a case.
Three Yakuza members step out of the car, two with SMGs, another with a katana who Rat recognizes as Nasagichi.
Nasagichi and the Johnson approach each other, Nasagichi has the biggest shit eating grin on his face and greets David like an old friend, saying "Ah, Mr. Embech, glad to see you again! I thought you had forgotten about your old friends! Maybe in the future you shouldn't forget the people who got you where you are today, yes?" To this, the Johnson glares at Nasagichi and just hands over the case.
A fourth Yakuza member gets out with the Johnsons daughter in tow, this one carting a cyberdeck. He does some checks on the case, and confirms that everything is good, before releasing the Johnsons daughter, who runs to embrace her father. Nasagichi turns away after saying "I hope our future business can be completed without need for... complications, Mr. Embech."
Embech says nothing, but leads his daughter back to his SUV. When he's about half way there he orders the party to kill the Yaks.
The party do a double take at this, and are conflicted, since they didn't sign up to kill Yaks. When Adam voices objection however, the Johnson says "Kill them or don't get paid, your payment is in that case."
Walker makes the executive decision to snipe Nasagichi and due to immensely good rolls, one hits Nasagichi and blows his head off.
One Yak mook reacts instantly, firing a burst at Rat while backing off towards the car. Rat does badly on his soak roll and takes some heavy fucking damage before diving into cover. Stelf sights in the Yak who shot Rat before remembering his code, at which point Rat says he'll pay him 2 thousand nuyen to help him kill these fuckers. Surprisingly, Stelf makes the shot and kills the Yak. The second SMG-wielding Yak makes a beeline for the car and starts it up, only to be taken control of by Adam. Adam then forces the Yak to drive the car into the Yak decker who has taken cover next to a shipping container. The decker gets crushed, and Walker finishes off the stunned driver with a shot to the chest.
Rat goes to retrieve the case and finds a credstick with 20 thousand nuyen on it, five thousand more than the agreed amount in addition to a datachip, which, after disarming the databomb attached to it, Rat discovers has a number of R&D files from Embech corp which he keeps as paydata.
The crew return to pack up their stuff, and then wonder what to do with the sniper that is still tied up with rebar. Rat says he'll handle it while the party loads up the van, takes some puffs of Jazz and cuts the sniper in half with his chainsaw.
On the ride home Walker questions him about it and Rat just replied that since that guy failed the Yakuza he was good as dead anyway. Walker countered by asking him what that made the team, Rat told him to stop worrying and just enjoy life.
SR4A p.183, Choose the Target(s).
>A magician in the physical world can only cast spells on targets that are in the physical world. Similarly, a magician in astral space can only cast spells on targets that have an astral form (though the auras of things in the physical world can be seen, auras alone cannot be targeted). An astrally perceiving (or otherwise dual-natured) magician can cast spells on a target in either the physical world or in astral space. An astral target can only be affected by mana spells—even if the magician is in the physical world astrally perceiving—as it has no physical presence.
Once the team got back (and Adam healed Rat, albeit reluctantly) they set about celebrating. Rat decided to introduce Walker the autistic weaboo ranger to his hardcore Orc runner friends (the very same who fucking hate Adam) and Stelf tags along. The majority of the night is spent trash-talking Adam, even Walker manages to not be a total social retard, scoring a hit with his one die.
While all his friends shit talked him with his enemies, Adam decided to attend a local Humanis chapter meeting. During this meeting he decided that he was going to let the world (or the local Humanis chapter) what he REALLY thinks of metahumans. He manages to glitch his preform check and starts fumbling over his words and mumbling once he notices how many people are here. This is made worse because some people call him out for being a member of a runner team that has two non-humans on it. Adam leaves red in the face (from anger, totally not from embarrassment) and starts walking home.
Around this time, everybody gets a commcall from their Johnson, who seems less than pleased to be calling them again. He lets the party know that while he would prefer never to see them or people like them again, his daughter wants to meet the "super cool shadowrunners" who "saved" her at the celebration party her dad is hosting, because all she knows about shadowrunners is what she sees on the trids. The Johnson gives them the address and tells them to at least attempt to dress presentable. And not to bring any weapons.
Of course, Stelf never having actually met the Johnson doesn't get this call, he spends the rest of the night staring out his apartment window smoking and staring at his empty commcall history while https://www.youtube.com/watch?v=hW93CV6m-JU plays in the background.
The group decide they might as well go, and Rat plans to get in the daughters pants before remembering she is 13 years old.
And that's pretty much the end of that "run", should I stop or keep going?
So....how useful is the outdoor's man skill group? I don't see it popping up in a normal game other than someone living on the street. Even then, I feel like most gms would be actively harsh and not let you just use survival skills to eat well, I guess?
Nah, I think it says in the skill you can use it in urban areas. It's not for all games, but if you ever have to track down some sort of paracritter in the Mojave, or a fugitive in the forests of a Tir nation (or hide there yourself), you'll be glad someone has it.
I'm currently using it to live a "street" lifestyle but my GM apparently doesn't like me eating for free so he's going to make me pay 500nuyen anyways. Take this single anecdote as you will.
Never played Shadowrun before, but I want to play a stealthy vampire who uses guns well. (5e)
Would I be better off taking cyberware without regeneration and taking pills, or would I be better going adept for non-melee powers? I guess the second option would make me a decent face?
If it makes him feel better, the optional rest rules in Run Faster make life on the street a little harder. Basically, without any real comforts, you wake up with 6 (or something) stun damage. At least a low lifestyle will alleviate that, and squatter level is in between (if you're paying 500/month, that's squatter).
He should be having people/devil rats steal your shit in the night if he wants you to get a real place anyway
Chummer keeps crashing every time I try and open it on my laptop, but works just fine on my desktop. I copied the error information it gave me onto a pastebin, in case it helps fix whatever is causing it to crash.
Luckily the legacy version works just fine for me.Pic unrelated.
OK, so I am making a mission for some first and second time shadowrunners, and I need more experienced GMs input on this :
Mr Johnson is a Russian Mafia lieutenant who caught wind that the Italian Mafia is building a shopping center (that doubles as a local base of operations to expand their influence) in Redmond. Construction is already underway for it, so the land is already purchased and prepared.
The main goal is to assassinate the Italian Mafia lieutenant overseeing the project in a heavily guarded and armored portable. They also will get a 3x nuyen bonus if they destroy the skeleton of the building that the encounter is set in.
The combat encounters will mostly revolve around armed guards, with a mage or two guarding vital areas such as the portable.
If they roll a decker, there will be a network that has a copy of the floorplan, details on guards and patrols, and details on the Italian Lieutenants office and elite guards. Guarded by moderate levels of cyber defenses. Otherwise they must physically scout it beforehand in some nearby garages.
If the runners succeed, they will all gain that Russian lieutenant as a 4/2 contact for quest giving and backup. In addition, the power vacuum created will make the Russian Mob swoop in and create a mall that serves a similar purpose and it can act as a safe house for the Shadowrunners in the future. If the building is destroyed entirely, the Russians will build a rec center instead that functions as a better safe house, and the Russian will be 5/3 rather than the original.
How does this sound? It's obviously a little rough around the edges. Any suggestions on how to make the demolition tempting enough to bother with it? Any feedback?
Vory, not mafia. This is important, because it makes more sense to take out someone of an opposing faction, than to cut off your nose to spite your face. In Shadowrun, all mafia are allies. There IS kinda infighting, but doing something like that would be really stupid.
Beyond that, it looks pretty good. Seems like a good opener that gives the players a lot to start with, without feeling like they were just given a lot of free shit.
Is there anything in particular you're worried about?
I don't have the book with me (and adepts aren't my forte) but I know that they have a magic skill that, effectively, temporarily boosts one of your physical stats (or, more accurately, increases your dice pool with those stats).
Then, there's another ability, that just straight up increases your damage with a melee weapon by +1 each level. Would having cyber claws work with that, since cyberweapons are used with unarmed?
The first power you're talking about is attribute boost. It would boost your inherent attribute but would not increase the attribute of any cyberlimb you have.
As for the second one, I'm not familiar with a power that gives you a straight DV with all melee weapons unless you mean critical strike which one increases the damage of your unarmed strike; cyberclaws not included
I like doing weird things, and the idea of an adept with a cyberlimb seems odd ebough to work. Different without being useless. Able to be powerful, without being munchkin-y, I would think.
And to the others: yeah, critical strike is what it was. And it was 1 melee weapon, not all of them.
And in that case, why exclude cyber claws? That was exactly what I was going to be going for.
Getting a single cyber arm is 1 essence, and as a result, only 1 magic point. That isn't the biggest penalty out there, and burnout adepts ARE a thing. How much would it be gimping me, exactly?
It's the opportunity cost. It means that to buy a cyberarm you need to get money -> something needs to get a lower priority. And if you already have hardcapped agility the boost that you gain from a cyberarm is minimal. If you can afford a pimped out cyberarm you can also afford (used) muscle toner/augmentation 3.
Well... what about ambidexterity? Be shooty pew pew with the left arm, and clawy stab stab with the right arm?
And having a moderate amount of money is also an option.
Plus, just something basic like having medium about of money for a slightly tricked out arm would also be nice.
Besides, isn't the utility of having that capacity in a cyber arm also an advantage?
There's weird, and then there's, "My cyberarm only goes to +3, while everything else goes to +4, unless I take a 10 karma quality that also lowers my phys damage track."
Chrome Flesh has weird. Junkyard jaw allows you to do DV:Str+3P, AP:-6, for 0.75 Essence, 2,000¥, and doesn't take the use of your hands away.
Is there any information about Florida in Shadowrun? I know it's CAS and I know south Florida split off to join the Carribean league, but I can't find any info about the geography or major locations. I'm thinking of sending my runners to hit the Disney World Arcology, but I don't even know if Disney still exists or was gobbled by another Corp.
It is part of you. Not really the point. Cyberlimbs are expensive in every possible way, relatively obvious, show up on scanners almost 100%:0% vs bioware, and generally makes it difficult to reach the same performance as alternatives. They also have the natural physical limits thing, which I disagree with, but many others do not.
Muscle Toner is frequently a better option for everything that is not knowingly taking the subpar choice.
>south Florida split off to join the Carribean league
I've been in two games set in Miami run by two different GMs, and both of them said that Miami and all of Florida is in the CAS instead.
Next you're going to tell me that the Sioux natives aren't back in camps where they belong.
A limited corporate SIN suggests you have been granted a position within the corporation from the outside - brought in as a wageslave or child of a wageslave, or for some particular skill, talent, expertise, or potential. You might have excellent secret security clearance, but you'll almost certainly never rise high within the corporation. Perhaps you never actually did anything special, but your potential knowledge is enough to make you an extraction target.
Corporate Born SINners are those who were being groomed for leadership positions - administrators, strategists, military officer, special forces, corporate intelligence agent, etc - until something went wrong. You may or may not be able to get yourself plugged back into the corporate system, but the lure is there - you could have all your material desires fulfilled if you find the right way to approach it ... and everyone who knows who you are will realise this, too.
Okay, so, how exactly will others react? In the sense, of, say, you're in a public place doing legal things. Will a police officer regard you differently between a national, limited, and corporate sin?
Public place where? Neighbourhood is the greater variable. Pick up a copy of Sprawl Sites (pre-4e) for more info on what law enforcement responds to, or Lone Star for how it behaves.
Put simply, at one end you have corporate enclaves where an officer is an extension of the law / everything is strictly regulated, while near the other end you have places like the tourist end of Puyallup, where officers won't bat an eyelid until you actually shoot someone, and for a decent credstick, they might even write up that the trog offed himself.
Right - but they do care whether you're going to make life harder for them, and what they can get out of you. Limited SINs blend in unless they're not local. CB SINs only show up for the corporation that provided them.
>mfw players are taking the most peculiar of choices as my games turns into hunt&be hunted by synthetic guards while trying to fix their own mistakes.
Do I just run with it and turn it into rule of cool Nihei-inspired powerplay ?
Firstly they double-crossed a contract and decided to release a chemical agent that turns inorganic things into a goo of nanomachines in the middle of a metropolis.
Now they're trying to gather a group of researchers to make the agent stop, expecting to be renown as saviors at the end.
That's why I'm asking, both options are pretty fun. If they fail the city turns into a gray, spreading landscape and if they succeed they will have to deal with keeping the source of the crisis unknown.
Is it? I checked there first and saw Universal is part of Horizon, but not Disney. I thought there might be a good series of runs in Horizon trying to sabotage AA Corp Disney so it can get a hold of all its lucrative IPs.
I think he's right. Corporate Enclaves' description of LA IIRC. If you wanted a media rival for Horizon, I'd suggest DeMeKo (German based AA), Regency Multimedia in India, Amalgamated Studios in LA, or Sol Media in Spain.
Just read up on it. Horizon took over Virtual World Disney, the failed theme park, but not the actual Disney Company.
I think even if the canon doesn't support it, the idea of a Disney Arcology that has absorbed Orlando and consists of all the parks and surrounding areas in a walled off utopia (for those who can pay for it) is too good to pass up, and Horizon seems like the obvious group who'd want to go after it.
My players pulled an assassination on what were essentially diplomats. They weren't seen, but an alarm was raised and they're currently in the sewers of an artificial, raised city (like pic related). What should I send at them? And is there a way to not get caught by a mage astrally projecting? Cause it seems like their only option is to kill them, which, of course, raises a further alarm.
>is there a way to not get caught by a mage astrally projecting?
Define "caught". Astrally projecting mages can't do shit to non dual natured creatures. They also cannot see through walls or cardbord boxes.
As in, if a corpmage astrally projects and patrols some area, there's no real way to prevent an alarm from being raised, is there? Sure, you can kill him, but his superior knows where he was assigned to patrol and will notice him dying.
Literally like this.
IF they know there's a patrol. Also astral projections move really fast. Like jet plane fast, not Usain Bolt fast. A mage may not even see them. And why would a mage do patrol himself when there are stuff like wards and watchers?
Can't he see that there's a random box in the room?
And a mage would do a patrol himself when he's tasked with guarding a diplomatic envoy (or hunting down their killers.) That's my problem.
A metahuman magic user might (and I insist on the might) realize there's too much furniture somewhere when zipping past if they're familiar with the place.
A spirit, who is mostly confused by what those damn meatbags are doing is even easier to fool with a simple cardbox 'barrier'... Except if you have the malchance of it moving through it at seeing you.
>Can't he see that there's a random box in the room?
Astral projecting mages don't really "see" stuff. It's like >>44876313 says, there is a slight chancnge to notice that something's wrong but the box trick should work if a mage is just patroling around and not searches one specific room for intruders.
A biocompatable metahuman with a liminal centaur body, a cybertorso, two obvious alphagrade cyberarms with bulk modification, and a partial cyberscull is able to mount 136 cyberdicks through capacity slots and one additional dick (or two cybertits 2.0) can be sewn right to the body. And that is just what you can do at chargen without breaking availability limits.
I remember some guy did the math at the release of Chrome flesh, and with unlimited budget and access to gammaware cyberdicks (because of course you have access to a large supply of gammaware cyberdicks) the end result was around 310, IIRC
I've got a few questions on Cybereyes and eye implants. First:
>Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and everything in between. Some models have their color and pattern easily altered by downloading a new skin.
How does this interact with the blandness trait? Cybereyes are mentioned as being the most common bit of cyberware, and they explicitly say you can change the pattern and color easily and have them look almost natural. Assuming you don't have shades or something over them that hides them in the first place, would you still get the benefit of the blandness trait (ie: you still look like a completely average person)? Also, how does this work with the Retinal Duplication eyeware? Basically a really fancy pattern/color change that perfectly (or nearly so) mimics a real retina?
Secondly, there's no limit on the number of basic eye implants you can have, right? So you can have your natural eyes and then shove in 20 capacity of eye implants, since you only track essence cost for straight up-implants?
Finally, how easy is it to install upgrades to cybereyes if you have the spare capacity? Would you need to buy the whole damn eye again with the new bit in, or just the upgrade plus a work fee?
>or just the upgrade plus a work fee?
Just upgrade. Work fee is already in the price.
>would you still get the benefit of the blandness trait
It should, Blandness works as long as you don't have any obvious cybernetics (and barring you're not a human at a Sons of Sauron meeting).
>how does this work with the Retinal Duplication eyeware? Basically a really fancy pattern/color change that perfectly (or nearly so) mimics a real retina?
More like: "this is what the scanner will be looking for, let's duplicate that." It doesn't need to fool visual inspection, only electronical one.
Keep in mind that in 5th, GOD is basic to the infrastructure of the New Matrix and killing it takes down the Matrix in an area. If you kill all of GOD, you'd have successfully caused the 19th Crash and are paving the way for the 6th Edition New Matrix.
If there happens to be an anon living in Georgia, somewhere around zipcode 30000, who was expecting a set of 5e books in the mail:
I'm sorry, the guy sorting that truck usually works in smalls. He fucked it up. Run Faster looks a bit dinged now.
If you guys don't want to scroll up here's the TL;DR
Party oversees hostage exchange involving the yakuza, things go loud, party saves the hostage and kills the yaks, hostage turns out to be a 13 year old girl and forces her dad to invite the runners the celebratory party
Party introduction here >>44861831
The group decide they might as well go, and Rat plans to get in the daughters pants before remembering she is fucking 13 years old.
While the party sleep the day before the party however, Yakuza break into their respective apartments and drug the runners. Adam manages to make his perception check to wake up, but rolls shit on init and gets drugged out before he can do anything.
All four party members are awoken with buckets of ice water to the face and find themselves in a dark warehouse buckled to chairs. Shortly after this an Asian human steps into the light and says "So gentlemen, I hear you've been meddling in Yakuza business?"
The Yakuza boss explained that he knew the party had murdered Yakuza men, but he also understood their employer had fucked them over and not given them much of a choice. He explained David Embech took out a few large favors and sizable loans from the Yakuza to get Embecorp off the ground, and now that it was successful he seemed to have forgotten about his old friends. The kidnapping of his daughter was to remind him of them, but apparently it was not a strong enough message. He then extends the gracious offer to the PCs to clean up their mess, or get a shiny new pair of concrete shoes.
The PCs accept, with Walker saying "HAI" (Yes/I understand in moon speak) after every sentence the Yakuza boss says, even though he is speaking English.
Once they accept, the Yakuza boss explains that Embech is throwing a party to celebrate the return of his daughter, which is an unacceptable insult to the Yakuza.
I've seen them dumping smalls out the truck by the armful with a great big fucking stack of empty tote boxes right there by the bay, don't you lie to me. You bastards just like to make sorters miserable. You drink our bitter tears for sustenance every time the smalls belt gets fucked and floods the whole aisle with junk.
Stelf slips out of his and unties the rest of the party, whereupon Walker decides to take two of the metal folding chairs because currently he is sharing a room with Adam which contains a bed frame, and a hammock (Rank E resources fucking represent). Walking back to the Yellow Flag, a runner bar where everybody but Stelf is currently living, the party releases that that the adress on their invites (Embech reluctantly gave them out after his daughter wanted to meet the super cool shadowrunners who like, totally saved her! Not to Stelf though, since Embech has never actually met him because he missed the original meet and was providing sniper support with Walker) is in a city that is actually part of indonesia, so the party will need to cross the border. If you remember, nobody picked higher than resources E except Stelf, and so nobody has any fake ID except for Stelf, and the party is the day after tomorrow.
So the party goes about trying to plan a way to get into Indonesia in two days.
Stelf pretty much tells everybody else to fuck off and handle themselves, because the party van is technically his and his rating 4 fake SIN is pretty good.
Rat decides to probe some of his contacts, namely the all orc runner team consisting of Chrome-Arm, One-Eye and Half-Tooth. Rat knows these guys as casual drinking buddies, Adam knows them as filthy fucking trogs who he started a rivalry with on the first session.
Rat asks Chrome-Arm if he knows of any smugglers who would be able to get him into Indonesia quickly and quietly, but sadly Chrome-Arm doesn't know much about that, his team is usually much less... subtle.
That contact exhausted, he goes to Mina, their fixer/Yellow Flag barkeep, which is probably a better option. Mina points Rat towards a guy who goes by "Slim Jim", supposedly an expert in smuggling stuff, including people.
>They become 'standard' runners at the exact moment the GM says so.
Was asking more for character background, as in finding a reasonable timeframe for someone to go from doing really simple runs to more professional stuff.
Rat finds Slims boat without any issue, but the orc guard at the pier demands a few nuyen in exchange for interrupting Jim's busy schedule.
Rat, the four foot five dwarf proceeds to intimidate the seven foot orc by pointing out the chainsaw on his back. The orc reluctantly lets him pass, muttering "Fuckin' halfer" under his breath.
Rat hops onto the boat and goes to find Slim, who isn't actually busy at all, and is actually a huge troll.
After a bit of negotiation and a nominal fee due to short notice, Slim Jim agrees to smuggle Rat in for 1,250Y, but he'll only be able to take what he can carry with him. Rat agrees and makes a few inquiries about how valuable the orc guarding Jim's boat is. Jim replies he's just some guy he pays a couple of nuyen to keep the trash out. Rat nods, leaves, and barely manages to resist the urge to murder the orc for the comments he made earlier.
Meanwhile, Adam has decided to put his party face skills to work on something that isn't pissing off other runner teams/their fixer, and gets himself a fake SIN and everybody else Acitoneer business clothes, because nothing says infiltrating a dinner party like a suit jacket interwoven with kevlar.
He eventually finds a SIN sort of matching him, with the name Ackshun Jacshun.
Walker asks Adam if he'll find him a fake SIN too, but since Adam has the raven as a mentor spirit he demands a 500Y finders fee on top of the initial cost. Walker refuses and decides to attempt to find a rating 1 fake SIN with his shit cha. Luckily Walker has seven edge, and spends a point to bump his pool up to 9, and manages to make the test. He wanders around asking random people for "Fake SIN?" for a while, before naturally going back to where he bought his gun the last time he was in town. Luckily, the arms dealer there, and elderly man with rusty cyberlegs named Tin legs Tim has a SIN somebody used to pay off a debt, so Walker buys that and Tim throws in a rating 1 firearms license gratis.
Of course you can. There are a few good qualities and a fucking STRIKING CALLUS that is too good to not get for an unarmed sam. Run and gun and run faster can get you an awesome combo of Revels in Murder + Finishing Move.
Walker was happy about this, but he realized something: they would be infiltrating in this run, and he was woefully unprepared. So, to prepare himself for being stealthy Walker decides to go buy a suppressor from the church.
For those who have watched Black Lagoon, you already know about the church, but for those who haven't, in Roanapur it's essentially the only organization who does gun smuggling due to the (ex) Russian mob enforcing their monopoly. So they can get a lot of really fucking good stuff, but it costs bank.
Walker approaches the door of the cathedral, knocks on the door, and is greeted with a gruff female voice yelling "Fuck off, it isn't Sunday yet.", Walker replies he "Just wants to praise the lord.", like any good Texan would. After a short while a very hung-over looking Nun (despite it being 3PM with an Ares Predator in a shoulder holster opens the door slightly before telling him to cut the crap. Walker does so and tells her he needs some military hardware, and the nun reluctantly lets him in.
Walker is greeted to an actually really nice cathedral, if a bit badly maintained. Other than some paint fading and wall chipping though, everything seems to be in place, not counting the alter which is strewn with empty bottles.
The nun leads him to a back room where he finds a much older, more traditional looking nun who treats him to tea before they get down to business. They get along quite well actually, and the old nun offers Walker a suppressor for his Predator for only double the listed price. Walker happily obliges, at which point Eda returns with a box containing a factory fresh pistol suppressor from Ares. Walker thanks the older nun and walks out of the church to go make an unboxing video of his new toy.
Everybody goes to bed, and the next day the group convene for a group meeting. Rat tells the group how he got passage on a smuggler ship leaving at 10PM that night, so he was covered. A plan began to form: Rat would go over in the smuggler ship and bring all the forbidden gear (Walkers Ares Alpha, his suppressor, and Stelfs arm blades). The next morning the rest of the team would depart for the border and comm Rat when they got close, so he could hack the SIN scanner to hopefully not get their rating 1 SINs caught by border security. The party breaks after Adam hands out the three acitoneer suits he procured for the party (after being payed, of course), since Embech specifically told them "Not to come in that street shit you people wear all the time."
So, after killing time Rat gets on the smuggler boat and arrives at a shitty obviously not legit dock at like, 3AM. Thankfully there's a couple drivers there and he pays a dude to drive him to a town close to the border.
Once there he rents a shitty motel room, dumps the gear, heads out to where he's roughly 500m from the border, lays down in some tall grass, and goes hotsim to probe the border defenses.
The thing about Rat is that, even though he's a technomancer, he doesn't actually have any hacking related skills above 2, so he needs to rely on sprites for pretty much any matrix action (so he's essentially a normal technomancer, really).
Once he finds an unsecured commlink connected to the border host, Rat summons a crack sprite to help him get some marks on it, which works out well, he gets a mark transferred from the sprite and moves into the border host to go check out the SIN scanners and such. After doing a bit of analysis, he finds out each border crossing has a SIN scanner, a cyberware scanner, and a MAD scanner. Attempting to hack the SIN scanner first because it's most important, his sprite fucks up so he's forces to decompile the sprite and jack out before IC gets launched.
After a little bit he jacks in again and quickly slaps another mark on the unsecure commlink, before a security decker pulls it back into the main host. Rat tries to summon another sprite once things quiet down and he sees patrol IC again, but fails. He tries one more time, and glitches his fading resistance, taking just enough to knock him out.
So we've got a group of three people, two with rating 1 fake SINs, and one that just remembered he has restricted cyberware and no license for it heading toward a border they assume is going to be hacked by their technomancer, who is currently passed out in some tall grass somewhere.
To make things worse Walker refused to let anybody else drive despite it being Stelfs van, and I should remind you he has 1 CHA.
The party pull up to the border crossing and a bored orc asks them for their SINs, Walker hands them over, Stelfs first. So the orc scans all the SINs while the characters thing everything is fine and the players clench their assholes.
First SIN, Stelfs rating 4 passes without issue, the scanner only getting 1 hit.
Second SIN, Walkers rating 1, which is actually a human-looking elf named Jesus Alfredo, SIN scanner gets 0 hits
Third SIN, Adams rating 1, made out to Ackshun Jacshun. Again the SIN scanner gets zero fucking hits.
The orc hands back the groups SINs and asks if they have any restricted items to declare, and if so also provide the licenses, Walker and Stelf declare their pistol and katana respectively. Everything checks out, so the orc tells the party that he needs to run the MAD/X-ray scanner and cyberware scanner over them to verify everything.
The MAD scanner actually gets three hits, but the party doesn't have anything they don't have licenses for, so it's fine. The real issue is the cyberware scanner, because Stelfs wired reflexes are restricted.
The Cyberware scanner runs over the car, and Walker gets ready to murder even more innocent people because there's no fucking way their luck would hold up, right?
Wrong. The fucking cyberware scanner crit glitches and the orc waves the party through.
/tg/, I'm interested in trying to start a Shadowrun group. There's people at my school that are into roleplaying, but I don't know if any of them have any experience with SR. I don't own any of the books and my only direct experience is playing Returns and its sequels, and reading threads here, mainly Shadowrun Storytime.
How do I get started?
The party assumes Rat just did his job, but the players are fucking freaking out that they actually got through that. About ten minutes later, they still haven't heard from Rat however, and start looking in the nearby border town. Right as they find the motel he checked into, Rat wakes up and calls Stelf.
"Yeah, hey Stelf."
"Where the fuck are you Rat?"
"Uh, about 500 meters from the border in the middle of a field of tall grass."
"The fuck are you doing there?"
"I got knocked out by IC, you guys in jail yet?"
"No dude, we got through fine, wait, you didn't do anything?"
"I mean, of course I did, I uh, planted a worm cookie in the machine code of the scanner before the IC got me, so really I saved your asses."
"Just come pick me up."
So the party go and pick up Rat, who is quick to take credit for saving their asses with his amazing hacking skills.
The party goes to the motel Rat got a room at and grabs all their stuff, before getting some rest before the big party.
>The next update might take a bit because I need to type stuff out/remember it
Well, uh, which rules should I cut? Actually, before I can even ask that, which edition should I use?
I'm trying to explain shadowrun to my friends to get them interested in a game, but they're having trouble understanding the concept. are there any short "basic" videos I could play for them?
Gotcha. Gonna start downloading stuff tomorrow and see where that goes. Cheers!
I'm partial to https://www.youtube.com/watch?v=Q43h1zHpjqc but it doesn't really explain anything about the game.
OH! OH! This was the greatest of things ever to exist.
Anyone mind giving feedback on this? Intending to be good at combat and infiltration, using the detachable cyberlimbs and disguise/impersonation assisting implants to hide as a utterly generic human in a crowd, and then turn into a crazy combat monster in less than a minute.
Notes: Disguise does not include the 4-dice boost from the face mask, nor does impersonation and the 3-dice boost from the voice modulator or automatics/unarmed and the 3 more dice from the higher agility of the cyberarms.
I would suggest downgrading to Rating 2 Cybereyes and adding either Low-Light or Thermographic Vision to your glasses, and switching out the Aluminum Bone Lacing for something that won't ping metal detectors.
How come people don't ever focus on getting your initiative up more? Especially artificially by spellcasting+cyber/bio as well as combined by drugs. It seems like something that gives you shitloads of options
>I would suggest downgrading to Rating 2 Cybereyes and adding either Low-Light or Thermographic Vision to your glasses
I had been considering that, though I like having the upgrade space without needing to buy new cybereyes. Could still save 1200 by having low-light on my glasses instead and keeping the rating 3 eyes.
>and switching out the Aluminum Bone Lacing for something that won't ping metal detectors.
Unfortunately the big modular sockets on the back of my shoulders will do that just as easily. I had been considering alphaware bone density 2 and a standard orthoskin augmentation instead, though.
Pretty much none of the initiative boosters stack with each other, for one thing. I've noticed that players will usually leave initiative increases to 'the combat guy', largely because they don't know what they should be doing in combat and think that more goes = more problems.
Your cybertech is over the limit for contacts; you can't have more than 7 points in a contact at chargen. Aside from that, nothing particularly egregious sticks out. I think you can have more sensor functions in your bike, but those things just hurt my brain every time I have to think about them so I could be wrong.
>Reduced Sense (Taste)
>Next run team is going to find a light tank that doesn't have a tags of any kind
>Add it so they can have something huge to work with at the end of the run as long they do things right
>It hits me that the players will want to bring it back home with them
So they are over sea's right now in russia even if they find some way to bring it back how hard should I kill them? or should I tell them OOC that this is a bad idea
>Your cybertech is over the limit for contacts; you can't have more than 7 points in a contact at chargen
I can't find that under the chargen rules or in the contact section, just that connections cannot exceed 6 at character creation.
> I think you can have more sensor functions in your bike, but those things just hurt my brain every time I have to think about them so I could be wrong.
I decided to err on the side of "I have no fucking idea what I'm working with so I'm just going to have it be able to give an accurate weather forecast and figure out anything else later". I also wasn't sure what other sensor would be a good option for a bike that I'm never planning on having anywhere closer than a few blocks from the job.
>>Reduced Sense (Taste)
There's a reason I have 3 free knowledge points in cooking (spicy food). Really, I decided early on that he would have a bad sense of taste, and then when I saw the flaw and had a 1 karma gap I needed to fill...
I can't shake the feeling that he should be closer to 180 lbs.
Gotta figure that for that height, around 130 is when they'd make someone in basic training eat double the amount of food that everyone else gets which means they're basically nothing but skin and bones. You said he was midcast which means that he should at least be somewhat well fed which for conditions and including the bliss addiction would make me want to say he's around 145ish pounds at least before the hardware. Add in about 30ish more pounds for those arms (that weight is pulled out of my ass, like most of this post) and you're at 175.
Finishing Move is a Martial Art technique in 5e that is amazing for Edgelords.
>Recover it faster w/
Daredevil, Revels in Murder. Thats all I recall, there could be more not off the top of my head.
Neat. Seems to only be available for a few fighting styles and weapon types, though. Unless the skills they apply to per the sidebar on 135 is misleading me in their application.
No, you're right. Martial arts are fun but generally not worth the karma investment. Doesn't stop me from using them, but you should know that the probable better option is to use karma just for more skills and attributes as an exercise in costs to benefits.
That's what One Trick Pony is for. Yes, you pay 7 karma for a one-off technique, but it applies to whatever skill you want (subject to the limits in the technique itself, but not those of the schools it comes from). So if you REALLY want to do fancy shit with your exotic weapon of choice, that's your quality.
A kind GM may even let you take it multiple times and thereby create your own martial arts discipline (at notable markup).
>1.For someone who never played Shadowrun, which edition should one get?
4 and 5 are good and what you're gonna want since that's what most people will likely know (Personally, I like 3rd edition)
>You can only buy one style at character creation.
>After character creation [...] Each technique within the style takes 2 weeks to learn [...] Each new style takes 1 month to learn
So you can pick up an out-of-style technique during chargen through a quality, or pick a technique up faster by spending more karma.
I think Second was an all-around amazing RPG. The old editions had it going on.
3e isn't my bag, though. Seems like they were often content to just write more rules in lieu of refining theirs.
>Traing sketch for Cyberpunk theme
Just generic art.
Yeah fair I can't see any.
That silver car might be a Porsche then, if they haven't learned by now to not use a front engine design then who's to say they wouldn't use electronics and a HUD for cars by 2075.
Okay, this is officially the weirdest house rule I've ever seen while working on Chummer; I just got a request for fractional karma amounts. Like gaining .25 karma. Wut.
Ze Germans come up with WEIRD rules, in my experience.
Am German, can confirm that Germans are weird and crazy people.
They're also all tryhards who play to win. If you're not good at what you're doing, why even do it.
It was noticing that you could get Finishing Move with Exotic Melee Weapon (Monowhip) instead of Blades or Unarmed (the only skills that have access to a style with that technique) that made me realize its value. Finishing Move itself is just restricted to melee, so by taking One Trick Pony you can get it (or a similarly powerful ability) for whatever close combat skill you want, even if normally you don't have that option.
Whats a good 5E houserule free adept power for Adversary?