> Connecting to Schattennetz...
> Verifying Biometrics...
> Identity Verified...
> Opening /SRg/...
Topic: 4chan in Shadowrun: Do you include it?
Not specifically an anonymous image board run by moot2 at the address 4chan.org no, but anonymous image boards full of morons, dank memes, political extremists, and great content are absolutely part of the setting.
Places filled to the brim with corp children pretending they hate trogs and technomancers so god damn much, and playing at being hardcore American nationalists.
Places where autists and social rejects complain about how elves are all sluts too interested in troll dick to give them the time of day.
Places that create original content, everything from hand drawn art to sophisticated cracks for proprietary BTL chips.
Places that call you a filthy casual for playing Miracle Shooter, when Killing Floor is so obviously objectively better in every way. The same place will both hate Age of Atlantis, and have constant discussion about its fine minutia.
Likely even places discussing the History of Global Networks, and how Internet memes were much better than the Matrix memes of today.
>Not specifically an anonymous image board run by moot2 at the address 4chan.org no, but anonymous image boards full of morons, dank memes, political extremists, and great content are absolutely part of the setting.
The matrix is dark and full of
Not 4chan in Shadowrun, but whenever I see something from /tg/ that I like I keep it for future sessions. My runners have already been to dinner at a Panzerwaffle, my "random Barrens encounter table" will feature a hobo with a shotgun mumbling about fuckin' gnomes stolen by those goddam' cultists and there's always a good chance to stumble upon the latest Adventures of America-san and Little Texas when watching the trids.
So I'm fucking about with skill specialisations in order to make them localise better; currently the specialisation is whatever you type in, so if you're changing languages it can get messy. This is a rough-in of the creation mode UI; anything that leaps out to you guys as weird or wrong? Ignore the buy with karma label.
How stupid is a pixie mage with a video game theme to them and their spells, going with the Chaos Magician tradition? Came from the Black Forest area, most entertainment was handheld games he managed to acquire and influenced him, all the old classics and a bunch of newer stuff.
It's part of the other guy's fixes, unfortunately. I've been waiting on his fix for like forever, so I'll see if I can hotfix it but I don't think I've ever actually seen it in person. Can you upload an affected character file?
I should clarify that this game also happens to be a mercenary campaign set in africa, and I'm meant to be our teams primary combat guy.
The choice is currently down to either the vidya-pixie as sort of Black Mage type character with blasting and some support spells. Also crafting/enchanting/foci creation.
The other option is some sort of Free Spirit thing that I'm not quite sure about yet.
12-14 dice (or more! it's very doable) is what you want for the things your character is supposed to be excellent at.
8-10 dice is solidly competent but not exceptional.
~6 dice is okay but not reliable.
less than 4 dice is something a character struggles with.
What would a good 5E adept power be for Adversary be? Also how would someone who follows Path of the Wheel interpret Adversary.
Do you guys think a setup like this would allow a van to function as a submersible?
You get 12 dice from having 6 in an attribute and 6 in that skill. Adding a specialization gets another +2 for a specific use of that skill, so there's 14 dice without any cyberware or other gear.
Example: 6 Agility, 6 Skill Ranks in Pistols, a Specialization in Heavy Pistols, and a Laser Sight gets an un-augmented human to 15 dice to shoot things with his favorite gun. An implanted smartlink takes him to 16, and Rating 2 muscle toner buffs his Agility by 2 and gets him to 18 dice.
If you're struggling to build a character that can get those kinds of dice pools, you might want to reconsider your priority selection - you might not be taking enough skill points to do all the things you want to do. Also, high-edge (read, 5+ edge) characters can make do with smaller base dice pools, since they can dump 5+ extra dice into a roll when the chips are down.
It looks like there's a few different "Paths" in the wheel based on how you're reincarnated or whatever, so I'd work on a Path of the Bard. I doubt there's a lot of fluff for it, so you have free reign to make up whatever that entails.
Adversary as a Bard isn't too hard to imagine. A Loki type trickster who protects Tir interests...so long as it doesn't get in the way of having a little fun. Music would certainly be a part of it, but bards are also known for being glib, with wandering hands and a knack for stealth. If you want to bring in any of those into your build.
My group want to try out Shadowrun and our DM wants to know which edition he should read up on. What would you say is best for people first getting into the game?
>you will never send your female street sam on awkward dates with your marks
feels bad man
you say that, but consider the average amount of hits with 12 dice: 3. then consider how many dice you're losing from penalties (shooting: range, vision, cover, first aid: awakened/cyber, location, situation, social: gender, relationship, situation). you're going to want to reliably roll at least 3-4 hits in your best skill. alternatively, rolling 10-12 dice in several skills might be acceptable for certain builds. it really depends if you only need to do one thing good, or many things decently.
>you say that, but consider the average amount of hits with 12 dice: 3.
4 is the average for 12 dice. 3 is, if your GM allows you to buy hits for the test, what you can buy.
Aside from that nitpick, the point is pretty vaild: You want 3-4 hits regularly, and 12-14 gets you that even in subotimal conditions. Having 16 dice (and starting to bump into your limits) or more lets you start doing fancy drek like called shot (vitals) to do more damage.
There's an explanation for some of them in chrome flesh (see pic), but I don't think they say what happened with boxing.
>mfw one of the players in my group rolled a fucking "jack of all trades"
>mfw it's just a human with 3s across the board
>mfw he chose priority A for nuyen and b for skills
>mfw he chose to do magic too
>mfw he won't survive his first encounter because he said it was a street sam
>mfw he will have to roll a useful character from then on
>Make jack of all trades
>3's across the board
>Did a little magic too
>A nuyen, B skills
>Magic was being an Adept. Just enough for rank 3 reflexes
>Grabbed Narco and Nephritic Screen Max
>Also had some other general Bioware
>Used drugs to compensate for non-optimal stats
>Fucking drugs everywhere
>Purchased multiple copies of almost all gear in the standard rulebook
>Remained able to fill nearly any role that we needed extra support in, as well as having extra supplies and equipment for everything.
>mfw DM's think that being a jack of all trades means they're useless
>play 7-edge decker, advance non-decking dice pools to 8-10 in play -- this bit is trivial with JOAT quality
>use edge to make up difference
Remember, if you're human, you can just grok your way through everything.
I'm saying this is a noob who doesn't understand the mechanics of the game who is about to get a dose of reality shot into him after telling him that it's not a great idea to have a dragons hoard of guns, low stats, plus 2 in all skills he can put them in, and no cyber deck after being told that it's a shitty idea.
Well, that would be a more appropriate way to describe the situation than to give a pepe flipping the bird, as though you revel in the idea of just beating the shit out of newbies.
My suggestion, rather than just destroying him, and making it look like you're picking on him for what he probably thinks is just a creative idea, take him aside and do a practice game with him, just to show him WHY his current build is bad, and some suggestions on how to improve it.
He can still be a jack of all trades too, and help him work with being one! Just give him some advice (With some actual examples, and actually roll some dice) on how to improve (Hey, you don't have a cyberdeck, so why would you know anything about hacking? Did your character go to medical school? How would he know about surgery and stuff like that? Maybe it would be better to take these points and shift them over to... guns, something he probably has a lot more information about, or running and gymnastics, or perception, things like that.)
We already did fast food fight with some different character sheets. I already played with him before, and I outright told him that this is a bad idea because Jacks of all trades are not for him.
He wants to be a gun-toting badass street sam. I worked with him to give him a good build for it. Then he was like, hey let's do priority C attributes and I tell him its fine. Then he tells me his plan with the attributes. I'm like "thats a really shitty attribute set for a street sam" and he's like oh no I'm actually a jack of all trades. So I try to coax him into getting a more traditional build because it's easier for newbies but no. He wants his special snowflake build, so I say "as long as you come up with a good reason why you know all this by the time the game begins I'll allow it".
Then he then minmaxes his karma so he has like an extra 20 after qualities for God knows what (more money probably) in exchange for mild alcohol addiction, and a gold allergy or something. I ask him what he will do with all that karma, hoping he has at least an idea what to do with it and he was like "I dunno"
He also bought about an ass load of guns and a fucking leather jacket for armor despite me suggesting he actually get some real armor.
So yes, this is what I will do. I will let things take their natural course based on the path he chose in chargen. He can have all the guns he wants. He can be good at Tibetan throat singing. But when he is okay at everything he is not good at anything. Simple as that.
Okay, now I know more of your player, and he seems like a little shit.
So, feel free to wreck him, but afterwards, present it as a learning experience. Being a jack of all trades is fine, but there is also "spreading yourself too thin".
And yeah, some people can't play certain archetypes. My buddy is a great writer, but as much as he adore the archetype, he can NOT face to save his life.
I love the idea of brawlers, and even with the best of assistance, I'm mediocre at best with them.
So yeah, maybe he can't JoaT. But just make sure you present this as a learning experience, rather than just picking on him.
I'm making a Mystic Adept build for sneaking, summoning, impersonation, and shooting things. Also some illusion and manipulation spells, since they tend to be handy. Could /tg/ take a look? Tradition is Black Magic.
Magic A (Spellcasting and Summoning)
Metatype D (Elf)
EDG 2 (1 point with Karma)
Ritual Spellcasting 8
Light Body 4 (2 Free from Cat Spirit Mentor)
Attribute Boost (AGI) 2
Voice Control 2
Combat Sense 3
>Look up Enchanting
>Oh hey, you can make orichalcum
>You can refine raw reagents to Refined and then to Radical
>The thresholds to do this are like 2-3 and it takes a month
>You can, presumably, have multiple batches at once
>It costs 11,000 nuyen to make orichalcum, which is worth 50,000 nuyen and if you succeed you get units equal to your net hits over the test, which you can edge
>11,000 nuyen into a potential 400,000 profit
>Free Spirit, get yourself to Force 10
>Buy 11k worth of reagents
>Edge your tests
>Produce 400k of orichalcum every month
>Every time you do this, buy more materials
>Do it more
>Within a year you're, literally, got more money than GOD
Remind me why people said that the SR4A enchanting rules were weak? Because printing infinite money at basically zero cost doesn't seem weak.
Fuck. I was pretty excited about 5, but every time I go back to re-read it I really want to see them redo it something like the 20th anniv. book they did for 4. As it stands it's a bit of a mess.
5e is the newest, and is pretty close to 4e, the biggest change is a matrix overhaul. 4e also starts you at a higher level (navy seal tier) while 5e starts you at very good, but not godlike, closer to a good mafia soldier or marine.
this fucking picture man. Does the left relate to the right? If I pick Elf, does it cost 90,000 nuyen?
this book makes me feel like i have downs, but i know it can't be as complicated as i'm making it out to be
If you want to be an elf, you have to select Priority C for your Race. This prevents you from selecting any of the other C-ranked priority items for the other stuff. So you can't be an Elf with 34 skills and 90,000¥.
Try the latest nightly release. I spent about an hour staring at the block of code responsible for the mistake trying to figure out what it was supposed to do then just gutted it, now seems to work properly? Tag is 5.179.667.
Noise is fairly retarded in the way it's explained at the moment, and could do with a separation between static (jamming) and spam (slows things down, but still allows comms & basic wireless).
That should be read as modified Noise rating.
All good, stupid questions are pretty much the foundation of Shadowrun.
Nevermind, finally found the info online and it's something like a 90 page book that has everything you need to run a game but nothing about building a runner our equipping then.
>The way it's explained.
Rain literally says it causes a static zone. I'm not sure what your headcannon is but it seems pretty far away from what the book says.
I think it should be read as "Noise and Wireless Bonuses are promising concepts we fucked up in execution. Watch this space for the next edition to make it not suck or some crude rule patches in Not Unwired."
Hard to not question what the fuck they were thinking when they took a bunch of existing capabilities, including ones that made no sense, and made them Wireless Only.
>Chameleon Suit. Illegal thermo/optical camouflage.
>Turns on wireless to tell everyone exactly where you are.
> I'm not sure what your headcannon is but it seems pretty far away from what the book says.
... Yeah. Sorry to hear you had trouble with comprehension?
>Noise is fairly retarded in the way it's explained at the moment
>Noise () could do with a separation between static (jamming) and spam (slows things down, but still allows comms & basic wireless).
>A spam zone has so much traffic (often commercial in nature) that everything gets processed slower.
>Static zones are areas with either a lot of electromagnetic blockage (like an underground tunnel, labyrinth of sewers, or ruins of a steel office building) or far away from civilization (the middle of a desert, the north pole, adrift in the Pacific, etc.).
Try reading that without cherry picking / turning into a retard / whatever your prob was.
Hello. I'm new to shadowrun. My friend is gonna gm for me and some other friends next week. I don't know anything about it, though. He said we were gonna play 5th edition with some extra books (I don't remember which, but he's supposed to get them to me in a couple days).
The only thing I know that's similar to the setting is Ghost in the Shell. Does any of that translate well?
Not really; the major differences you'll note are that there's magic and fantastic races like orks and trolls. Cyberware is substantially less prevalent, with full-body cyborgs highly uncommon. Ghost in the Shell's design aesthetic is like what Shadowrun could be if it got its shit together, I guess?
Kinda. Take Ghost in the Shell, remove full body cyborgs, and add a bunch of generic D&D crap like wizards and shit. (Brains in jars still kinda exist, but they're very rare and prone to going on horrible destructive rampages)
Counterspelling is at 2
Banishing is at 1
Binding is at 4
Gymnastics is at 4
Impersonation is at 3
Pistols is at 5
Ritual Spellcasting is at 2
Runnng is at 6
Sneaking is at 4
Spellcasting is at 5
Summoning is at 6.
This is true. I'll have to find a way to drop a couple of points into it.
I'm scraped for skill points enough as it is.
Get a couple of spare points by dropping some skills down 2 but adding a specialisation.
For example you can go;
Pistols 3 (semi auto)
Also consider using karma for the 1 point skills
Here's what they are now...
Counterspelling is at 2, total 8
Banishing is at 1, total 7
Binding is at 4, total 10
Gymnastics is at 2 (Can't decide if Leaping or Parkour would be better for +2 since they're basically the same, but total would be 8 + 4 with Light Body)
Impersonation is at 3, total of 10
Pistols is at 3 (Semi-Automatics +2, total 9)
Perception is at 2, total 6
Ritual Spellcasting is at 2
Runnng is at 4 (Sprinting +2, total 8)
Sneaking is at 2 (Urban +2, total 10 from Mentor Spirit)
Spellcasting is at 5, total 11
Summoning is at 6, total 12
Con and Etiquette are both at 1, total 8
>Places where autists and social rejects complain about how elves are all sluts too interested in troll dick to give them the time of day.
This doesn't sound too far-fetched, to be honest.
They're just trying to derail the thread with a wall of text accusing us of being weird, social outcast, misogynists.
Not linked to any post that even slightly mentions anything of the sort. The shittiest of b8s desu senpai.
You mean Arcana? It's useful for background stuff (i.e. learning new spells and Initiation), but your GM may never ask you to roll it on a run, and most GMs just allow you to initiate or learn spells if you pay the karma with no roll there either. Ask your GM, but safe to ignore, I'd say.
It's quite old, but Shadowbeat has a lot of neat info, too.
So I'm running a campaign where the players will be stars on a gameshow, running across north america, with multiple bounty hunters chasing them
I've got a few potential routes for the game to go, what does /srg/ think of them?
Also Sam if you're reading /srg/, don't look at this.
SR5 doesn't have restrictions on maxing skills at chargen. You can have as many rank 5 or rank 6 skills as you want.
You can only have one Attribute raised to its natural maximum.
Far as I know there's not much crunch in there at all, aside from 'Here's how you do shit in SF'. Doesn't appeal to me too much and my game's on hiatus anyway so I won't be getting it.
I can attest to this.
however, playing mages is really freaking tough in LM. Its hard to really do much, because 80% of them focus entirely on 'spellcasting' not anything else.
But, in general, yeah, LM can be fun if everyone is doing it.
And its also the responsibility of the GM to not throw encounters that are too powerful for the party level.
Can anyone answer a few questions to me about Riggers?
1) How intelligent would you say their pilot software is? Do you think they could track a target for blocks on blocks through a sprawl?
2) What is the range for a Drone? Can a drone track someone from one end of a city to another accounting for noise?
3) Can a Rigger control more than one drone at once? Do drones need to be switched between control or can he sort of multi task them?
1) They can follow orders really well. But if something happens, they're about as smart as dogs.
2) Yeah, they can definitely do that. Probably even further.
3) Yes. He can control a shit load of drones at once (I don't remember the exact number, its related to the device rating of what you're using to control them). But, he can only JUMP INTO 1 drone/vehicle at a time. but, even jumped into a drone, he can control others.
Eh. You could make an AI that inhabits an anthroform, I guess. You'd need Data Trails and Rigger 5.0 for that.
1.Pilot 3 is canonically equivalent to a smart dog's intelligence. If you give it an image of a car and say 'follow this car and tell me where it stops' it'll do that as best it can. If it loses sight of the car for one reason or another, it'll have to make a Pilot test to determine how to interpret the orders. Basically as long as there's nothing to throw them off their ordered task they'll perform it to the letter.
2. Range is theoretically infinite, if you tell a drone to follow a guy until his car stops and it doesn't stop until he reaches New York, it'll follow him all that way. Noise is largely only relevant if you want to directly control the drone or it needs to load programs from your RCC, if it's operating on its own it doesn't need to worry about it.
3. A rigger can only personally control one drone at a time; using an RCC, he can issue orders to as many of his slaved drones as he wants with one Simple Action. You can have DR*3 devices slaved to an RCC, so potentially 18 drones at once.
>one GM-less game listing
>one play-by-post updated once a day
>one 4th edition game
>one ad for runnerhub with all its inherent autism
I'm just gonna go ahead and concede the fact that I'll never get to play a game of Shadowrun. RIP.
>looking over character sheets while doing GM prep
>look at equipment
>Everything seems normal
>Then I see it
>Foam explosives, 10kg
>Detonator caps, 20
>Frag missile, 10
>police arrest you on trumped up charges
>man in a suit offers you a deal you cant refuse
>chained to a max security prison, forced to create orichalcum for your captors
I dont think you understand how megacorps work. the money you could ever make is but a pittance.
stop bitching, become a GM. it's not that hard. in many respects, it's easier.
I dont know if there are rules for it, but I think you'd get an addiction similar to power foci addiction. you're so used to having increased [attribute] that you feel like shit when it's gone. also, somebody's going to counterspell your shit and waste your karma for you.
Anyone got it yet?
Can anyone explain how the "use drone arms to get extra limbs" thing works?
You could use the Drone Arm rules from Rigger 5 and then attach them onto a harness or suit of armor. However, 5e has no rules on them so its mostly up to homebrew. As a GM I probably wouldn't let a player do this without some serious Cybertechnology and Armorer dice pools.
Reloading rails are available as cybertorso mods in Hard Targets.
>this small articulated arm assists in reloading a magazine-fed irearm. A trained shooter can slam home a fresh clip into an empty irearm with one hand as a Free Action.
>The reloading rail can hold up to 4 clips. The reloading rail is not intended for stealth use and has a Concealability modiier of +2.
Kinda doesn't. The general idea is that you mount a drone to your body or some kind of harness, then use Send Message via DNI to issue it orders. The problem with this is that it's still not 'your' arm, so it can't make tests using your own skills, and jumping into it means that your body would flop around like a pool noodle. There's a drone arm backpack thing in Hard Targets that's preprogrammed to reload your magazine for you, but CGL likes to steer away from the more transhumanist cyberware.
Nope. Might be a decent wait.
CGL disapproves of people gaining additional limbs through cyberware and I don't really care for the transhumanist cyberware stuff that makes your runner look like a Metal Gear Solid Boss. So, I don't homebrew that as an option for my players.
If a player wanted to use cyberlimbs and attach them externally, that'd be fine with appropriate crafting tests.
Mechanically it's simple. Fluff says it doesn't work. According to 4e's Augmentation, the metahuman brain simply can't handle additional inputs in a manner that can approximate a limb's true range of articulation. The only fluff that's ever shown it is Hatchetman (A cyberzombie). That said, if it's your game or your GM's cool with it, go nuts.
So basically if I want to have 4 directly usable arms (even temporarily), I need to be a Nartaki or SURGE with shiva arms. And if I want to be able to walk around the sprawl with only 2 arms to avoid unwanted attention, I need to replace two of those arms with modular connectors and cyberarms with the Modular modification. Well that's a bit disappointing.
You could just ask your GM to houserule in a quality letting you take bonus cyber arms rather than burn points on SURGE. Maybe their brain is fucked up in the right way to do more arms.
What REAL advantages do you get for having 4 arms?
You get slightly better recoil reduction?
Dual wield two handed weapons?
I mean, seriously, it's not like it let's you get free shots, you'll still have to split your dice. It won't make your melee attacks stronger, unless you make your real arms have 3 strength, and boost your spares to 9, but that's not even a game breaking mechanic.
I suppose MAYBE you would have an advantage in grappling, but that's hardly game breaking either.
Real advantages? You don't need to spend actions drawing your guns again after doing something else in combat. You can get more armored cyberbits to add to your armor rating. And... That's about it. No advantages to recoil reduction, dual wielding is shit, and for some reason there is no benefit to melee combat when you can block/attack nearly twice as much as your opponent.
>dual wielding is shit
Not really. SR just doesn't tell you it's not a real combat option out of the gate. It's for taking down surprised NPCs, or for when you have a dice pool so high you need to split it.
RAW, yeah. Though a GM could easily rule that the "Not enough bullets" rule applies, in that each of two targets is getting 5 bullets instead of 10, and so each one only gets -4 to their defense instead of both getting -9.
Nope; "If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action".
Nope; "If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action".
>Fire Long Burst (splits 2 ways) or Semi-Auto Burst (splits 3 ways).
>A character may attack multiple targets within Short or Medium range by adding a Multiple Attacks Free Action
This is what you're looking for.
5e seems to have a very specific idea on what a Shadowrunner should be, and if you're not following this idea, you're having BADWRONGFUN.
Look at all the Jackpointers talking about the Milspec armor. They all say stuff like "No thanks, this is impractical" and "If you're in a firefight, you're doing it wrong".
Also, milspec armor in 5e halves your movement speed, which seems to defeat the purpose of power armor.
You talking SR4 or SR5? SR5 says:
>Semi-automatic weapons can take advantage of the Multiple Attacks Free Action if the shooter has two semi-automatic weapons.
>Semi-Automatic bursts can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
>Burst Fire weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
>Long Burst weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
>Full-auto weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
And the full text of the multiple attacks action:
>Characters sometimes want to really put on the hurting in a single Action Phase and can choose to attack more than once in a single Action Phase by using the Multiple Attacks Free Action. This action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (firearms or melee). The attacker’s dice pool is calculated with all modifiers (Wound, Environmental, Situational, and the full recoil of all attacks if it’s a ranged attack) and then split as evenly as possible between all attacks, and each attack is handled separately. (Keep in mind as the dice pool gets smaller the chances of a glitch rise.)
>Dice gained by spending Edge applies before the pool is split, while dice from both pools can be re-rolled with a single use of Edge.
>The total number of attacks you can make in a single Action Phase is limited to one-half the attacker’s Combat Skill.
>tfw your GM running black trenchcoat style and your team involves catgirl ears, wizard robes and a deep-seated hatred of attack helicopters
I'm making a Mystic Adept mostly as a party support. It's a street level game. Any advices, /srg/?
Metatype: E - Human
Attributes: C - 16 Attributes
Special: A - Magician or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: D - 15,000¥
== Attributes ==
REA: 1 (4)
== Active Skills ==
Clubs : 4 Pool: 7
Computer : 1 [Matrix Search] Pool: 7 (9)
Counterspelling : 5 Pool: 11
Etiquette : 4 Pool: 6
First Aid : 6 Pool: 12
Gymnastics : 5 Pool: 8
Perception : 6 [Visual] Pool: 10 (12)
Pistols : 6 [Semi-Automatics] Pool: 9 (11)
Running : 5 Pool: 7
Sneaking : 4 Pool: 7
Spellcasting : 6 [Health] Pool: 12 (14)
Swimming : 5 Pool: 7
== Spells == Tradition: Hermetic
Increase [Attribute] (AGI)
== Powers ==
Combat Sense Rating: 1
Danger Sense Rating: 1
Improved Reflexes 3
Improved Sense (Termographic vision)
Mystic Armor Rating: 1
Voice Control Rating: 1
== Armor ==
== Weapons ==
Ares Predator V
+Smartgun System, Internal
Colt America L36
== Commlink ==
So Movement works by multiplying the speed of object it's worked on by the spirit's/critter's force, right?
What happens if two spirits, Spirit 1 with Force F_1 and Spirit 2 with Force F_2, both use Movement on the same Object simultaneously?
1) v_end = v_0 * (F_1 + F_2) or
2) v_end = v_0 * F_1 * F_2
So wait, with the new vehicle mod rules you get (body) modslots for each catagory?
So for example if my Body is 10, I could have say, two manual heavy weapon mounts (10 slots) which would max out weapons, and then get extra seating in the body section?
How do vehicle mounted weapons work?
I assume for a manual one it takes Agility+Gunnery of whoever is manually in control.
What about something like a turreted weapon on the top of a truck? Would it use the pilots Agility+Gunnery or some mental attribute like Int or Log? Or would it use the vehicles pilot rating and the drivers gunnery?
What would be the mechanical difference between a fixed and flexible mount, or is it only range of fire with nothing else changed?
>after many weeks of running black trenchcoat with friends, they ignore repeated warnings and sneak weaponless onto a mob boss's barge during a gang war
I still haven't decided how badly they've fucked up.
Guess I have until Sunday.
Gunnery uses Agi, whether you are directly behind the weapon or controlling it with a comlink (see control device matrix action)
Pilot+eventual gunnery program is only used when the gun act autonomously like a drone.
But that's wrong. You use Logic for remote-controlled gunnery.
Had anyone used Winternight in their campaigns? How do you all feel about them?
Also, I hear tell that they became widely known after the second crash, but just how much? After some 12 years, does everyone still know who they are?
Hey, I've just picked up the 5th Edition Shadowrun corebook. What sort of house rules does /tg/ use for this edition? I'm thinking about running this for some friends and I'm curious to hear what people have come up with.
A better example would be rocket pods on the sides.
Also rate the fleet of a smallish PMC I'm making made up of former VDV members
Transport Helo (HUGHES STALLION WK-4s) (x4)
Hand 5 Speed 5 Accel 4 Bod 16 Arm 16 Pilot 4 Sens 4 Seats 12
Protection (16 slots):
PPS Rating 6 (2 slots)
(+6 soak for passengers when crashing)
Weapons (16 slots):
Thermal Smoke Projector (2 slots)
Heavy Manual Flex Weapon Mount, door (6 slots)
Body (16 slots):
Increased Seating (2 Slots)
Winch x2 (2 slots)
Valkyrie Module (4 slots)
Searchlight (1 slot)
Combat Helo (AGULAR GX-2) (x2)
Hand 5 Speed 7 Accel 5 Bod 20 Arm 20 Pilot 4 Sens 4 Seats 2
Protection (16 slots):
Extra Armour 4 (8 slots)
Weapons (16 slots):
Turreted Heavy Weapon mount (nose) (6 slots)
Fixed Heavy Weapon mount x2 (wings) (8 slots)
(Aztechnology strikers w/ HE rockets)
Cargo Plane (Fed-Boing Commuter) (x1)
Hand 3 Speed 5 Accel 3 Bod 16 Arm 8 Pilot 3 Sens 3 Seats 45
PPS Rating 6 (2 slots)
Speed enhancer 2 (14 slots)
Extra Seating (2 slots)
Talk to me about starting a campaign, /srg/. I've talked myself into running a game for a few people at work, 5e, no one else has played it, some familiarity with the setting from the vidya. I'm expecting this to be a bit of a mess, and I think that's the right attitude to have when attempting to play Shadowrun.
I ran a 20-odd session campaign before and started with a milk run (In Cold Blood, I think is what it was called; swap out a vial of blood in a corp factory's on-site med bay). Seems like an approach that makes sense, but I'm wondering if any of you guys have alternative Milk Runs in mind. I was a player for Shattered State, so that's pretty decent as well. I've also heard of Food Fight, but I'm not sure where to find it or how good it is.
I'm also wondering about having an actual plot thread through the campaign this time. My previous "campaign" was actually a series of unrelated missions, with side-plots for each of the characters whose players actually roleplayed but no main story. I have a feeling that players more familiar with Shadowrun: Dragonfall than rolling a bucket of d6s will expect an actual plot.
>How would/do/did you start a Shadowrun campaign?
>Is Food Fight any good?
>Should I bother with a main plot, or just stick to "And here's today's mission"?
>How would/do/did you start a Shadowrun campaign?
>Is Food Fight any good?
Always start with Food Fight.
>Should I bother with a main plot, or just stick to "And here's today's mission"?
Generally I like to follow the style of having the beginning be random missions with a few plot related ones thrown in too, and then the more things develop the less random missions they go on the closer they get to the climax.
>Always start with Food Fight.
Is that what Food Fight always is? I thought it involved that Stuffer Shack from TwoDee's story about the infamous trout player who thought he was playing cyberDiablo.
Oh boy, ANOTHER instance of CGL contradicting themselves. What a fucking surprise.
I'm starting to think that no matter what rule I'm looking at, there's always another rule that directly says something else. Personally, I'd keep it as Log+Gunnery for remote, because how in the fuck does your physical agility determine mental control of a drone or turret?
The SR5 is a different version, but you should probably use the quickstart rules for new players.
You can probably find the old foodfight rules in the pastbin, but here's the table for things getting messy:
Die Roll / Result
1 Nothing Breaks
2-3 Glop splashes all over the target and anyone within 2 meters of him. The floor in that area becomes Difficult Terrain.
4-5 So much glop splashes over the target that his face and arms are completely covered. He now suffers a +2 modifier to all actions as a result of impaired visibility.
6 Pyrotechnics! Not only does stuff explode all over the target character(s) and anyone else in the vicinity, but the damage causes a secondary effect: falling cans, exploding light fixtures, chemical reactions/let your imagination run wild. The target rolls Body (4) to resist Light Stun damage from this effect.
Roll 2D6 for each column and use the results to describe the mess.
Die Roll / Color / Consistency / Type
2 Black / Chunky / Powder
3 Blue / Fizzy / Plastic
4 Green / Lumpy / Metal
5 Orange / Smelly / Meat
6 Pink / Soft / Liquid
7 Purple / Spngy / Powder
8 Red / Sticky / Liquid
9 White / Sudsy / Meat
10 Yellow / Syrupy / Metal
11 Clear / Thick / Plastic
12 Multicolored / Choose 2 / Vegetable
Go gangers, paracritters (I think there are massive armadillos in Texas...like, bus sized), native americans maybe looking to hire someone for a small quest (finding reagents, catching a white buffalo, wrangling a free spirit, needing a sacrifice for some sweet sweet blood magic...it's not only Aztecs, remember the GGD was blood magic)
Could be a toss-up. Remote control doesn't automatically imply DNI, and controlling a gun remotely with, you know, an actual remote WOULD land closer to Agility than Logic, I think.
I was faffing about with an idea of having the limit as your skill rank, but allowing you to burn hits to increase the limit after the roll.
To paraphrase some of the complaints ze germans had with Rigger V:
The whole book is a "phantom giant" - looks big from afar, but when you get close you notice how small and deformed it is.
- Fluff descriptions and crunch often differ heavily. I quote:
>Harley-Davidson Nightmare (Fluff: riggeradaption, gyrostabilisation; Crunch: -) and GMC Armadillo (Fluff: -, some upgrade packages like Mercury and 442 Chameleon; Crunch: armory, cargo pod, drone rack, food truck, rigger cocoon, off-road transportation, sleeper command cabin, transport, workshop, aka ALL THE EXTRAS). That's brain dead. Who does this (Jason Hardy?), why isn't it corrected (Jason Hardy?) and which editor is ok with it (Jason "Fail-King" Hardy!)?
- ANOTHER change to repair costs (10->2->5%)!
- No details on how used vehicles differ from new ones.
- Speed attributes now differ for moving/swimming/flying vehicles.
- Stürmwägön - there's a whole team of people working on the german translation of every fucking Shadowrun book CGL shits out and they can't be bothered to send a single email asking for the translation of a few vehicle names.
- No cyborgs/bioroids.
- general anger over years of low quality products and shitty money grabbing micro-pdfs (how about paying some of the goddamn freelancers more so they have the motivation to do proper work? Not hating freelancers in general mind you.)
Oh, I forgot: from the wishlist for the german edition.
>Please call the Stürmwagön "Sturmwagen" in german and "BMW Murican" or "Mormon Battlewagon" in english.
Another complaint: no alternate vehicle names for different regions of the world.
You need an image link+ smartlink on a visual device to use the smartgun on your pistol. That said, smartguns are trash in 5th so that's fine to ignore.
Earbuds and glasses are pretty standard. if nothing else, it's a good way to get flare compensation and low light. Improved Sense (Thermographic) is a bad way to spend your PP.
Sneaking (Urban) is far, far more likely to be useful to you then 4 points in clubs. The staff and baton are awesome, but you have no business trying to fight hand to hand.
You are a spell-caster and a pretty fragile one. Do not forget and try to be Kurt Kombatmage.
Pic related is manual. You have your hands on the mounted firearm in question. If there's any distance involved, it's remote.
>Crunch: armory, cargo pod, drone rack, food truck, rigger cocoon, off-road transportation, sleeper command cabin, transport, workshop, aka ALL THE EXTRAS
The consistency just isn't there, and that's not a new wrinkle to SR under CGL. Some stuff is done that way, others are split into completely different statlines, and then there's the Ruhrmetall Wolf II with it's 0¥ (or just ¥) alternatives.
DocWagon HTR teams pack non-lethal gel rounds. Their on site security includes waterjet cannons loaded with tranquilizer and I bet some of their HTR ambulances have a turret of that too. So yeah probably shoot everyone who doesn't have a badge on the way to the targets.
Insecure troll runner who is afraid everyone makes fun of him for having below average sized horns, so he throws himself into physical and mental work as hard as he can. Too much of a joke or an acceptable underlying insecurity for a workaholic?
And a pilot has to physically go out in the wings of a plane to manipulate the flaps with his hands for him to fly manually. No, you're wrong. If the control mechanism is physically connected to the weapon it's manual. If it's wireless and controlled via radio or satellite or whatever the fuck else /not physicslly connected to the weapon/ is it remotely operated. Cuz that's what remote means. Remote. Not physically connected. Remote.
I don't know how you managed to survive this long while being this much of a tard, but whatever. Have some more manually operated fun.
>For the security paranoid, or those that just like the hands-on approach, manual control can be applied to a weapon. This option removes the possibility of remote, electronic control in favor of direct mechanical operation of the weapon, meaning a metahuman must physically operate the weapon, which tends to put them at bodily risk.
>Vehicle-mounted weapons are fired using Gunnery + Agility [Accuracy] for manual operation, like door guns on mounts, or Gunnery + Logic [Accuracy] for remote operated systems.
Some people pay for metahuman reduction.
Really depends on what kind of field he works in.
If he tried to climb a corporate ladder I could see that working, though most fields where trolls are employable by the big corps they are restricted to janitorial or security work anyway.
And if you got a company like EVO it doesn't make sense for him to be ashamed.
Since goblinization isn't a thing anymore that much it's a bit of a stretch, but being shunned by his family would probably make more sense imo.
>Since goblinization isn't a thing anymore
It's rare, but not unheard of. Kind of like being born human to ork or troll parent(s) - which, incidentally, has a near 100% goblinisation rate.
Mostly it was my attempting to turn an insecure about a small dick joke into a character concept. The idea as I have is he's a troll from the streets, smarter than the average kid from Redmond (so average int for the world or a bit above) who got deep into bodybuilding image stuff when he started to make some real nuyen and upgrade from Street to Low liestyle. And he looks at himself and then the troll body models used in matrix mags and feels eternally inadequate, and then because he knows he's a bit smarter than normal he thinks he is wasting his potential. So he lifts, he tries to learn science relevant to running, and he obsesses over his imagined failures. But no matter how much you lift or how good you are at preparing beautifully timed explosives, you can never make a horn that's 2 cm below the average for a male troll of his ethnic group be bigger.
Mechanically he'll probably shake out to melee sam with some useful tech skills to maintaining his kit.
I'm just gonna post remote controls
If it was my call, that's how I would rule it. You on a setup like pic related, where your eyes and hands are doing the work? You roll with Agility. If you're remote-controlling via commands or DNI, Logic, because it's more about how well you can think and calculate then, more than how well your hands and eyes can aim.
So one of my players tonight put a remote fired .22 wmr derringer inside a problem player's ass to "ensure" compliance and runs a betameth lab full of horrifically mutilated aztechnology employees he's modified to become more compliant.
Should I maybe do something about this or just let nature take it's course?
He played spanish flea on his smart phone while explaining to the troublesome player how he ensures productivity at his meth lab, going into medical detail about what he calls a "uni maw" all in one high efficiency orifice. Another player asked him, since he's the party doctor, when the hippocratic oath kicked in and he responded that he had dropped out after a semester of veterinary school so it didn't apply.
Half the table loves the meth nazi, the other half is terrified, including one of them who retched and threw up a little during the uni maw presentation.
So you actually have two problem players.
Best case scenario is that they kill each other and you don't have to put up with their shit anymore.
That aside meth labs are dangerous and tend to explode.
Should roll for that like you roll for gang violence etc if one of your characters hang around in a dangerous neighborhood during his offtime.
Should probably roll for that on top of the inherent dangers of cooking meth too, depending on where the lab is. He's gotta cut into somebody else's market, right?
He's running the meth lab for the russian mob, and he's banking on the meth lab exploding. He calls it the retirement package for his "employees." Some of the local street gangs became his "employees" after they tried to muscle him. The meth nazi's player gets along with the others, but a new player had a wild hair up his ass to make a beef with him so now we all get to hear about how installing a cloaca and a brain bomb makes a worker more efficient.
Not sure if I should tell the new guy to be a little less confrontational or to just see just how much they will keep fucking with each other.
>Vory meth lab
>Banking on the meth lab exploding
>turning gangers into lobotomized employees
o h n o
>so now we all get to hear about how installing a cloaca and a brain bomb makes a worker more efficient.
The question is if your other players are cool with that.
Sounds more like your meth nazi is trying to out-edge the other guy. Which is an ooc squabble poisoning your game.
>Not sure if I should tell the new guy to be a little less confrontational or to just see just how much they will keep fucking with each other.
Imo it depends on whether or not it alienates your other players. If they feel it adds something to the game fine. If they are pissed of by a private pissing contest you gotta put an end to it.
So player A, meth nazi, is an adept. He's played SR a bunch and noted that in most of the adventures, aztechnology guys are on team evil so for his back ground he lost some friends to their messed up experiments so naturally he wants revenge. He said he'd hit an AzTaco Bell for volunteers. The nazi stuff is partially my fault, he said he was going to be a street pharmacist, I brought up breaking bad and asked if he was more of a tuco or a gus. He thought about it and said they were boring and I brought up the meth nazis from the last season. I clearly made a mistake in that regard, but it's been comedy gold so far.
Player B decided he wanted to be some corporate jackboot temporarily relieved of his high standing in society. I asked him which megacorp he wanted to work with, he said Aztechnology, I mentioned that another party was crazy anti Azzies and he doubled down. First time he got shot up and the meth nazi had to dig the bullets out, he got shown the presentation on how too many orifices cuts down on production. After he took a shot at him a second time, he woke up with a remote control derringer in him, and took the factory tour while strapped to a wheel chair.
> aztechnology guys are on team evil
...that's a very simplistic way of viewing it. For every 'Doom the world' plan Aztechnology has they have a dozen 'Feed people' or 'Make entertaining programming' plans. It's part of being a megacorp. You do some evil as fuck shit but your day to day business is legitimate and generally not particularly more evil than any other McJob.
It's like how Japanocorps have organized crime ties but don't like to prop up multi-million dollar crime plans because legitimate business makes multi-billion dollar profits.
Then I read >>44956038
and realized your player decided to turn the knob to 11. Especially with the captive Pinkmans. Using AzTaco workers, his product can't be that pure, is it? Or are they bringing the secret ingredient
Is the derringer a permanent fixture or can it be removed relatively painlessly? And how do the two involved like the party conflict?
End of the world plots are an extremely small part of the Aztech business model, if you're talking about the way the bills measure out. Besides, how much do you think the first corp-owned cyberzombies made them, after all the corporate espionage was done?
So I was gming fast food for a few of my friends, but there's one point I didn't get:
If the sentry turrets have a device rating of 3, how would you calculate their condition monitor and initiative?
See the paragraph for automated defenses in the GM section of the core rulebook (p. 366 to be exact) You'll find that turrets are basically drones and use the same rules as described on p.269 and 270. So now you know that drones have (device rating * 2) + 4d6 as initiative.
Of course, the condition monitors are described elsewhere! Check p. 199, all the way down in the left column. Drones have physical and matrix condition monitors of 6 + BOD/2.
>For every 'Doom the world' plan Aztechnology has they have a dozen 'Feed people' or 'Make entertaining programming' plans.
Real life doesn't work on a fallout karma system, you can't nuke a town and then even it out by giving a lot of water to the homeless.
This isn't Saeder-Krupp or Ares or the Japancorps, who are willing to murder and sabotage the competition to get the upper hand and overwork their corporate citizens. They're just big businesses with cutthroat business ethics and occasionally dangerous plans that suffer from short-sightedness and greed more than active malice.
This isn't NeoNET, who accidentally released a nano virus and are trying to cover it up. For most of the megacorporations, you might try to make the argument that they're not evil so much as they are greedy, and they feed and entertain the people as well. Sure.
Aztechnology has tried to END THE WORLD. With horrors and blood magic rituals. Their board of directors has some serious apocalypse cult shit going on
>Guns are evil
Fuck off, hippie
Blood Magic is a tool and only as good or as evil as the deeds you commit with it.
People talk a lot about movies inspiring their games. I been thinking...would the Witherspoon character from Freeway be a good basis for a runner??
> 'Cause I'm pissed off and the whole world owes me.
Why be a street sam.. have all this relatively illegal ware installed.. when you can be a fucking adept and still look normal and not have to worry about guards wondering why you have a fucking 20 inch sword in your arm or something.
WHY BE A STREET SAM!? I love the concept but god damn.. WHY IS IT SUCH A POOR CHOICE?! Bioware over cyberware is crazy too. Like you honest to god should not even bother with cyber limbs when you can just get some musle replacements or toner.