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>Chummer 5: https://github.com/chummer5a/chummer5a/releases
>Issue tracker: https://github.com/chummer5a/chummer5a/issues
'I read the core rulebook for the first time today and I'm already making a general thread' edition.
Previous Thread: >>45341136
>remembering it is another.
I've run this game for a fucking year now and sometimes complete forget rules we've had to use in the past if it has been more than a few months. There's just so many sometimes that are ultra specialized in their situations
Whenever I have downtime I am constantly trying to learn something new about the system. Certain parts of the Matrix still annoy me, and I have yet to touch anything Astral, but I feel like I know enough where I can play at least.
Requesting the rules for that really shit in-lore ares gun
SURGEn, it's in the pastebin, also the mediafire, under 5e
It doesn't "follow" the surge rolling rules (mostly because the rolling rules themselves are shiftily edited) so it just uses a basic RNG
It also has language options
Plus Combat sense, which gives a flat +1 defense die as well, has you take a perception test before a surprise situation. Success means you get the benefit of being alerted, further increasing the chance you get out more easily.
If you've got 5 Rea and 5 Int and 2 levels of lightening reflexes that's 12 dice for a 3 threshold test, you can simply buy hits to pass it.
>Not everyone is an adept
Yeah, but the poster in question mentioned making an adept defense die tank.
Having an extra die in defense is a lot better than having an extra die in say, armour.
Quick napkin chargen for a dodging adept
>Improved Reflexes 3
>Improved Phys Attribute (Rea)
>Combat Sense (3 ranks)
For a final Rea of 10, Int of 5, and bonus dodge of 3 for 18 dice on defense tests and 15 on surprise tests.
If you want you could add Agile defender onto that for another 5 dice (assuming an Agi of 5)
Actually, it'd probably be better to have a Rea of 9, dropping the improved phys for two ranks of combat sense instead, for 19 dice on dodge tests (24 if you go full defense with 5 agi) and a base init of 14+3d6
There's nothing in the rules about "major consequences for failing" stopping you from buying hits, only if there is a "large chance of a glitch or crit glitch that would have a major affect on the course of the game" and rolling 8 1s in 15 dice is by no definition "a large chance".
In addition, the adept will probably have points in perception and may or may not have a +3 bonus, the chances of falling to hit 3 times with 15 (or 18) dice are quite low, low enough to not really be considered "risky"
I mean, there's nothing that says you can't.
Even if you don't, the average dodge hits someone with 19 dice will average 6 hits (defense penalties non-withstanding, but they will still probably get 3 even if they are being fired upon full auto)
I'm almost done with my character now, just fiddling around with my options. It was a little rough starting out, but I like where she's at now.
She's a perky, flamboyant wannabe trideo star who's recording her shit as she dips her toes into the shadows, trying to become famous and maybe get some Horizon sponsorship. I'm not entirely sure how she got all her money, but I'm thinking of taking "born rich" as being literal. I'm planning to eventually get Fame, and probably Burnout's Way if the game gets to a point where I can get that much Karma. I'm thinking about taking a 1 Essence hit (or maybe .75) and starting out with a bit of Cyberware. I'm also still trying to figure out what to do with my Adept Powers.
Either way, she's a razorgirl on her way to pink mohawk stardom. Filming her runs and spending time editing and enhancing them, making it look as professional as possible.
>"If you enjoyed the trideo, be sure to like, share, and subscribe! And if you're really jonesing for something special, donate to my patreon and you can get an exclusive sim of me trying out my new cybercock on that cutey from the Stuffer Shack! My heart was still pounding from that botched milk run. Exciting stuff, all for loyal fans!"
What's the difference between Used and Omega? Chummer says Omega's cheaper on the Essence, but that's about it. Not sure which book would have that, either.
Omega is "It's cheaper on essence but has a unique penalty"
For example, Cybereyes that can only see in thermographic, or Wired Reflexes that never "turn off" so you're always super twitchy
Essentially it's ware with bugs
Fun. The ST was suggesting I could buy a cheap simrig that was -20% but had some sort of "flaw". Just going with a Used Implant seems fine, though. I'll be able to deal with the larger Essence hit when I get Burnout's Way, and I can also replace the implant itself eventually. Plus I'm losing a full point of Magic even if I take .01 Essence, so it's not a big deal.
>What's the difference between Used and Omega? Chummer says Omega's cheaper on the Essence, but that's about it. Not sure which book would have that, either.
Chrome Flesh. Omegaware is basically trading the essence cost of Used ware for a flaw in the cyberware design.
Just gonna let you know that it's probably cheaper to just initiate then to pay the karma for burnouts way.
Initiating raises your maximum magic by 1 (so if you have 5.4 essence your max magic would be 6 instead of the normal 5), you still need to pay karma for it, but when you initiate you get a bonus option, and one of the bonus options for adepts is a free power point instantly.
So you could initiate once (or even twice) to counteract the essence loss for 10 + level of initiation x 3 karma (13 first time, 16 second time, etc) instead of paying 15 karma and having to have lost 2 essence previously for a small essence loss discount on other things
How does one go about making a ghoul infiltrator?
Ares Exclaibur. It's in Storm Front, but I don't have that on my laptop. From memory it's a 1-in-6 every time you pull the trigger that the gun overheats, drops a mag, doesn't fire, reboots the smartlink or fires normally.
how should I deal with new pc's getting the old pc's gear?
last week the party's rigger and along two others died now the rigger in question wants to make a new rigger but also wants grab all his stuff from the street sam who was the old riggers roommate. Honestly I don't really like the idea of it but I wanted ask her if I'm just over reacting
>TL;DR rigger wants his old gear what do
The math in this game is so fiddly. Also, I apparently misread or misremembered Burnout's Way. I thought it was just a flat "you are better at cyberware" thing.
Hrm. Time to rethink things. I'd thought I'd be able to buy into that when I could afford stuff like Orthoskin. Still, there are a few cybernetics I want for fluff or gimmick reasons. Like ̶a̶ ̶c̶y̶b̶e̶r̶g̶e̶n̶i̶t̶a̶l̶i̶a̶ a simrig. Dermal Plating might also be good.
Watch Leverage and take notes.
As a GM: I wouldn't allow it. Next time a character dies, they will want to do it again, and again, and again... . So: the roommate has been shot, the place ransacked. Or the roommate has sold the stuff for a shit price to for drugs, the stuff is already in $shithole (maybe Chicago?) and roomie threw a party where the drugs where used up.
Shame. It's a good series. Also, fake ID, credstick, basic breaking and entering gear. Flashlight, crowbar, guns, ammo, armour, Comms.
Just grab Chummer and look through the Street Gear listings.
Pretty sure the roommate is a surviving player. Also, I honestly see no problem with it. Why would you be worried about it? It's a perfect excuse to not worry about how much money a new character coming into the game umpteen sessions in should get, or even how much Karma.
Hell, that could even be the reason the new Rigger joined up.
>"Rigger wanted for semi-permanent position. Free drones, slightly used"
Chargen money is not actual money, you didn't actually "buy" any of your things (unless that's your backstory, of course), it's a limit on how many things you can start the game with. If he wants his last character's gear, he can buy at chargen.
Of course, if a new character is joining an established team, having him play with standard chargen resources can be a bit much, it can be a huge step back. You could always give him the team's "career karma" (the sum of all karma rewards attained so far) as a bonus, and let him exchange it for money as he sees fit.
Don't worry, here's everything you need to know about the astral:
Mages can project into the astral
can also look into the astral
when in astral, you can only affect other things that are in or looking into the astral
dual natured critters are in both astral and material worlds
Astral combat is a useless skill, just use stunbolt
Thanks, I'll go read up on that now.
I'll watch it but there's not enough time to watch a bunch of episodes between now and tomorrow but I can probably digest a fair amount by next week's session.
On you at all times:
>Legal weapon of some kind
>Weapon of some kind, both with non-lethal and fuck your shit ammunitions
Buys hits is allowed because it's below average rolls. On average, 1 out of 3 dice will be a 5 or 6. You trade in dice at a rate of 1 hit to 4 dice.
Plus, as GM, I do it all the time for goons. Keeps the action focused on the players.
Generally if someone dies I let them do chargen with all the career karma of the PCs and bonus nuyen equal to how much one of the PCs would have made from their share of the runs (so if a 5th player joins/someone dies in a 4 player group and each character in that group has gotten 20k nuyen from their runs with the party, the new character gets 20k nuyen as well)
Admittedly, I just give the player extra cash and karma (average of the others, rounded down to full tens/tenthousands) to build their character (Availability limits apply, extra Karma must be spent after standard creation). Evens the odds for new players without rewarding them for joining late/dying.
>tfw the fever has risen in the evening and I had to correct there to they're to their
I pretty much do this.
The players "punishment" for dying is not being able to play their old character anymore, no need to also put them behind the rest of the group mechanically.
You could always ask the street sam player how much/what of the gear they want to fence. The original rigger doesn't really have much say, he's dead after all, and while he could hang on to some of it, what're the chances (in world) of getting another rigger before rent's due?
Besides, most riggers come with their own drones, and daddy needs a new cyberarm.
>no need for rope
What if you need to hog tie a guard?
Or what if you need to hog tie a civilian?
Or hog tie one of your team members?
I feel the option to hog tie things is very helpful in surprisingly large amount of situations.
>No need for rope
Always need for rope. Rapelling, helping the decker climb over stuff, tying double door handles together for a quick lock, tying up people, lassoing the extraction target, and monofiliment rope makes a real good trap that's easy to set up.
gasmask, survival gear, at least 3 burner commlinks and a normal commlink (or a PDA if you're in the 2050s) Live Ammo, Less Than Lethal Ammo, a knife, some means of stunning an enemy in close combat. AR glasses and Gloves/AR implants...
Open up Run and Gun, go to the Pack Your Kit section. Buy the Advanced Runner Kit, then get like 100 Nuyen worth of Plastic Restraints and a small bag of Rating 1 Fake SINs, as well as as a fuckton of licences for everything you own with an R in the availability code to match the rating of your SINs.
Honestly, I've never had a player die in any game I've run, and the only time another player died in a game I was in was because they were player killed for starting shit. Twice. I'll give people who join up late the exact experience as everyone else.
Why bother keeping the guy's drones on lock or throwing them out? Just don't worry about it. I mean, what's the harm of the rigger getting a few drones?
I'd say pretty good. I mean... you're gonna want a new Rigger for the rent. No sense letting that junk go to waste. Put out an ad for someone who can pilot drones and is willing to risk their life doing stupid illegal shit.
fite me fgt 1v1 i'll rek u swer on me mum
any mage throwing decent dice behind a weapon focus in astral space is absolutely deadly. these are people who will be able to go toe to toe with spirits, and win.
ROOMIE, MUST LIKE TROG ROCK AND BE CAPABLE OF OPERATING COMBAT DRONES
HAVE 2 CUSTOMIZED DALMATIANS WITH LMG'S AND TRACKING AUTOSOFTS AND ONE ROTODRONE WITH AN ASSAULT RIFLE
NO FAT CHICKS
Thanks to our face deciding he's a pirate (and in charge) for no particular reason we are becoming more and more pirate themed as a group. It's mostly just dumb jokes like saying we should load a blimp with rows of assault cannons to fire broadsides.
5th also has a street magic book, I haven't gone through it in detail yet so I can't comment on it. In general you want to take a look at the mage player's handbooks for every edition for little tidbits.
haven't gotten to that one yet, noted.
One of my players is considering running an AI, does anyone have any advice on houserules so I can make that process more pleasant for him? The AI rules as they exist in 5th are... a bit of a clusterfuck.
no Religions are a thing. But Your Mind Makes It Real has been a thing in Shadowrun since 1st Ed when it comes to magic and every major world religion actually has some magical traditions if you look hard enough. Plenty of churches and temples and mosques and devout people out there in the 6th world.
Uh, wait what? Are you under the impression that there are no religious insitutions in SR? Because if so you are very much mistaken.
There are crazy cults, yes, but various churches are still going strong as well.
Street Grimoire. Has a lot of the same material as street magic but without an editor with a working brain so it is somehow harder to read despite being the same damn shit.
Street Grimoire is the nadir of bad 5e editing, everything after that is better (even if with Data Trails it was close).
in my defence, most of my shadowrun knowledge in terms of fluff is from the harebrained games. i just couldnt imagine religion being a big thing. im very interested in correcting my ignorance of such. religions in fiction intrigue me.
It is no less than it is irl, with probably more people just spiritual in a loose sense of believing in spirits and magic because that is literally verifiable and you might know someone who can shoot fireballs.
I think Christianity has lost a lot of numbers to regional faiths, but is still one of the big global ones and everything you know from real life is still there in probably close numbers.
if thats the case then im interested in exactly how they managed to survive THAT long. maybe im just thinking too much into it. thanks for the info though. including the other anons who replied to me.
The shadowrun PC games mostly handle shadows and corporate life though. Religion doesn't factor into those so much unless, maybe, you're with the Azzies.
Speaking of Harebrained Schemes, what choice did everyone make at the end of the bonus campaign?
religion is a big fucking deal in shadowrun. Feng Shui? That shit actually works. Animism? Yeah you can call up spirits to do shit for you. Christian Magi? They can call down motherfucking angels as spirits. Jewish Kabbalists? They can use sacred fucking mathematics to alter reality.
Religion is a big deal in shadowrun if you're a mage.
Dead Man's Switch was all about religion.
i didnt even think of that. that shits dope.
it was in the most occult of ways, when i started this conversation i was thinking more of general religions like christianity, islam, juadaism, etc.
I liked it until around the end. And I kind of got annoyed when I found out that Dead Man's Switch took place in Shadowrun's "past" and the whole mess with Chicago. It felt like I didn't really accomplish anything.
Although it did explain the Chicago poster in Coyote's room. I knew about Chicago, but didn't put two and two together about the time frame.
Eh. I loved Dragonfall and HK, but DMS was the sort of game that I closed down for the day, intending to pick it up the next, and then never felt like doing so. The most dissappointing type of game imho.
Grenade launchers with contact fuses seem absolutely broken in 5e if you can consistently get 3 successes when firing to avoid scatter, especially since they fire SA and not SS so you can SA burst them.
Is there something I'm missing here? 11 stun for your average cheapo pepper punch being totally spammable seems ridiculous.
Maybe. But I'm not familiar with Shadowrun, so I wouldn't know what the dates meant.
I actually liked it. I was interested in the whole "avenge your partner's death" thing. I just didn't care all that much for the bug stuff, which felt soooort of tacked on? Not completely, but kind of.
Well, Street Level is a thing (though according to the thread a bad thing). Set a cap of 10 or so, though.
Keep in mind that if all you do is put a lower cap on item availability, it's not going to hit awakened characters as bad - so you'll end up with a party of neutered mundanes and beginner street sams, but more experienced/talented mages and adepts.
I was totally about to put a cap of 5 on them, good thing I asked first. I just didn't want someone to have the ultra minigun that can take down something like a Mars Pattern Baneblade tank while starting off and making everything I throw at them seem trivial. Fuck DMing a game that you've never even played before, this shit is hard.
>Complain any time /srg/ suggests I download a book for one little piece of information
>See neat sounding things in Chummer
>Download a whole book for one tiny piece of information
I have poor impulse control. This is why my hard drive is filled with books I'll never read, images I'll never look at, and movies I'll never watch...
Honestly, just look over their sheet and see if you want them to not have something. It's within your rights to say something isn't available. Also keep in mind that R means you need a license and F means you need a DOUBLE LICENSE and probably just straight up can't have it unless you go outside the law.
Availability is mostly used for figuring out how much effort you need to put into finding something on the black market, which is I think an Ettiquette test?
Is there a way to be effective Jack-of-all-trade in Shadowrun?
I wants to try a little bit of everything on my first character and see whether I like matrix,astral or meatspace the better.
Not really. It goes against the entire point of the game - you're hired as specialists and work in a team. If you're a generalist then either you'll be some nebulous vague support entity with no real reason to hire except as an extra body, or you're trying to be lone wolf 2edgy4u.
It can be, but you have to be careful to not simply end up master-of-none. Overlapping roles are better than true JOATs.
OTOH, specialist teams are blatantly fucked as soon as a specialist goes down before doing their job.
>We have a rigger and I figured intuition was more useful
>security armor would require restricted gear
>What is listed +6 from various limb armor enhancements?
>point, though I prefer APDS
>I just buy ten clips worth of whatever I plan on using
>How many die would you suggest? I have 8 (7 +1 from attention coprocessor)
>why aluminum bone lacing?
>First thing I plan on buying, but yeah point
High edge, high attributes, and some core useful skills that you're good at (6 ranks) so you don't just come across as a master of nothing. Be a Sam/infil/whatever foremost, and go JOATing on the side. Always on the side.
Jack would probably spread you too thin. But you could probably pull of being pretty good at two things other runners are great at.
Like >>45367820 says, having a backup isn't a bad idea, if you don't mind being overshadowed most of the time.
And every team can use more competent gunslingers.
I chose to burn down the warehouse, but then Duncan left and it made me sad. I let him get the kill shot on evil cop lady, isn't that enough?
Personally I didn't really enjoy the extension. I felt the original ending was superior and the extension didn't really bring much to the table.
Funnily enough, I'm in a session right now where my DM was able to integrate both our primary and secondary parties in. They are the A and B teams respectively, the latter mainly being because of the same exact reason as yours. They suck.
>I want to be a theif
>You mean like a stealth class?
>No, like someone that steals a bunch of stuff to make extra cash.
>Did you even read the fucking book? Do you even know what this game is about?
>No, I'm not much of a lore guy
These are the kind of people I'm stuck playing with.
Goddamn, that must be painful. Have you tried pointing out to him that literally everyone is a thief in Shadowrun? Or that the crimes you're being hired to commit are so much worse than theft that being charged for said theft would be like taking Charles Manson to court over a jaywalking charge? Jesus.
I had to explain that this was like Payday and Ocean's 11. You're a team and each person fills a role in order to achieve the objective which is quite often theft but almost certainly illegal in some manner other than just plain murder.
Not really, no. There are a couple of reddit groups running a living campaign, but they're not the best place for a newbie for various reasons. Roll20's got such a GM-Player count discrepancy that you'll get forty applications if you advertise a single spot open. Most of us who GM for it would rather run a campaign for people we know and such, given how much effort typically needs to be put in.
Just the usual surprise. Typical mindset of someone that's only played DnD, they think they're playing a game where they become big legendary heroes that go from killing rats to killing planar overlords over the course of time.
Good use of my 1 Essence?
Do I need an additional gland for my fangs, or can I basically just suck some Bliss? I actually have .05 Essence left that I could fill up.
I also have 1 PP worth of Adept Powers to take:
>Improved Reflexes 2, Skate, Combat Sense
Might also take Wall Running, but I'm not sure. Some other 1pp power might catch my attention.
2.000 nY and .25 essence for a standard grade cyber genitals. trade one cost up to take the other one down as per standard
10,000 nY and between 0 essence and .5 (depending on if your GM rules it a sex change or a 'severe bodysculpting') to get a proper bio sculpted one.
I actually went with Moderate Biosculpting Modification (Male Genitalia) for 500¥, but it should really be a half cost Reproductive Replacement (according to "Kat o' Nine Tails" it's half cost for modifications), but honestly at that point I might as well get the robocock cheaper, and THAT can hold .
Like I said, getting new junk is actually only 8000¥.
Why wouldn't Wall Run be useful? Maybe I've played too much Assassin's Creed/Prince of Persia, but it seems schway.
Commanding Voice seems cool, but it doesn't seem to be mind control or anything, which is what I'd want.
Of course, I could not worry about a cybercock and instead take Body Sculpt for 1 PP. Which book is BLB? Bullets and Bandages is my guess.
I'm also unsure whether an Attribute Boost is or isn't effective.
Firstly, how many walls will you be running up? I mean, maybe this is just a personal thing but my group has never tried to run up walls. Even if you do need to scale a bunch of walls it's still less useful than, say, rope, because if you read the rules, you need to find ledges or similar surfaces to rest on if you can't scale the wall in one go. If there are no such ledges, you fall off, whether you reached as far as you wanted or not. It sounds cool but it just isn't very good, much in the same way as dual-wielding or technomancers.
>went on /b/
Maybe you'd run up walls more if you had the ability. I also wasn't planning on going vertical as much as horizontal. Run across a wall to get behind someone, get over a gap, that kind of thing. Might actually be cooler than Skate.
And after all I want to look good on trideo.
No doubt I would, but I DO doubt that I'd have the better character for it.
Well, we have once again reached this impasse. I'd say that neither of those are very good powers, but it's your character and you aren't playing in an optimized group, so you could get away with it.
Do what your heart tells you is right, anon. You'll be fine.
>not taking Boobs 2.0
You deserve whatever bad things that happen to your PC.
Well, how do you feel about Attribute Boost?
I don't even like League, I just love Jinx's look
Attribute Boost is good, I guess, but it's also pretty boring. I always tried to use my adept powers on things it was difficult to replicate without Magic, so things like Traceless Walk and Commanding Voice and so forth. (My best adept was an infiltrator). I then used an essence point of augmentations to boost my attributes and get some other cool stuff too, but I had substantially more resources to play with than you do.
You also need TWO attributes at really high levels, so you might want some more boosts, I guess.
Ok, real talk.
Orthoskin is generally not the best use of money and essence. It's better than dermal armour, but that's not saying much.
Just save the nuyen and get something in play. Having the essence and money to get something that ticks your fancy later is better than getting poor ware at chargen.
It is. But Mystic Armour much like Dermal Armour sucks.
I have a sneaking suspicion they just ported over the 4e values while neglecting facts like changes in the way damage works.
Guns do more damage and an armour jacket which was 4-5 armour in 4e is now 12 armour in 5e.
If your GM allows for cyberware hacking, is it better to go with vision implants instead of full cybereyes?
It would seem to me that someone could just put a black overlay on your vision if you've got any regardless.
>Well, how do you feel about Attribute Boost?
It's cheap if you only buy 1 rank, less reliable than other means of getting augmented agility, and doesn't stack with anything. Also cheap.
>Well, how do you feel about Attribute Boost?
Marginally better than drugs thanks to no addiction roll, (and even then, it depends on the adept), but overall inferior to the permanent solutions.
Good candidate to get a Qi Focus for the rank 1 of the attribute(s) you need and keep the PP for powers you'll get more mileage out.
Western Acquisitions and Reconnaissance
Props to Aurora for coming up with the design.
Does anyone know where to find a pdf of the Seattle 2072 book?
One of my players has decided to step outside their usual comfort zone of "huge smashy motherfucker", and is rolling up a rather interesting character. Basically he's a former Shiawase wageslave who ended up getting really into personafixes because he hates himself
his real personality is a Japanese sarariman version of patrick bateman. He got skillwires installed, and started matching personas with skills, so when he slots his Rambo persona, it comes with automatics 3, navigation 1, archery 2, or whatever. He's planning on being the face, so most of his actual skills will be in that, with some others as he sees fit.
Now, this sounds like an awesome character, and I want to work with it, but he wants to take an addiction to the personafixes, which, given how frequently he wants to use them (switching multiple times per day), will lead to burnout REAL quick. What might be a good way to deal with the addiction without killing the character concept?
Storytime? This is how the best part of the last mission happened after the mission. I, as the GM, had to improvise everything, dice did the rest. Pure pink mohawk, by the way.
> group has to go undercover in a corp office, act as wageslaves for a few days
> a few days later boss wants to speak with the troll, he fucked up
> troll has to get a corp-sponsored omega cyberware to help him, he's just too fucking stupid
> troll thinks "fuck yeah!"
> gets ware installed, Logic +1 free of charge
> few days later jobs over, target aquired, time to get outta here
> Troll player finally gets paranoid: "i can't just run away with it, can i?"
> during debriefing wants decker to scan his head
> motherfucking RFID spy chip in this motherfucking head
> Decker finds out it sends GPS data to some corp node every 30 minutes
> Corps gonna look after it's property!
> Decker can't crack it, just finds its loaction and scrambles the signal
> we have to operate! stat!
> their go-to street doc is shady as fuck, also is out for the night
> "we do it ourselves!"
> who of you guys wants to do it?
> "i'll find some info on the trix!"
> gnome girl uses skillwire subscription to aquire medical knowledge for fucking brain surgery, no biggie
> where do you guys wanna operate?
> "we take the bdsm dungeon!"
> their house got turned into a simsense porn studio recently by their fixer/landlord
> don't ask
> what tools are you guys gonna use?
> "we only have kitchen and bdsm utilities..."
> how do you guys wanna anesthetize?
> "i'll give him some random drugs i found in the stash"
> one member is frequent drug user, came into posession of a big stash
> don't ask
> "roll for the four random drugs, you randomly grab"
> Nitro, Push, Ripper (roids), Memory Fog (daterape)
> "throw for cross reaction as described in Chrome Flesh"
> 9: instant crash, 12S unresisted, some other non-relevant stuff
> Troll gets knocked out almost instantly, nearly no physical damage
> "I'll film Jizzy doing it, pure snuff shit!" says the Street Sam
> gnome girl recently got infamous, had to star in a troll gangbang porn, think infamous levels of "2 girls, 1 cup"
> don't ask
> gnome girl starts to cut away, extended medicine test with some hefty penalties for the shoddy conditions
> trolls have hard skin and bones, especially for a gnome, blood fucking everywhere
> almost gets it, but has to stop after 3 hours before troll dies due to bleeding out and stuff
> "roll for regeneration of your stun boxes"
> Troll wakes up in the middle of getting sewn back up, freaks out in his drug-induced delirium
> others have to restrain him, sewing gets finished
> "should we just tell him we made it and then get rid of him?"
> they decide to stick with the truth, drive him to a safe place
> sell tape of bloody porn star cutting away at a raging drugged up troll to a paydata-broker
> i roll in secret, he finds a buyer in under 30 minutes, 23.000 Nuyen for exclusive rights to the new snuff movie by the infamous Jizzy
> next morning Troll crawls to the street doc, to finish that shit
> "roll for the docs medicine test"
> Street Doc notices the omegaware
> "yoink!", snags it
> after Troll wakes up gets told everything is fine
> maybe still has RFID Chip, haven't decided yet
> still has to pay 5000 bucks for the surgery
Well I burned an edge and basically shot a 16p mininuke at our BBEG for that specific storyline. Radiation bypasses armor so she rolled a 1 on her body roll and died melting to death, screaming, and crying because she was a TerraFirst activist and now her body and secret lair were radiated.
Personally I would say that the Doc has the chip so the corp comes down on him and the players have to figure out how to save him.
Or they might just let the corp carry him away because he's a dick who nicked the troll's shiny new implant.
Both you and your group are in for some fun times.
I created my first Shadowrun character for shits and giggles.
How stupid did it turn out, and how viable is it?
I was under the impression that drain damage could not be healed magically, but could be healed with conventional first aid. Has this changed in 5e? Or am I nuts?
You're prepared for a shitstorm of Bye Felicia jokes, right?
Me and my entire group, some of which have been playing since the start of 4th edition (myself included) completely forget about shit like damage resistance, armor and cover rules constantly. More obscure systems like hacking and summoning we have to keep printouts lying around the table to even begin to remember.
It's a crunchy system. Great fun, but very crunchy.
You can't heal drain with first aid, or anything except for resting.
>Drain damage, regardless of whether it is Stun or Physical damage, cannot be healed by any means other than the natural properties of the body—that means no magical healing and no medkits. If you overdo it, you’ll simply need to make time for some rest.
I haven't even read the core rulebook yet.
Because I don't own it.
Which edition would you recommend for a group who have never played before?
Also is their a separate dm guide? Or is it all in the core rulebook?
For 5e there are quickstart rules and I'm pretty sure both 4e and 5e have a DM section in their core books.
5e is more popular, has better 'trix rules (from what I've heard), adds limits (a hardcap on how well you can do on certain skill tests based on your attributes (IE: a guy with 1 STR isn't going to have a high physical limit, so even if he rolls well he might hit his cap for physical stuff)), 4e has more books and better editing
Life-History is complete dogshit, ignore it entirely.
Priority and Sum-to-Ten are the same system only Sum-to-Ten allows much more flexibility and generally leads to less specialization (IE: you can take all Cs instead of ABCDE) and is generally considered better than priority.
Karmagen I've heard is very punishing on specialization due to scaling karma costs but other than that I haven't heard anything else.
I'm making a Fixer NPC for my group and I'm starting to like him. I find the beginnings of a character emerge when you start with the qualities, especially the negative ones.
He has a niece and a cat (Dependents at 6 karma) who live with him. What would be good names? The niece is 10 years old and would have named the cat around 2 years ago. Something with fluff I think?
>Karmagen I've heard is very punishing on specialization due to scaling karma costs but other than that I haven't heard anything else.
It's (in my opinion anyway) the best because you don't get people min-maxing karma gains, whereas in priority overspecialization is rewarded.
How many dollars does a baseball cost irl? Assume a 1 to 1 exchange rate between modern dollars and nuyen. (Although it's 2 to 1 with Shadowrun dollars because of inflation.)
Okay, that's basicly what i thought from reading as well.
So would you all could agree that Sum-to-10 is the best for a group that's somewhat familiar with the System but doesn't have the patience nor the in-depth knowledge for a Karma Gen?
We have people in the Group that have a knack for inadvertently gimping their characters and people that are quite good at min-maxing. Which system would be best here?
Best (or worst depending on how you look at it) is Titanium Bone Lacing, 4 Cybernetic Limbs + Torso + Skull with 3 installed Armor each and Dermal Plating 6.
30 soak dice (27 armor & 3 pseudo-body) on top of your base body while still being "naked".
Looking for corporate audit-based run ideas against Renraku's big data branch with really dirty, below-the-belt corp politics. There's a prewritten one in the audit booklet, but that's technically an investigation run and we just finished one of those so I'm keeping that for the future instead.
I've been thinking of having one or more Japanese AAs hire the PCs to mess with a data dump and royally screw everything depending on that, or maybe sabotage GridGuide or leak Renraku's data-gathering habits to make bad press, or stuff like that. What brainstorming fodder has /srg/ got?
What does /srg/ think of my baseball adept from New Yawk?
D(1) Adept Magic 2
D(1) Skills 22/0
C(2) Nuyen 140k
BOD 4 WIL 3
AGI 5(6) LOG 2
REA 4(6) INT 4
STR 8(12) CHA 3
EDG 2 (10 Karma)
Lifestyle: Meidum (2 Months) 10,000Y
Athletics Skill Group 1 (5 Karma)
Clubs 6 (Baseball Bats)
Throwing Weapons 6 (Baseballs)
Perception 2 (Visual)
Con 2 (Baseball credentials)
Ettiquite 1 (2 Karma)
Sneaking 1 (2 Karma)
Sports 4 (Baseball) (Interest)
Manhatten Underground 3
Athelete's Way (20 Karma)
Distinctive Style (Baseball Uniform/Coat) (-5 Karma)
Emotional Attachment (Baseball Bat Weapon Focus) (-5 Karma)
Signature (E-Paper Custom Baseball Card) (-10 Karma)
Improved Reflexes (Rating 2) 2.5PP
Missile Mastery 1PP
Improved Physical Attribute (Str) (2) 1PP
Enhanced Accuracy (Thrown Weapons) (2) 0.5PP
Force 2 Baseball Bat Weapon Focus (6 Karma), Personalized Grip 14,100Y
(Acc 5, 15P, Reach 1)
Stun Baton 750Y
(Acc 4, 9S(e), Reach 1, -5AP)
Armoured Jacket (Manhattan Yankees Brand) 12 armour 1,000Y
Helmet (Batters Helmet) +2 armour 100Y
100 Baseballs 200Y
Clothing (Baseball uniforms, 5) 500Y
Fake SIN (Rating 4) 10,000Y
Fake Adept License (Rating 4) 800Y
Fake Foci License (Rating 4) 800Y
Fake Weapon License (Rating 4) 800Y
Erika Elite Commlink 2,500Y
Contacts (Capacity 3) 600Y
+Low-light Vision 500Y
+Vision Magnification 250Y
Subvocal Mic 40Y
Gecko Tape Gloves 250Y
Gas Mask 200Y
Medkit (Rating 6) 1,500Y
50 Plastic Restraints 25Y
4 Standard Credsticks 20Y
50 Electronic Paper (Custom Baseball Cards) 250Y
Muscle Augmentation (Rating 2) 62,000Y
Muscle Toner (Rating 1) 32,000Y
This is a guy who presumably works as either a hitman or enforcer for some mob, and throws baseballs with more force than an Ares Alpha shoots bullets and swings a bat with only marginally less force than an assault cannon, all while dressed up like Babe Ruth
I think that crosses the line from "kinky" to "deranged"
I'd drop the ranks in Improved Strength. You still have the Essence to go for a full rank 4 aug' later.
Get Strength Boost rank 1 in the meantime (through a Focus if you can), and get more powers.
Well, the issue with that is that if I want to get rank 4 muscle aug, then I'd need 124,000 nuyen to spare, which probably won't happen anytime soon, not to mention a 20R availability could pose a challenge (unless I buy through a really good dealer)
I sort of wanted to get a rank in Elemental Weapon so I could smack people around with a flaming baseball bat, but I'm not sure if it's worth it.
You're 2 short of max Aug'ed Str. With rank 1 Boost, you'd get a 6 dice roll, with each hit boosting your STR by one for 2 full combat turns.
Conveniently, the average hits on 6 dice is 2, which means you'd be at full STR whenever you really need it. And you'd have to resists... all of 1S drain afterwards.
Fair enough, being 100% sure of having 12STR for 2PP isn't really worth it when I could be generally sure of having either 11 or 12 STR for 0.25PP
It would also mean I could drop Athlete's Way for an extra 20 karma to be spend on other stuff.
Renraku collects SINless workers and uses them for cheap labor. They live in a crappy barracks camp out in the barrens they're supplied with skillsofts, healthcare etc. This is a secret pet project of some exec with delusions of philanthropism. The run is to expose "the coddling of savage gaijin, filthy subhumans, and gross waste of company resources" and ruin this exec's career
>Chummers, i need your help!
I am making a "skill monkey" face right now, 5e, Sum-10 chargen, with skills and attributes at A and money at C, no magic and non metahuman.
But beyond that, i have no idea for the character.
Any advice, cool concepts or maybe pictures to give me ideas?
MAybe stories of your Face?
>I run hack.exe
>Funny, now how do you really start hacking the commlink?
>What do you mean? I just hack it, I have the skills I can just roll
>That's not how hacking works dude
>Positive, maybe you should read the Matrix section before rolling a decker
Dear lord what have I gotten involved in.
I swapped out athlete's way for warriors way, so I could discount missile mastery and critical strike (essentially an extra 0.75PP), here are the new powers I got
Improved Reflexes (Rating 2) 2.5PP
Missile Mastery 0.5PP
Elemental Weapon (Fire) 0.5PP
Critical Strike (Clubs) 0.25PP
Enhanced Accuracy (Thrown Weapons) (2) 0.5PP
Combat Sense 0.5PP
Attribute Boost (STR, Rating 1) 0.25PP
I also used the two extra karma from my weapon focus (warriors way reduces karma costs by 2) to get a rank in intimidation, because I figure a guy covered in blood, swinging a firey baseball bat Hotline-Miami style, and throwing baseballs faster than bullets would pick up on how to be intimidating pretty damn quick I decided just to pay for STR boost with my spare 0.25PP in the end also.
Japan is a shithole and the runs available from japanese sources should reflect the Imperial Japanese mindset methinks. Granted your runners could just track down the guy running the work camp producing skilled SINless laborers and do a doublecross but that's on them.
He legitimately thought this was something like lockpicking in DnD where you just roll and you either pass or fail. He didn't bother reading that there's a bunch of different shit to do when hacking like analyzing, sleazing, etc. Doesn't even know about ice and how it could possibly kill him.
Life modals are fantastic, so long as your GM values fluffy characters over massive dice pools and tells you to play it fast and loose with the sometimes stupid knowledge skills.
Its way easier to achieve Inter-party balance using life modals than using sum to ten/karmagen and relying on people to not ruthlessly optimism and instead spend points on knowledge skills at an equal rate.
>and relying on people to not ruthlessly optimism
Or you could play with people who enjoy making fluffy characters, instead of forcing everybody to, or build characters together, or have an idea what people expect out of the game before chargen.
>We have people in the Group that have a knack for inadvertently gimping their characters and people that are quite good at min-maxing. Which system would be best here?
Karmagen makes it easy to gimp yourself if you don't know what you're doing, Sum-to-ten and Priority give a bit more of a safety net. Minmaxers will be able to minmax regardless of system chosen. Sum-to-ten is probably your best option here.
>EDG 2 (10 Karma)
You have 4 bonus attributes and start at 2 MAG and 1 EDG. You shouldn't need to pay karma for your second point of edge, as that should be coming from your bonus attributes (the other three points having gone to your mag).
Word of warning: Depending on how you interpret the wording of Attribute Boost, it doesn't actually increase your thrown weapon DV.
The notable phrase in the power is "only affects your dice pools."
Actually, I am in really bad shape financially. I pay money to my ex-wife as part of our divorce settlement, among other bills... I just had no choice but to make you pay for lunch the other day. I'm really sorry.
My group's GM turned a bunch of his character builds into another team that we work with on occasion.
They actually hired us for our first run, since the mission required teams on two separate sites.
Yeah, I've got a bunch on the backburner too.
>Fists, bioware punchguy who was formerly an Aztlan pit fighter, escaped and got passage to Seattle on a smuggler ship, adopted a little girl who was also fleeing the nation, has dreams of opening a bakery and going straight, but there's not a lot of jobs that pay well for someone like him outside of cirme.
>NEET Rigger who lives in a small jet and orders his drones via satlink
>Decker who has no talents for hacking whatsoever, abuses custom drugs and skillwires to live out his dreams of being a novahot decker
And the guy I just made, Slugger, who is a ganger/enforcer for one of the Manhattan crime families and is a baseball fanatic.
Alright, well, first off, play an adept.
Get your fucking ass in gear and max your charisma and willpower.
Max ranks of voice control for the limit, get cool resolve.
Pick up a Mortimer dress and Coat.
Good job, now you are pornomancer. Have fun.
What's your favorite "way" to do something, /srg/?
Mr. Lucky? Cyberware out the ass? Magic?
Personally I really like making characters based around high attributes, high skills, and lots of luck to keep up with augged up monsters and magical sorcerers
Anon, something happened to me last Thursday when I was driving home. I had a couple of miles to go - I looked up and saw a glowing orange object in the sky, to the east! It was moving very irregularly... suddenly there was intense light all around me - and when I came to, I was home. What do you think happened to me?
Prototype Transhuman Dryad Adept.
The free essence from Transhuman gets you Rating 3 Tailored Pheremones and a Vocal Range Expander.
Exceptional Attribute for 9 Charisma, then roll in SURGE to get it to 10.
Overall, looks something like pdf related.
Rate, it's an NPC fixer contact.
>Born in the North of Finland; army service; emigration to Seattle.
>Sister, 5 years older, was Shadowrunner. Had a daughter, KIA 3 years later.
>Lauri was no Shadowrunner but knows some people through his sister.
>Took in his niece after her mother's death 5 years ago and takes care of her. Has a cat, Fluffles (named by niece).
Ignore the notes in German, I can't be arsed to translate them and unchecking the box in the settings crashes chummer.
To be fair, I don't think there's anything that explicitly says THE NUMBER IN PARENS IS YOUR SPECIAL ATTRIBUTE POINTS, but the example chargen on page 67 makes it pretty clear.
If you're willing to accept someone who's never played before I'd be down to join. I'm the guy DMing a campaign tonight and has never played, I feel like being a player would help expedite the whole learning process for me. What time and day do you play?
I think I will still go for kinesics and authoritative tone instead of cool resolve, unless I have pp to spare.
Should I get the berwick and argentum coat combo or go with something that has ruthenium coating?
Is the "ultra smooth operator with a gun" viable with a pornomancer? It is just that I would like to have something to not die when shit hits the fan and going invisible with a back up gun/flashbang sounds like a way to do just that.
Well, fully minmaxing for CHA is going to leave you pretty useless beyond that. I wouldn't want to play that one-dimensional sheet I posted.
You'll probably have a much better time if you accept that 18+ is a great dicepool and actually put some of your resources into being sneaky or able to shoot a gun.
This character might be a good candidate for a single high-Agility cyberarm with a heavy pistol or machine pistol.
Well assuming the continued trend of "Hey we can give you a job!... Just kidding!" keeps happening, then I can play. I am about to head out the door for a possible job at Shitbucks so I'll get back to you on if that happens and if it'll conflict with the schedule. I'll post with this trip later to let you know.
Yeah, it'd be really fun to cut loose and play a (relatively) unhinged character who just smacks people up with a bat while also having all the identifying qualities like calling card, distinctive style, and emotional attachment.
Any one know if there are stats for a Colossal Squid anywhere I could use?
It's going to be toxic... I assume a low body... but maybe at least like 7 or something due to its size. Not sure how strong colossal squids are but I assume they would get a bonus on str due to their suckers. I would assume it would have a decent agility maybe a 6 or something? Int and Reaction 3. Log -. Will 3. Cha 1.
Does that sound decent for stats on a Colossal Squid?
In our game? Getting fucked over because Aztechnology took over our extraction point without us noticing it. Now we're stuck in the Tir, and there's an airborne HMHVV-variant running amuck.
They can be bricked but not hacked. I mean you can get marks on them but they're almost useless, DNI is like the highest in the control hierarchy you can go, and that you can't be booted from.
We're a) terrorists labeled by the Tir, b) border's closed, c) NONE OF OUR FUCKING MAGES HAVE ANY MIND CONTROL.
Which is why I, as a social adept, have to fucking rely on commanding voice and 15 con to convince people to do shit.
If a hacker got three marks on an arm I would let him trigger functions like grapple hand, cyberweapons, etc, same as any other device, the owner is still higher than the person with three marks, but the person with three marks can still do stuff.
anyone willing to take a look at my neo-cowboy bounty hunter? I figured I'd take the opportunity to play a more interesting character than my usual stuff
You mean this?
I'm not sure that's meant to apply to things linked to your DNI, otherwise if someone links their commlink to their trodes with gear slaved to that commlink, nobody can hack it because they have "rigger control"
You need to have some program that allows PDF printing on your computer, then just go through the normal printing steps but select the "PDF printer" as the printer.
Foxit Reader is a really good and free PDF reader that also includes PDF printing, I recommend it.
>It doesnt appear you get anything for it.
Then read again. For most things w/o Wireless you only get an increase in your Limit, with the Wireless giving you the actual increase for your Dice Pool.
The main reason people leave it on is for diagnosis
The cyberlimb tells you how much damage it took, how functional it is, where the damage is. Street docs can treat you better.
In 4e at least you could deactivate wireless but it would give anyone looking for faults a -2 modifier on their diagnosis test
So, what are the exact rules involved with having spirits carry people? I have two very specific examples that I need help with quickly before this next session, because I know what my players are planning.
If I had a spirit of air manifest and then gave the command "pick me up and carry me to that rooftop," what rolls would be involved to make sure that is accomplished safely?
Similarly, if I had a spirit manifest and then gave the command "pick up that security guard and drop him off the roof," what rolls would be involved to make sure that the unwilling target is hoisted and then dropped to his death?
Ambidextrous - how often do you want to make two attacks with 7 dice?
Enhanced Accuracy: Longarms - how often do you expect to get more than 7 hits on 11 dice?
You have six firearms, where a main, heavy, and backup would do. Three firearm skills where one, (two if you really want to go with the cowboy theme) would do.
No sneaking ability worth mentioning.
No vision magnification.
Fake licenses that won't hold up vs a stuffer shack clerk.
Lockpick set - for all the mechanical locks you're going to be picking with 7 dice.
5 subvocal mics. Are you buying for the team?
My advice? Anything you want to do on a run, get it above 10 dice.
>Lockpick set - for all the mechanical locks you're going to be picking with 7 dice.
Lockpicks are specifically noted to be both mechanical and electronic toolkits to be able to bypass both maglocks and traditional locks in shadowrun.
Business Cards would be pretty great. You could probably use killing people with them to qualify for that one Negative Quality where you always leave some kind of mark or signature at the scene of a run.
You use locksmith, not hardware.
Also the entry for lockpicks mentioned you "need them to pick locks" which could be interpreted to include maglock casings, otherwise I can't find any tools you need to remove/tamper with maglocks, and it seems odd that you can rewire/remove a maglock without tools.
>The first step to bypassing a maglock is to remove the case and access the maglock’s
electronic guts. This requires a successful Locksmith + Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) Extended Test.
>Some maglock systems come equipped with anti-tamper systems, rated between 1 and 4. In order to bypass the anti-tamper circuits, an additional Locksmith + Agility [Physical] (anti-tamper system rating) Test must be made. If this fails, an alarm is triggered.
>Keypads utilize an access code (often different access codes for different users). Unless the code is known, defeating a keypad requires rewiring the internal electronics. This means cracking open the case (see above) and then rewiring the circuits—another Locksmith + Agility [Physical] (Maglock Rating x 2, 1 Combat Turn) Extended Test.
>Cardreaders verify the authenticity of swipe cards or RFID proximity cards. They can be defeated using the same method as for keypads—by removing the case and tampering with the works.
Pg 363, SR5
What's the additional karma cost on the metatype variants? Do I have to pay 5 karma in order to roll as a hobgoblin?
I want to say it's ir1shk1ng but I could be wrong. I'm not home right now so I can't check, I'll get back to you if that's not it. Picture should be Raiden from MGR with a baugette in his hand.
While I agree that this interpretation doesn't help in figuring out what lockpicking maglock tools are supposed to be, this is the first sentence for lockpicks.
>These mechanical burglary devices have undergone only slight improvements in the last several centuries.
Contrast with the original statement here;
>Lockpicks are specifically noted to be both mechanical and electronic toolkits