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/srg/ Shadowrun General - Attitude Edition

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...Identity Spoofed
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>Welcome back to /srg/, chummer
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>Shoot straight
>Conserve ammo
>And never, ever cut a deal with a dragon

Metahuman Relations. >>46943541 needs an answer.
>>
>>46943880
>Metahuman Relations. >>46943541 → needs an answer.
Yes.
>>
>>46943880

Of course orks/trolls find other orks/trolls attractive. Load up a ork or troll with maximum charisma + tailored pheromones and even a elf is going to be willing to do snu-snu. Hell you don't even need to justify it with a fomorian or oni who are the pretty trogs.

Keep in mind orks look basically like /fit/izen humans who are swole as fuck and have some tusks.
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>>46943541
>do
Depends what they like. Elves have a higher chance to turn their nose up at orcs and trolls (and vice versa), but it's pretty normal to like your own metatype.

>could
Yes, easily. That's why they stock all kinds of bunraku.
>>
>>46943914

That was going to be my reply as well.

But I got to thinking. Especially in situations where somebody goblinizes at or around puberty, how would their preferences change?

How much of an effect does goblinization have on somebody mentally? Are the changes mostly physical, or is personality affected by the change itself?
>>
>>46943989
Due to metatypes affecting mental stats I submit that goblinization affects your mind and body both.
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>>46944013

Some of the effects of goblinization also tend to be related to the systemic effect of anti-goblin racism especially when it comes to logic scores. It's just really rare that a trog will ever be seen as smart so they tend to get expelled from school if they are even SINners to begin with.

>>46943973

Ork on Elf simsense porn would be massively popular in the 6th world. If you could convince a Dryad to become a simsense starlet and take trog dong all day long you could probably be a millionaire.
>>
>>46944085
Does Glamour work over trid, though?
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>>46944112

I always forget about fucking glamour.

Probably not and let's be honest most dryads won't cyber up and I'm not sure you can sim record over trodes.
>>
>>46944112

Seems like it would work on trid RAW in SR5, at least.

Don't know if that's much to go on for an in-universe answer, though.

Simsense (recorded by someone perceiving the dryad) would definitely pick up their Glamour.
>>
Hey /srg/, playing with a newbie group (both newbie players and newbie runners), and our fixer's just given us an extraction mission in LA. We have no idea where our target actually is. All we know is he vanished during the quakes, and traces of him have shown up from after then.

I've ended up being the equipment monkey, and other than some sort of aquatic transport, some chemsuits, some diving gear, some climbing gear, and a tazer in case the subject is uncooperative, is there any gear that's a must have in the LA Sprawl?

(We're still in Seattle if that matters, and we're playing 4e)
>>
How do you guys run edge regen? Say a player has 3 edge and burns down to 2 and they want to buy it back up. Do you treat it add though they were buying it up to 4 or up to 3?
I've heard going with the second method would essentially mean that a player can just hover at 1 edge and spend 10 karma to buy it back up whenever they think they're gonna die, but also that the first method is to expensive.
>>
>>46944085
>Some of the effects of goblinization also tend to be related to the systemic effect of anti-goblin racism especially when it comes to logic scores.
This is blatant lie pandering to Goblinoid specialist interest. Anyone arguing it is simply trying to institute affirmative action policies for goblinoids in order to gain their support, and there for, by definition, racist.

>>46944196
By raw going from 2->3 costs 15 karma. As to how you should handle it depends on how you handle edge burning if a burnt point of edge saves character from any bad situation than logging burnt point makes sense. If burning edge just prevents physical death, why not let people buy it up. 10 karma is not a small number.
>>
>>46944196
Both concerns are valid. But staying at 1 Edge means you only get 1 reroll a day unless the GM is particularly generous, so it's not without its disadvantages.

I'd rather treat it as if you're buying it up to 3, and slap the player who tries to abuse the system if it becomes a problem.
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>>46944264

>>/humanis/

Trog lives matter you fucking racist
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>>46944141
I'm pretty sure you can record sim over trodes if you have all the other equipment.

>>46944196
If a player's burnt to 3, they buy as though they were at 3. Same with an Initiating/Submerging person buying back up to a rating they once had.

In general it's not going to be a super-big issue. It'll tend to be self-correcting and they won't have good edge.

Good edge can be all kinds of its own builds.
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>>46944293
Considering how much time they spend killing one another, I sincerely doubt that...
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>>46944196

I think if your players are burning Edge enough for that decision to matter, you might have some bigger problems.
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>>46943989
There was a Shadowrun novel that had a young guy with a background in genetics who goblinized into a troll (Changeling). There were some personality changes because of his drastically different hormone levels, and his memories of advanced subjects were fuzzy (and had to be relearned), but he wasn't thirsty for troll slot or made simple. He still had a strong identity with his human form and retained his personality quirks for the most part. Did pretty well for himself being the smartest troll on the block.
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>>46944281
>I'd rather treat it as if you're buying it up to 3, and slap the player who tries to abuse the system if it becomes a problem.

Burnomancers are not a real problem - they might look amazing for the first run or two, but they will quickly fall back behind other players even if they keep their edge at 1. There simply are very few rolls worth 5 karma that are not made with self preservation in mind.
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>>46944613

This x100. Burning karma is incredibly wasteful and hard to replenish unless your GM gives out karma like skittles.
>>
If you want to integrate a medkit into your armor clothing so that it can basically automatically treat you what would be a reasonable limit for the rating of the medkit? Rating 1-3 can fit in a pocket so it seems like it could be integrated into your armor clothing so that it pretty much handles itself especially if you have a biomonitor integrated into the outfit as well.
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>>46945071
A medkit (whatever rating/model) requires 10 capacity to install.
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>>46945136
Run & Gun lists its capacity requirement as 5.
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>>46945136

Hrmm chummer says 5 capacity.
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>>46945162
>>46945166

Indeed. I'm messing up Implanted Medkit and Armor-mounted Medkit here.
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>>46945235

Ahh yeah that would make sense. Of course there isn't a ton of reasons to stick a medkit in your cyberlimb because for the most part you are going to want to use those capacity points to hide really dangerous shit.
>>
Speaking of chummer does adding accessories to imaging scopes crash chummer 5 for anyone else?

I'm not sure why I'd want to load any vision enhancements onto a imaging scope except for the rare cases in which you are doing shit like firing around corners and you can't use you normal cybereyes/glasses/contacts.
>>
>>46945305
I'm not using Chummer, but as for the second part, I always assumed your glasses/contacts/cybereyes don't provide most of their benefits (except flash reduction) when you're looking through the scope. Also, redundancy is a good security.
>>
small question, I want to spec into shotguns of all kinds, but Remington Roomsweeper is primarily a pistol, right?
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>>46945600
Yes, counts as a heavy pistol.
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>>46945600
It always uses the Pistols skill, but shotgun rules apply to it.
>>
Alright, I have a problem. My phone doesn't want to open the 5th ed rulebook in the pastebin. Phone says that the pdf is broken. I can open it fine on computer.

Does anyone have a link to working rulebook for phones?
>>
>>46945624
>>46945663
Wow, it's the reverse issue with the judge shotgun in payday 2- Pistol classed as shotgun.
>>
So what do you guys put into your ballistic masks?

Respirator 4 + Micro-transceiver seems like a natural and any visual enhancements you'd normally have on glasses but I'm trying to figure out something else nice to put on the mask.

I'm thinking of some Sensor functions like olfactory scanner + ultrasound but I'm afraid that might seem a bit cheesy.
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>>46943880

The walls on that picture look exactly like some low-res textures from a 90's videogame.

Is that intentional? Because it's bothering the fuck out of me.
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>>46946116
Flash Pack?
Bug Scanner?
Extra ammo?

Snacks?
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>>46945136

You can't fit a duffelbag sized kit on your arm. Sorry. Best you can do is have a rucksack on you at all times.
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>>46946203

Yeah radio scanner is definitely an option since it can double as a bug scanner.

Area Jammer would also be an option I guess in case you want to go completely loud when the shit starts to fly and you want to blind the fuck out of any security response.
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>>46946151
I'm not the OP, but I think it's supposed to be a print-out of where every weapon is supposed to be hung.

>>46946223
This is why you take a handheld case and work it into the back area.
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>>46946223

Rating 6 Medkits shouldn't be carried on the runs anyway. That should be reserved for being mounted in the GMC Bulldog so that the Van can start putting back together any gunshot wounds as the Rigger starts plowing through the chain-link fence as you get the fuck out of dodge.
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>>46946151

Dunno. It's official Shadowrun art that was used for the cover of the 4e book Attitude.
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>>46946273
>I'm not the OP, but I think it's supposed to be a print-out of where every weapon is supposed to be hung.

I guess it's a tapestry of some sort then. Guess that works. But goddamn, look at the top left corner, it's hideous.

>>46946299

I completely agree. Some niggers just seem to be completely ignoring reality and going 'b-b-but the RULES say that I can do it'.

If there's a drawfag present, he could scetch a character with a huge as fuck medkit bolted on his leg or something.
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>>46946116
What I've always wondered is why can you so easily get a ballistic mask, yet ballistic helmets are all so expensive (Assuming the regular helmets are plastic or dare I say, steel)
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>>46946373

I honestly like limiting manportable medkits to Rating 3 which basically encourages people to actually invest a limited amount of points into first-aid instead of going lolololol 12 Dice First-Aid bitches.
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>>46946439

Yeah, that's exactly why I have a r3 medkit on the belt of my loli infiltrator. The rules say it's 'large pouch or fanny pack', so I imagine it's something of an IFAK size in real life.
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>>46946439
R6 are man portable by raw, but they are briefcases not a hand held device. also 12 dice first aid isn't as good as you think once awakende, cybered, etc modifiers get involved since you lose 6 out of their 12 dice just to hit the treshold for any actual healing to happen.
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>>46946562

Oversized duffle bags are man portable, but dragging one around might "slightly" limit your effectiveness.

And 12 dice is really easy to achieve with a R6, you just need 2 skillpoints (4 karma) and 4 log to do it.
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>>46946562

When I say not man portable I mean not something that is built into a rolling briefcase or big-ass duffle bag because it's so fucking heavy.

Yeah if you are going on-site as Janitors and you can hide the medkit in a janitor or maintenance cart you are golden but otherwise I dislike having them being so common-place.

However a wheeled medical drone with a built-in medkit 6 that can run around after the PCs patching them up when they get shot the fuck up can be warranted in some situations.

The Security Response Squad of course is probably going to deploy a mobile medical assistant drone as well.
>>
>>46944196
I'd say treat as going from two to three. Even with the "exploit" you've described having to pay ten Karma for a near-death experience isn't an insignificant penalty, especially if it happens more to one character than others it could create a serious power gap.
>>
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So what sort of stats should huffing paint give to characters?

I'm kinda thinking having a go-gang do the shiny and chrome routine would be pretty fun. Plus the idea of having a PC addicted to huffing paint would be pretty fun.
>>
>>46946666
Oversized duffle bags are man portable, but dragging one around might "slightly" limit your effectiveness.
Only if you need 2 hands or have str 1. Tech is rather advanced in shadowrun. The book actually uses "Handheld Case" as wording.

>And 12 dice is really easy to achieve with a R6, you just need 2 skillpoints (4 karma) and 4 log to do it.
You misunderstand. 12 dice is what R6 medkit has w/o a medic operating it. And its crap.

Lets say we are healing a mundane cooperating human in good conditions and sufficent supplies (indors, dry, no distractions), that's a -1 penalty.
So now lets take average on that roll, 11/3=3.6. Than let's reduce that average by 2 hits (you need them just to get anything done, CRB 205). Resulting in whooping 1.6 wounds healed. Yay medkits.
Meanwhile a mage(12) or a trained medic (12+6) heal them for 4 and 3.6 respectively in the same time span. Yay medkits.
>>
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>>46946883
>Only if you need 2 hands or have str 1. Tech is rather advanced in shadowrun. The book actually uses "Handheld Case" as wording.
>>
>>46946116
My street sammy puts a voice mask in her helmet that makes her sound like a man. It's difficult to tell what her gender is when she's wearing full body armor unless you look at her face, and the helmet covers up both her voice and face.

So Corpsec just assumes that the big cybernetic walking tank carrying a belt-fed machine gun is a man, and their APBs don't tell them to search for any women.

She picked up the habit in the military after some of her squadmates got pointlessly killed trying to protect/impress the one female, as their instincts told them to. She hates doing it but she keeps it up because it's great for concealing your identity.
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>>46946946
Pic related is a random google image for "oversized duffle bag". Carrying one around is not hard if you are not a weakling. If you try gymnastics or melee with it it will become a problem sure, but otherwise I do not see your point. Also backpacks are a thing. You could twist encumbrance rules to apply here somehow, but I still don't see why you want to nerf medics.

>>46946883
>in the same time span
Just to quckly correct myself, this is not true, what I meant to say is the same wound, because 1 wound can only be assisted with first aid once, and only before magic is applied.

Just to note if you are wondering why the fuck is mage better at it - if the target is a sammy mages start losing dice twice as quickly as medics. If target is awakened however, mage wins over.
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>>46946946
That is definitely right if you're using the optional Care Under Fire rules in Bullets and Bandages.

... Got any idea what a character's Command is?
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>>46947112

Try something like this.
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>>46947026

Voice mask is pretty cool I guess but as far as concealing gender that's not fet-fuel enough for my games.

I'm thinking of going full triage X with a ballistic mask + form fitting body armor + securetech PPP + mini-gun and ballistic shield
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>>46946373
While we are waiting for the drawfag, could you point where does it say a medkit of any rating is huge as fuck? R3 fits in a pocket, R4 is a "handheld case", why exactly would R5 or R6 suddenly explode in size?
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>>46947380
See
>>46946946

To get a better rating, interface to interact with the patient, and medical gear for all kinds of different emergencies, you need space.
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>>46947380
It's the table on page 17 of Bullets and Bandages, part of the optional Care Under Fire rules.

And I still don't know what a character's Command is.
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>>46946373
Doodled at work.
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>>46947537

Good job anon, I laughed.
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>>46947537
The 'raw' really sells it for me, thanks.
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>>46947537
i like dis
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>>46947422
That's from the section of explicitly optional rules in a random splatbook that does a lot more than simply state (actually change) sizes of medkits.
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>>46947600
Also that is probably more for 4e than 5e unless somebody can help me find a character's Command.
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>>46947600

If you don't want to use the few reasonable additional rules the edition has to offer, you're more than welcome to ignore them. But understand that you're throwing realism out of the window by that point (which can be fine for the pinkiest mohawk game you can imagine).
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>>46947650
Better medical kits don't necessarily mean you have to carry around a fracking surgical table with you. The highest ranking one could have a dermal stapler, bone glue, coagulation formula, sprayskin, and maybe some endorphins and an autodoc or something. That's enough to fit in a medkit sized whatever, and is certainly worthy of being rating 6.
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>>46947188
Since we can't agree on what oversized means lets go off a conceal mod for it its between a bullpup assault rifle and a small drone per raw.
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>>46947650
Great, now can you tell me the Command and Response of my Hermes Ikon with cold-sim?

It's important because I want to see if remote or jumped in is better for that device.
>>
>>46947737

The -3 modifier wouldn't be for actually trying to hide the whole thing, it's more for hiding what it is for. You can't hide an oversized duffle bag on your person, that would be the -10/forget about it territory.
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>>46947724


Those are the items that a normal R3-4 kit would have. You can only do so much with gauze, shears and things like quickclot. To get a bonus of 6, you'd really need to dig in deeper, and that's where the extra gear inside the pack come to play.

This is an actual medical duffel used in the real world. Again, you can handwave and suspend your disbelief even further, but that'd be your personal call as a GM.
>>
>>46947650
You are concerned about modern standards of realism in a fantasy system that is set 60 years from now and features literal magic and incredibly advanced technology. If medkits that are not gigantic are pink mohawk, then I dread to imagine the color and hairstyle of things like airtanks that let you breathe for an hour per point of Capacity, or literal supercomputers that are the size of modern tablets.
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>>46947955
Things in the future will be smaller. Miniaturization is a thing.

Also, anything past that, it's not really a medkit and it's more of a surgical kit. It only takes a complex action to use a medkit, so there's no way in hell you're going to preform surgical procedures in three seconds.
>>
>>46947797
>>46947955
While I enjoy our medkit measuring contest. Let us return to the initial point. Why do you want to nerf medics? carrying around R6 medkit if you are not a medic is clearly impractical. Saviour medkits are way better at field healing of incompetent fools.
>>
>>46947955
>>46947650
Also, what's the interval for the test to stop progressive damage and to remove wound penalties from non-progressive damage?

Because with a lower interval and some crash, it would make a Body 10 Troll Technomancer go a lot further than most if they can invest in some Biotech.

And if I can figure out what a Living Persona's Command and Response are.
>>
>>46948081

Unless you are playing a Doc Wagon campaign then I suggest that playing a Healbitch is a bad role.

I don't see any reason why the healer can't just patch people up with Stim Patches and Trauma Patches and a rating 3 medkit until they get back to the van.
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>>46948025
>Things in the future will be smaller. Miniaturization is a thing.

Just look at all those elf penises.
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>>46948025
>Things in the future will be smaller. Miniaturization is a thing.

Oh yes, definitely. The bag in the picture would only count for a R2 or so medkit in the future.

>>46948081

I have no desire to overly nerf anything, but gear like that does take space. Nanobots is a way to circumvent the problem, but those are single use unless I've mistaken, and carry the danger of CFD shenanigans.

I want my player characters to plan out what kind of things they bring along for a run, and everything takes space. For example, a single assault rifle magazine takes as much space as a light pistol and weighs a similar amount.

And the problem is that medkits are usable by everyone, and usually only a single person in your party is able to cast Heal. One of the main reasons why you'd even want to bring a mage is because magical healing is extremely useful.
>>
>>46948132
Being a regular medic in the sixth world is an effort in futility. Mages simply outclass them to death. There's also the mechanical fact that unless you go in to overflow or your GM is using those weird wound rules, there's never really going to be a time where you urgently need medical attention. It's not like bleeding is a thing or whatever in Shadowrun's system.
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>>46948280
>It's not like bleeding is a thing or whatever in Shadowrun's system.
Bullet's and Bandaids my good chummer.
>>
>>46948325
Isn't that the book that lets you be perma-pregnant thanks to bad editing?

I mean, it's my fetish, but still...
>>
>>46948280
>>46948325
Honestly, even with the rules in B&B, it's only a thing if you take more than 5 physical in one shot.
>>
>>46948354
The duffle bag measuring we've been doing for the past hour is from the same book.
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>>46948354

>implying most of /srg/ don't basically run their games like it's cyberpunk Corruption of Champions
>>
>>46948366
And let's be fair, barely anyone uses those rules (At least to my knowledge)
>>
>>46948354
I don't even have a pregnancy fetish, but I'm interested in the exact phrasing and don't have the book. Care to copy-paste?
>>
>>46948354
Technically, you stop having Pregnant (the negative quality) and gain some other negatives instead.

Because of the wording, it can be any combination of stuff that adds up to 15BP or 9 Karma. So you could take Preganancy again for no malus that you didn't already have before or Dependant (3), Daily Job (5) and Records on File (1).
>>
>>46948240
>I want my player characters to plan out what kind of things they bring along for a run, and everything takes space. For example, a single assault rifle magazine takes as much space as a light pistol and weighs a similar amount.
Eh if you run that style of game it does make sense. Still think not letting people have an R5 in a backpack is BS but that's between you and them.
>>46948240
>And the problem is that medkits are usable by everyone, and usually only a single person in your party is able to cast Heal. One of the main reasons why you'd even want to bring a mage is because magical healing is extremely useful.
As shown above, R6 medkit on someone who is not a medic is a case of a waste of effort and money. Saviours might have limited uses, but they are way way more helpful.


>>46948427

>And let's be fair, barely anyone uses those rules (At least to my knowledge)
Frankly this is a clear cut case of catch 22, noone uses them because only medics would care, noone wan

>>46948553
>So you could take Preganancy again for no malus that you didn't already have
ts to play a medic because crb rules are meh.

So what you are saying is you really like sex and really hate condoms. Huh.
>>
>>46948553

Having to buy off qualities with karma is pretty silly if you ask me.

>have Wanted
>plan an extremely difficult run to erase your bounty
>you succeed against all adds, congratulations! now give back the karma you owe

>have In Debt
>work your ass off to pay back the debt
>finally manage to secure a good amount of nuyen to pay it back fully
>hey that's wonderful, kid! now give us karma too or we're not going to take the money.
>>
>>46948553
It says "suitable" quality, so you only take Pregnancy again if there's somebody to "give" it to you.

Also, interestingly, Pregnancy still gives a smaller hit to your physical stats that Dryad's Symbiosis.
>>
>>46948632
It's mostly cause while it makes sense removing some qualities narratively, it would put players with such qualities ahead of players w/ ones that can't be interestingly resolved narratively and have to be simply bought off.
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>>46948215
I am amused.
>>
>>46948596
>Eh if you run that style of game it does make sense. Still think not letting people have an R5 in a backpack is BS but that's between you and them.

Fair enough, I do like realism in my games.

>As shown above, R6 medkit on someone who is not a medic is a case of a waste of effort and money. Saviours might have limited uses, but they are way way more helpful.

I think that's the original point. You do need actual skill to make use of the high rating madkit, so rev up those skillpoints. If you don't, you risk everything if your mage/dedicated medic goes down.

And another thing, you can use the kit for different purposes as well; I think a fine example of how the party got a lot of usefulness out of a r6 medkit is in the recent roll4it campaign on jewtube, they did everything from diagnostics to extracting cyber from a dwarf with a bad head case. You couldn't do that with a sub r5 medkit.

So yes, a saviour medkit is flat out better in saving a patient, but their general usefulness is somewhat reduced.
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>>46948452
Here is the entry minus the table.
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>>46948690

Yes, but then again, in debt and wanted are really debilitating qualities and they really do affect the game and its narrative. More than someone with neoteny and mood hair at least.
>>
>>46946373
>I completely agree. Some niggers just seem to be completely ignoring reality and going 'b-b-but the RULES say that I can do it'.
That just means they'll switch over to the saviour medkit. Which they probably should be doing anyway.
>>
>>46948596
>Saviours might have limited uses, but they are way way more helpful.
And a single 'use' gives 5 minutes of aid or thereabouts.
>>
>>46946373
>I completely agree. Some niggers just seem to be completely ignoring reality and going 'b-b-but the RULES say that I can do it'.
I'd normally vouch for the reality side of things, but Shadowrun kind of sort of just ignores that? How armour and damage work is a very good example of that, really.
>>
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Hey since you can get skillsofts for arcana, would you allow a mystic adept with improve ability arcana?
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>>46948776
>So yes, a saviour medkit is flat out better in saving a patient, but their general usefulness is somewhat reduced.
Saviour medkits can do everything a R6 can, that is literally in the rules for them. Their downside are - any time you want to use one on a patient to achieve any healing, you have to pay 300¥, and you always have to use them wireless ON. Since its supplied with nanites you can probably even refuel it in field. But 300¥ is a lot of money to expend every time you want to heal someone. And without a medic it's still 1.6 HP on a perfect target on average. Also did I mention its wireless ON, always?
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>>46949150
>Improved Ability increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill ...

No Magical Skills.
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>>46949176

Technically the description says that it acts as a R6 medkit when used for healing, not that it can do everything a R6 can. Which is fair enough as far as I'm concerned.
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what 4e book is the ballistic mask in?
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>>46949150
>arcana
did something change in 5e because in 4e arcana is nono. Only technical active and physical active
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>>46949223
But unawakened chars can get arcana. And you can get skillsofts for it.
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>>46949176
>Also did I mention its wireless ON, always?
How did you reach that conclusion?
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>>46949289
Arcana is a magical skill, and you must be a magician or a mystic adept to get any of them.
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>>46949358
Actually, you must be have a magic rating to take any magical skill tied to magic.

Arcana is tied to logic.

Street Grimoire even made it possible to create mundane summoners.
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>>46949150
>>46949223
Arcana is not a skill based on magic. Mundanes can take it. Magical skills part of Magic in CRB ignores it. Honestly RAW it's not legal but it makes no sense to have arcana be available as an active soft and not as improved ability, so I'd allow it.

>>46949249
>The savior then acts as a Rating 6 medkit and follows all the normal rules for medkits. CF154
Not sure where you are getting Healing Only vibes from.

>>46949315
I am in error, forgot that nanites communicate differently when I was writing it untill I hit the post button. You still have to turn it wireless ON to have it operate on it's own, but not for being operated by a medic.

>>46949358
Arcana and Assensing(not 100% sure on this one) are exempt from this rules, in case of arcana exemption is complete, in case of assensing you can take it but you can't use it unless you can astral percieve.

Calling ritual is pretty much only listed active use of arcana for mundanes.
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>>46949431
>Arcana is the only magic skill not tied to the Magic attribute. As such, the gamemaster can optionally allow a mundane to acquire this skill to represent their limited understanding of the arcane documentation available to anyone.
>optionally
It's splatbook duffle bags all over again.

And Assensing and Astral Combat are also tied to attributes other than Magic.
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>>46949501

Yeah but Assensing and Astral Combat have other restrictions, namely the ability to astrally perceive and the ability to astrally project.
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>>46949431
>Street Grimoire even made it possible to create mundane summoners.

How the hell does this even work.
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>>46949479
>When activated, the medkit injects enough nanites to last five minutes into its subject. The savior then acts as a Rating 6 medkit and follows all the normal rules for medkits (p. 450, SR5).

Operating phrase 'when activated'. You turn it on, it pushes nanites into your system, which then do their magic. It then acts as a R6 medkit when doing the crunch, in that both your limit and the dicepool is increased by 6.

So you can't use it for diagnostics or removing ware from a patient's body; it's a specifically an on-off thing. I don't see what's so unclear about this.
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>>46949616
Basically instead of having services you summon them as an NPC and deal them as if they are a free spirit. They are interested in Karma and magical reagents (read spirit catnip) mostly, but can sometimes offer a pact (read deal with a devil) to the summoner.

>>46949622
>So you can't use it for diagnostics or removing ware from a patient's body; it's a specifically an on-off thing. I don't see what's so unclear about this.

I won't argue about ware because it usually takes more than 5 minutes for operation like that. But it says pretty clearly that for 5 minutes or so its indistinguishable mechanically from a R6 Medkit. If a player wants to diagnose someone for 300 ¥ without doing any actual healing, I don't see an issue. I do agree that you can't use it for diagnosis w/o turning it on.
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>>46949572
Can't you astrally perceive with awakened drugs? Is there also a drug that lets you project and beat spirits up?
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>>46949782
>astrally perceive with awakened drugs

Deepweed only forces people who are Awakened to astrally perceive. I don't think it works on mundanes.

Tempo might have done that? I'm not sure, never read up on it.
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>>46949782
Deepweed only forces awakened to perceive, not everyone.

Shade allows anyone to project. It also kills you in 10 hours if you don't come back.
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is it good or bad that all my players have specifically not made 18-20 dice [skill]monkeys? I feel like they've made more RP-balanced characters, which is nice for a street-level episodic campaign
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>>46950043
so long as they are around same level you will be fine. Problems happen when half your group is 20 dice specialists and other half is 10 dice generalists
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>>46950043

Probably a good thing.

Somewhere around 12-16 is generally sufficient, especially if you're using opposition from the book.

And if you wanted street-level, then definitely.
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>>46949974
>>46950020
That's fucking stupid, what's the point then? The only Awakened who can't astrally perceive are adepts, and even then, they can perceive if you give them an adept power.
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>>46950243
As long as you're awakened, you perceive. Even if you're an adept that lacks that power.
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>>46950243
it FORCES them to stay dualnatured for the duration. Making them vulnurable to astral attacks.
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>>46950243
And if not that(>>46950295), because you wanted the +1 Will and +1 Mental Limit., and could afford the -1 Physical Limit.
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>>46950243

Deepweed does allow adepts without Astral Perception to astrally perceive. So that's cool.

It also gives +1 Willpower and +1 Mental Limit, which is non-negligible.

Being forced into astral perception is more of a downside to the drug than anything. It makes you lose dice when interacting with the regular world and forces you to be dual-natured for a while. That leaves you vulnerable to all kinds of things, like mana barriers and other astral-only phenomena.
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>>46950344
On second though, if you're a Bod 5+ Mystic Adept, it makes for either the cheapest or most expensive way to do your non-theft/mugging reagent gathering.

Depends on how you want to look at it.
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>>46950344
>>46950295
Yeah but then how do you force them to take it? Hold them down and stick a spliff in their mouth?
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>>46950740
Inhalation vector?
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>>46950740
Called shot to the stomach with an injection round if you want to be silly about it.
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>>46950740

DMSO and a squirt gun.
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>>46950740
Any chemical vector can be changed to another vector through one way or another.
chemical grenade's full of LSD
i'm the trip doctor and i didn't even charge you for the trip
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Astral combat could be useful for wierd ass metaplane quest which iirc can result from some rituals that can include mundanes
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>>46950829

What a cute loli. Can I have her?
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Is Lydia a western loli?
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hey SRG, just finished a character.
I'm lookin' for critique, criticism, advice, etc., anything that can help me out.

I restricted myself to the core book because all the other books just cluttered me to hell and back.
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>>46953422
>street samurai
>essence 6
>1d6 on ini dice
>LOG is bigger than STR
I already can tell something totally wrong here.
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>>46953508
I should've mentioned the direction I wanted to go with this character.

Someone who wants to rely on their body more than cyber/bio-ware more than anything else, but it doesn't mean they're outside of using external tools to give them an edge.

And I also wanted to go two roads with this as well, sort of a....well, for a lack of better words, combat engineer/technician/mechanic.

Sorry about saying street sam, I was thinking of the moral code my character is following.
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>>46953690
Get the lightening reflexes quality or something for more initiative, also, your attributes are very very generalized, I would drop a point from body and willpower to put into agility so you can shoot stuff better.
You don't have 7 ranks in longarms despite that being one of the bonus , honestly I think aptitude is a waste of karma.

If you're going to rely on "just your body" then you will probably need to go edge mode, go metatype C for 7 edge.

If you weren't going only core I would recommend Metatype C, Attributes A, Skills A, Magic E, Nuyen E or Metatype C, Attributes A, Skills B, Magic E, Nuyen D.
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>>46953690
>Someone who wants to rely on their body more than cyber/bio-ware more than anything else
It basically means you are fucked. It means you want high edge to compensate. Also drugs.

Also, you took aptitute (longarms) but your longarms skill is only at 6.
Also, you spread yourself too thin, cut off minor stuff that already covered by other skills - if you are non-combat character you don't need ALL combat skills. Heck, most sams usually use only a couple or so.
Also, you don't need AR gloves if you have trodes. I really don't understand why they keep putting this shit in the book in every edition.
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>>46953867
>drop a point from body and willpower
Don't listen this fucker.
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>>46953867
So, narrow down the core roles I'm going for even more then?
>>46953989
Alright, I see.

Gimme about 30 mins or so, I'll come back with a different setup.
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There's no reason not to use bio/cyberware though unless you are a Mage of adept. You're just handicapping yourself. If that's your goal though then go for it.
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>>46954356
A drug-snorting edgemaster is a viable alternative, but yeah, bio/cyber is better.
I've built a non-ware non-awakened character before, it frees up a lot of points in sum to ten so you can have max edge, attributes, and skills.
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>>46954356
>>46954405
Went with Wired Reflexes this time, just the basic standard.

Initiative is 6(7) + 2d6 now.
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Sp, does anyone have any experience playing a metasapient?
Not that my GM will probably let me, but I want to play a Pixie sniper/infiltrator and could use any advice from fa/tg/uys on how best to do so.
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>>46953508
>>46953867
>>46953989
>>46954405
So, I took some advice and smoothed over again.
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So, what the fuck is wrong with shadowrun's idea of karma distribution?
In most editions, it seems to think that shadowruns will be happening in these ENORMOUS campaigns where such low distribution will allow you to eventually change your character.
But from my experience, shit doesn't last that long, and characters remaining almost entirely static by session 5 or 10 aint ideal.
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>>46954356

Honestly I'm not sure I 100% agree with this.

First it makes the assumption that you automatically need more than +2d6 at chargen which I actually think tends to be a trap in terms of people's thought processes.

If you accept that you don't necessarily need to have +2d6 you can instead look lightning reflexes which at 20 karma is only marginally more expensive than standard wired reflexes 1 and is cheaper (assuming no in debt shenanigans) than alpha wired 1. The main disadvantage is that wired can be upgraded and can stack with reaction enhancers so technically speaking wired 1 is probably slightly better.

However there is something to be said for all natural characters that just depend on qualities + edge to get shit done. It's just not the best model for a sammie, faceman sure, but not a sammie.

Unfortunately though bioware is vastly cheaper than advancing attributes in a natty way (or even with adept powers) so even adepts get forced into bioware juicing because otherwise your dicepools suck and people tell you to "git gud scrub".
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>>46956153

It's not the game's fault that your campaign's suck balls.

But seriously karma advancement rates are a significant issue especially in regards to how dramatic the variances can be in terms of karma equivalency between a prioritygen character with a more optimal allocation and a character with low optimization.

Add in that most characters will not earn enough money in most campaigns to upgrade their character's ware or gear that much and you've got a situation where pretty much everyone super specializes at chargen because otherwise you are stuck as a shitty runner the entire campaign.

This also happens pretty frequently with games like Exalted where you are more or less a total badass at chargen and then getting to the next power level is hard as fuck.

In contrast most level based games like D&D and Pathfinder are designed so that the pleasure center of the brain is triggered by rapid character advancement.

Technically SR could be redesigned to better mimic that sort of rapid zero-to-hero roleplaying but I think most SR players and GMs like the more or less static nature of SR characters.
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>>46955355

Is this karmagen? Your contacts a shit, get more friends.

With that commlink you're going to want to never use wireless at all. Get a better one.

Get different armours for low viz work.

You should get a rifle to take advantage of your longarms skill.

You have no rounds for your shotgun.

You have no concealable weapon.

You have no ID, no licenses.

I personally think firearms skillgroup is a waste. Stick with just one if you want to maximise your effectiveness. Similarly, blades and clubs are redundant, just stick to one.

You have no native tongue.

Your character is not a loli.

You're wasting a lot of points on fluff skills you're probably never going to use, like nautical engineering.

You don't have a vehicle.

Pickpocketing with just 8 dice is very risky, either drop it or pump points into it.

Just some off the top of my head. Could probably take a deeper look after I get home.
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>>46955355
That's something that might work depending on your group's powerlevel. Ask your GM if it's enough or he expected more optimized characters.
Some thoughts, though:
It seems you took firearms skillgroup. Better dump these points to athletics or whatever this group called, dump automatics and take specs for your longarms.
Also take some Con (Fast-Talk), negotiation is more a thing for civilized talks than for street. When tough guy ask what the heck are you doing here it's better to make up a reason than trying to argue with him.
I recommend to get smartlink cyberware and put smartgun on your guns. You always can turn it off when enemy deckers around, but it's good thing to have.
Also buy better commlink - Renraku Sensei or Hermes Icon. Metalink is only good as throwaway communicator.
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>>46956542

Continuing,

You don't have medical gear, only supplies.

No flashbangs or other explosives.

No goggles or contacts, so you won't be able to see AROs and such.

No earbuds for communication.

7 edg may be an overkill, you lose one grade of attributes (4 attr.) or a lot of skills for 2 edg.
>>46956860

Negotiation also covers persuasion, chummer. You want a favour? It takes negotiation skills.
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>>46954810
Make her cute and I'm 100% behind your loli sniper. Just remember that you're tiny, and carrying gear will be nigh impossible for you.

Also you're fairly easy to track down if you're seen, so take care.

Will she be awakened? I don't think pixies and ware go together.

Make a character and paste it here, and I'll evaluate it. If you're quick I may be even awake when you've finished.
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>>46955355

Ok broseph I'm going to help you out because it looks like you are going karmagen and most people here can't build karmagen characters for shit.

>6'
>248 lbs
Holy shit are you intentionally playing a fatass?

First - turn on house rules where you get freebie contact points and knowledge points because everyone using karmagen turns that shit on.

Second- Hard capping attributes in karmagen is incredibly expensive particularly hard capping edge as a human (trolls are completely boned hard capping body and strength).

Third- Assume that you'll want at a minimum a 10 dicepool in a combat skill before gear modifiers or specialties. Typically the most cost-effective way of doing this is a skill rating of 4 + agility 4 + muscle toner 2 (or replacement 2 if you are close combat). Skill rating 5-6 is actually getting to a point of diminishing returns in karmagen.

Third- skill groups are generally not the best investment unless you want a bunch of skills at low ratings. For instance electronics 2 or athletics 2 is a safe investment because all of the skills come up pretty often.

Fourth- Combat skills should almost never be bought as a skill group because it's not very cost efficient and you can't put on specializations at chargen without going into houserules.

Sixth- Specializations are a trap unless your base skill is 4+ because they are fairly expensive. Don't waste time specializing in low pool skills.

Seventh- Body is nice but let's be honest humans rely on armor and body is largely a passive attribute. Agility and reaction are the power stats for combat monkeys.

Eight- Insomnia is an awful flaw to have, your positive qualities are marginal at best because the combat monkey is supposed to be avoiding getting shot by going first instead of being forced to tank bullets.

Nine- your gear selections are horribad as others have said. At a minimum you need to set aside money for a rating 4 fake SIN (10k + licenses assuming 5 license 4s at 800 a piece)
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>>46957116
Just basics so far.
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Newbie question; how does the AP on flechette rounds work? It says +5, so do I add 5 to their armor for resistance? And if so, do I do that even if they're not wearing armor?
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>>46957153
Finish the character first, she's missing too much to get a proper picture.
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>>46957223
+5 AP if they're wearing armour, no bonus if they're not wearing anything.
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>>46957117
>he explicitly said he use corebook only
>karmagen
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>>46957117

continued because fucking short ass character limits

ten- glasses and ear buds are also basically critical if you aren't chromed. visual enhancement 2 and hearing enhancement 2 is a cheap way of improving your perception for a marginal cost. Same with low-light or thermographic and smartgun link.

11- a metalink commlink is the equivalent of a burner phone and it's going to leave you open to getting raped by any decker. Erika Elite is preferred for that sweet sweet firewall 4 but you can get by with a renraku sensei.

12- Squatter lifestyle seriously sucks because basically you are going to get all your shit stolen. If you are running advanced lifestyles I'd say low with comforts 3 is a minimum.

13- automatics is currently the god firearms skill because lol machine pistols so your optimal strategy is to get a 4 in automatics and minimize your investment in long arms and pistols to 1-2 in each if you want to be more of a generalist.

14- same with close combat yeah it would make sense to be good in the entire group but it's not worth the investment and let's be honest your best strategy is probably stun baton.
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>>46957117
>6'
>248 lbs

How much is that in real people units^
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I can't seem to find the rules for how much ammo weapon mounts on vehicles get in Rigger 5, if someone could point me to a page I would be grateful.
Do they just get the standard 250 as stated in core?
The drone section mentions drone mounts only get the normal weapon ammo, instead of the extra ammo vehicles get, but nowhere (that I can find) does it actually specify how much ammo vehicle mounts get.
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>>46957341

>implying karmagen isn't the default with chummer5.

>>46957352
1.83 m
112 kilos
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>>46957267
That's how I thought it worked. Thanks man.
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>>46957352
About 1.8m, 120 kg
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>>46957388
Just because it's the default doesn't mean he is using it, he said he's using core, not "chummer5 default".
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>>46957388
>implying yekka's tastes somehow correlate with what people are using
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>>46957408
>>46957411

He also only has 2 points of contacts which makes me assume he's not prioritygen
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>>46957392
>>46957388

Well it's possible if he's muscular. But with a STR of 3 I'm not seeing it. But then again, he's playing an American so a bit of fat in character.
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If I wanted to go Mr. Lucky human Adept, what would the best spread be in Sum-To-Ten? Would I get 'ware or would I just stay at 6 essence?
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>>46956542
>Contacts
Placeholder thing

>>46957054
Figured I'd have trouble not having goggles and whatnot.

>>46956860
Don't have a GM, been reading the Core-Book for a while, just trying out a concept.

Thanks for the info about Con though.

>>46957117
>Karmagen

Seems like I've stepped into a realm of something I barely have a clue about.

>Weight/Height
Now that you mention it, yeah, that's a bit heavy.

>Skill Groups
Aight, noted.

>Insomnia
Okay, drop that for something else...

>Inventory
So it's all about ID.

>>46957345
Thanks for the info.
Sorry about flusterin' you guys around like this, I should've mentioned I'm a first-timer that hasn't played the game but is still reading.
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>>46957441

Amerifat Runner amirite

>>46957466

5e is adept edition especially in sum to 10 builds. It's basically a free power-up. Still pure adepts tend to suck dongs because improved physical attribute is super inefficient vis bioware.

So unless you are a faceman adept which should also get some bioware like tailored pheromones 2 just bite the bullet and get muscle toner 2 like every other build on the planet.

Especially if your GM is a moron and let's you abuse prototype metahuman and something like restricted gear.
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>>46957466

I'd skip 'ware and go something like

B Magic, B Attributes
C Skills, C Metatype
E Resources.

Then do something fun like face adept or Shock Gloves + Finishing Move, or something boring like Longarms.

Or Finishing Move + Nerve Strike and just run around Spocking people.

>>46952030

All these catgirls are free to a good home.
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>>46957551
Oh. I was mostly getting Adept for the Adept Accident power. I wanna make people look like fuckups around me!

But that's good to know
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>>46957466
How lucky are we talking here? Going beyond 5 is likely a waste.

Meta D
Attributes A
Magic B
Skills C
Money E

Probably!

Burning magic is generally seen as being worth it, because you can fit 2 str 2 agi easily within thag 1 ess. Check if your GM is okay with super snowflake prototype transhuman, because then you can get both.

But keep attributes at A imo. No point in burning magic if you have to drop 4 attribute points to get ware which increase your attributes by 4. Because that shit is a net loss.
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>>46957513
In addition, it seems like from what I've read-

>Narrow down everything, skill groups not the best choice.
>Get decent Commlinks
>Going to need decent amount of firepower
>Better to Con than be polite.
>Smartlinks are good.
>Don't hardcap with skillpoints/karma, use cyberware and other items to increase cap
>Automatics are go-to
>Watch the negative qualities, worse than they seem.

I guess my problem is I'm having trouble seeing synergy/fluidity with certain skills+qualities that contribute to the role I'm trying to reach, which is a combat engineer in the sense- Good with hardware in meatspace, takes shit apart and fixes it, etc, things like that, but holds his own in a fight with one or two main types of weapons.
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>>46946223
Those rules from B&B are outdated. As per Chrome Flesh, a medkit fits in a cybernetic forearm. No matter the rating.
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The core question for a sum to 10 human adept is if you are using the common house rule that essence loss just impacts your maximum magic because that can influence choices a lot.

Meta B (5 to edge assuming you are tied to max edge 2 to Magic)
Attributes B (logic and charisma dump incoming)
Magic D (2+2 gives you 4 power points which is enough for imp reflexes 1 plus lots of other shit)
Skills C (typically fine for min-maxing)
Resources D (for that sweet sweet bioware)
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>>46948006
Hush, let the retards sperg.
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>>46949176
They're mostly useful for stabilizing a downed teammate. Real healing is always better with a meatbag at the helm.
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>>46957648
Skill groups are very expensive, because usually they include things which you very likely will never use. Like swimming.

Commlink is what protects your gear, since some idiot thought that everything has to be wirelessly linked and freely fuckable by hostile deckers. And has to be seen by matrix perception too. They should hang that guy by the balls.

More than firepower, the thing is that you want a go to weapon and a concealable weapon. This is most easily achieved with Automatics, which can do everything. You can sell the idea of merging the skill group under just 'firearms' to your GM like my groups always do.

Both con and negotiation have their place.

Smartlinks are whatever, but wireless on smartlinks give 2 dice to the pool (or is it just for being online? I dunno, we always ignore wireless shite)

Hardcapping is fine for your select few abilities which you constantly use, like automatics. Especially on priogen.

Automatics is the most versatile firearm skill bar none, yes. Only things you miss are extreme long range and heavy pistols. Merge the skills and you can do all with good concience

The only negative quality that's always worth taking is Neoteny. The others are negative for a reason except allergy which is just free karma.
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>>46957861

Nah, in CF thet just forgot to include size requirements. Sure you can have a r6 medkit on your limb if you're roleplaying a cybered up elephant.
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>>46958108

>bad editing in a CGL product

That's unpossible
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>>46958077
>The only negative quality that's always worth taking is Neoteny
To what end
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>>46957871
I rate your houserule and priorities as follows:
A shit/10

There we have it! Now please remove yourself from our presence.
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>>46957945
>being assblasted so much you have to shitpost in response to 7-hours old post to be able to calm down
lmao, 2kek.
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Does /srg/ like to use miniatures? I just bought a bunch of reaper bone miniatures for the weekly sessions, I like to use them for showdowns & important conflicts that happen during the run (usually at the location)
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>>46958173

For being a loli, silly.
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>>46958173
Don't respond to shitposters.
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http://pastebin.com/wCHvGFDk

What do you guys think of my gyrocopter rigger?
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>>46957606

I'd do it something like this.

A Meta, Attributes
D Skills, Magic
E Resources

Edge the Adept Accident roll or Edge an Attribute Boost (Agility) for fun and profit.

Nimble Fingers + Finishing Move for wacky nonlethal paralysis takedowns.

>>46958173

>To what end
Loliposter trying to bait people into starting another pissing contest.
>>
So I don't know shit about shadowrun.
aaaand I'm going to have to GM it.
Help me.
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>>46954810
The best advice is: Don't.
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>>46958256
>see one point in a reasonable post that you don't like
>hurr shitposter
I don't care about loli but you're being a faggot.
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>>46958318
Well good luck, you're gonna need it.

Maybe watch roll4it stream, I thought it had good GMing and they use the latest rules too.
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>>46958207
Even the ordinary shadowrunner is usually too snowflakish for generic miniature. I think it's good idea to just use printed portraits on cardboard.

Stupid captcha, it's not a street sign, it's a fucking lantern.
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>>46958077
Thank you, that clears some things up even more now.

>Automatics and concealable weapons.
So, in this case I'm running a machine pistol with a holdout pistol. Good deal? I don't plan on getting in long range combat.

>Neoteny
I know where this is going.

>Allergy
Never really thought of that in the way I assume you're thinking, guess it could work.
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>>46958108
So, they forgot them in Run&Gun as well?
>>
>>46956485
Well, characters remaining that static is kind of a huge dealbreaker for me.
I want guys to change and get better.
>>
>>46958207
Not really. A quick drawing on a piece of paper to help visualize the situation is all we ever needed.
>>
>>46958369

>Never really thought of that in the way I assume you're thinking, guess it could work.
Allergy:uncommon, moderate, Nuts is 10 karma and you can always check what you put in your mouth. Worst case scenario, some faggot will start slingshotting peanuts at you, in which case you just shoot the bastard. So yeah, it's pretty much free.

Addiction, mild, soykaf is also a common pick.
>>
>>46958390
I'm fairly sure B&B came out after RG.
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>>46958207

For handling combat, my GM has been using roll20, which we can all access with our laptops at the table.

There's also a projector in the room we play, so we're generally only looking at our own computers when we need to move a token or whatever.

We're still rolling physical dice, and some of us are using physical character sheets - roll20 is just replacing the battlemat.
>>
>>46958444

>addiction: soykaf

You are literally worse than Hitler.

I mean I thought addiction: sex was about as lame as it could get.

If an addiction can't reasonably result in a spiral of addiction on the way to burn-out status than it's not really an addiction.

Man up and become addicted to novacoke or nitro like a real man.
>>
>>46958498
Shame that girl is an oppai monster. She'd make for a delicious loli.
>>
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>>46958318
Check the pastebin in the OP, then read the core book front to back. It's going to be messy, just work with your players to figure it out together, and let them go crazy. Start with small jobs.
>>
>>46958538

I know, it's almost like cheating. But soykaf addiction is actually in the book. CRB 414.
>>
>>46958549
It looks like she has a dick
>>
Is addiction: thrillseeking viable?

How angry is my team going to be if instead of losing the cops like normal, I go out of the way to lose the cops via jump and/or trick driving?
>>
>>46958658
Thrillseeker is compulsive behavior.
>>
>>46958369
>So, in this case I'm running a machine pistol with a holdout pistol. Good deal? I don't plan on getting in long range combat.
Talk to your GM first if you want to use my houserule. Holdouts are used with pistols skill, machine pistols are automatics. In all honesty though, you're probably better off trying to shank them than trying to do anything productive with a measly holdout.

But in general I'd say you want a solid assault rifle and a machine pistol (or a heavy pistol with the houserule). Maybe the holdout if you're getting patdowns and your palming doesn't cut it. Couldn't hurt I guess.
>>
>>46943880
Alright /srg/, I'm a newbie DM who decided to go put my players in LA. They're going to be taking part in Horizon's latest runner centric shows, wherein Horizon sends a couple of street scum runner teams at the same target, gives them nonlethal ammo, and watches the fireworks.

Obviously, this being showbiz, there'll be rival groups of runners, backalley deals, corporate drama, etc.

Any pointers on not fucking it up? Anything cool to include?

What I've got so far is a subplot to promote Ares firearms as part of Horizon's ongoing PR deal with them, but beyond that I'm at a loss for little touches to really sell this.
>>
>>46958773
>Talk to your GM
So I guess I'll put weapon choices on hold for now, as I haven't found a GM yet.

Again, thanks for the info.
>>
>turning whole firearms group into a single skill
You didn't solve the problem with stupid skills, you just made it worse.
>>
>>46958825

No worries. You could also take both skills, but then you'd be burning a lot of karma/points on a backup weapon.

>>46958870

Nah, the differences are minimal and make little sense to begin with, and you want to use a single weapon most of the time anyway. So just merge them and be done with it.
>>
>>46958495
Weeks apart. It's just that B&B was still written for 4e compatibility along with Gun Heaven 3where R&G is a pure 5e product.
>>
Fairly new GM here. I'm planning on using a squad of 3 cybered-to-the-hilt razorgirls(all 4 limbs with strength and agility @ 6, wired reflexes and reaction enhancers, all alphawear) named after the Powerpuff Girls as a unique group of enemies. Judging from that description, and assuming you don't know their statblock, how difficult would they be?
>>
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>>46957253
>>
>>46959053
If they get the drop on the runners, they'll kick their shit in.

If the runners get the drop on them, they're in for a bad time. Especially if there's a mage on the team/they're inventive/both...
>>
>>46958935
>>46958870
This is how it worked in 2e anyway, and it was effective. The issue with a flat houserule in later editions is that it's not equal-- You'd end up with guns-centric characters needing a lot less skills than others, which would hurt your chargen balance.
>>
>>46958818
Guest runners. Useless starlets, loud shit-tier bounty hunters from other failing shows.
Cash bonuses for creating entertaining drama within the group.
Require the runners to take combat selfies and post to social media.
Everyone's got their tits out.
>>
>>46959103
Looks solid. I'd try to get some init boosters (would require raising magic) and a ground vehicle, and possibly some APDS and SnS rounds for primary guns but other than that, you're looking good. Licenses may be a bit lacking, and lack of animal handling for a pixie is a little odd. But those are minor nitpicks.
>>
>>46959103
Mechanically, it's okay. Your initiative is on the lower end for someone's whose main job is shooting things dead. And the WIL of 7 is mostly wasted.
>>
>>46959265
Oh, you're lacking earbuds and medical gear, maybe fix that.
>>
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Hey /srg/, player for >>46958818 here.

Made a Street Scum daredevil character for it. Did I forget anything? There's 4 fake licenses on my sheet, just doesn't show well.
>>
>>46959297
I agree with this gentlelittlegirl here. Take 2 points out of WIL, one out or INT, one out of REA, drop attr prio a notch and raise magic prio by one and grab imp reflexes and something else for .5 PP. If you're on karmagen, then it's even more important, since the last points in WIL are going to be fuckexpensive.
>>
>>46959103

Adding to >>46959297, get a contact (armorer or the likes) that will get you the nifty illegal ammo types. You'll have trouble finding them on your own with only 6 Negotiation dicepool.

Get a trode net, so you can "think" tactical data at your teammates through your comlink.

Get a Savior Medkit or at least a Trauma Patch or two, just in case. Yes, the chance will be you're too far away to help in a pinch maintaining overwatch, but you never know.

Get more armor and add Ruthenium Polymer to it ASAP during gameplay. As it is, only the smallest pistols won't deal you physical damage if you get hit.

Get a credstick. You need to pay/get paid.
>>
>>46959340
>8 stun boxes, 9 physical boxes
>no IDs
Shit nigga, what are you smoking?
>>
>>46959434
Thought being fragile went well with the daredevil theme (Also don't know a way to boost it for cheap or little karma). There's also a SIN, it's just under commlink accessories because I'm a tard.

Thanks for giving it a check anon!
>>
>>46959340
Also where the hell are your skills? You have but one point in a lot of the essentials.
>>
>>46959486
Street scum so only had D rating for skills. Hoping edge covers what it can. Priorities ended up being:

C - Metatype
C - Attributes
D - Skills
D - Resources
E - Magic
>>
>>46959479
Problem is you're going to be in the thick of it with pistols, and you have only 8 dice to dodge attacks. Explosives, rapid fire and shotguns are going to fuck you hard, and the first mage with stunbolt is going to fuck you harder.
>>
>>46943880
Question about Adepts - Can they learn multiple powers, and choose which ones they're going to use? How many can they learn, and what does it take to, I dunno, attune or whatever?

Or do Adepts have to buy and keep whatever they get? Mages are pretty clear on that they have their library and how much it costs to get new spells, but I can't find anything for Adepts.
>>
>>46959539

Buy low rank skills with karma since they're cheap and use the points for the more important ones. Drop a couple of low rank specialisations to pump up the main skills.

As it is you're currently jack of no trades.
>>
>>46959593
Adepts buy and keep what they've got unless they gain a new power point via magic or whatever. I'm not sure what the mechanics of filling that point are, though.
Adepts can also switch their powers out via use of Qi Foci, but They do cost karma to attune, so I wouldn't go too crazy on them.
>>
>>46959593
Adepts buy powers with their Power Points, and they're stuck with what they get.

On the plus side, the big majority of powers are either permanent, or can be turned on/off at will without drawback.
>>
>>46959593

Adepts' PP is dependant on their MAG stat, you get 1:1 for every point. There is no limit on the number, only the PP cost.

They get additional PP by initiating and picking an extra PP as their metamagic, and I'd say they learn their new powers as they initiate.
>>
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>>46959543
Any suggestions on how to fix this anon? I figured since this character's more fragile I should try going with a concealable weapon like a pistol. As for 8 dice to dodge and low willpower, yeah these are pressing issues. Suggestions on how to fix that? I can't really mess around with my attribute points without gimping myself elsewhere as far as I can tell.

>>46959594
Sadly, that's what a lot of the 1's were. 12 karma worth. Will do the dropping low-rank specializations though, was hoping they'd make up for only having 1 point in things a tad.

Thanks guys, this is really appreciated
>>
>>46959593
>Or do Adepts have to buy and keep whatever they get?
Yes. The only way to unlearn adept PP per raw is burn out resulting in Magic/PP reduction.
>>
>>46959658

Well the most obvious solution would be drugs, agile defender and spending some ini on full defense. That would net you your agi for all defense rolls during the combat turn. You'd still get royally fucked by magic, and explosives will ruin your day but you'd be a lot better off as a whole I think.

I find it really troublesome how your sneak and social skills all suck, and that coupled with your squishiness is a recipe for disaster in my eyes. I'd definitely prefer having 5 Edg and higher skills or attributes in return.

And sorry to disappoint you anon, but all the replies haa been me thus far.
>>
>>46959619
>>46959624
>>46959635
>>46959665
Gotcha, thanks. Wasn't sure, since I'm coming from the vidya where you have to slot in the powers and stuff.
>>
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>>46959758
Oops, well thanks for the persistence in that case. Yeah it's looking like drugs are what I'm gonna have to rely on, which goes GREAT with lightweight.

Upped sneak a few points taking out lower specialties, and thankfully I mostly have those social skills just to teamwork-test our actual face. Street-Scum priority sucks.
>>
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So, this guy >>46955355 (read through comments) again, third and last time tonight/this morning.

I'll check when i wake up, but I've purposely left out some things such as contacts, as this is a concept I'm trying to grasp a hold of.

First timer, never played a game, I repeat, I'm open for critique and discussion, but I wouldn't mind if there was a bit more explanation/tying things together, no offense.
>>
>>46959829
If you're feeling stuck with a certain power, talk with your GM. I'd say it would require some centering/meditation to unlearn a power, but he should allow it. And then you'd be free to learn a new one after some attuning maybe.
>>
>>46943880
That's a hideously inefficient gun storage system, OP.
>>
>>46959883
>and thankfully I mostly have those social skills just to teamwork-test our actual face
You will find that the face is not always there to hold your hand, and that sometimes people will specifically engage with other members of the party if they feel like talking to the slippery, charismatic elf would not bring the best results.
>>
New GM here (again), I'm planning on having my players assassinate the leader of a fairly large gang obsessed with cybernetics. What kind of gear would the basic goons of this gang have?
>>
>>46959539
Fair warning - edgomancers are cool but not as cool as you think. More to the point - skills D is death, move skills up an resources down. Buy 20k ¥ with 10 karma at gen and use that to compensate. Transfer most of the karma post gen into moneys to recover your poor monetary situation.

You have Jack of all trades - use it. I don't remember if street scum can carry 7 karma from gen to the game - if they can - do so and use it to buy up QOL skills at a price of 1 karma a pop.

5 Rea 3 Int is only good if you want to go melee or driving, Int is generally speaking more broadly utilised, consider switching them around.

Agile defender is a must here. Others advised you to get augs which is fair enough, but frankly you can't have 7 edge and decent augs and still have a good character on the other side. In my opinion drop all the augs period. Those boosted reflexes can be replaced with a dose of Cram, That orthoskin? just get a decent armor upgrade. Get glasses with a smartlink and lenses with thermographic+image mag, don't remember what's max avail for Street Scum, but it should probably fit. For initiative use blitz and/or drugs depending on the situation.


>>46959927
It depends on a gang, basically determine what budget would have for augs, and stick some obvious cyberlimbs and cybereyes here an there. Maybe occasional wired reflexes.
>>
>>46959927
Cyberarms filled with "cool" flashy stuff, like implanted guns or gyro mounts.
Stuff that will grab attention and make them stand out, along with basic WR.
>>
>>46959886
You cannot get betaware at chargen.

Get points in etiquette. Now!

Get a datajack. This will allow you to do things mentally (like communicating with teammates) where you would have to type/shout/... otherwise.

Get more armor. 12 isn't enough.

Get a Steyr TMP. You'll want a weapon that can shoot FA, even if only as backup.

Rating 1 medkit is useless. If you only use Core, get a rating 6 one and trauma patches.

4 months of rent in advance is kinda overkill. Drop to two, use the money to get extra gear.
>>
>>46959886

What's the role your going for again? Because 10 dice pool with your weapons is honestly not a lot.

Alpha- and betaware is really expensive, you're going to blow all your dosh on those. And I'm not sure about the usefulness of toxin extractor. Downgrade them to standard and shop for more useful 'ware, or get more funds.

Rtg 5 licenses are above 12 availability, you need to get restricted gear if you want to keep them.

Your day by day SIN should be rtg 4 as you use it all the time, the shtf bugout SIN can be a R2.

Backup weapons, maybe? Armour jacket instead of vest? With vest for lowviz work.

What are you going to use hotsim module for?

And that's it for me, I'll go dream about lolis now. Someone else has to help pick your character apart.
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>>46959911
>they feel like talking to the slippery, charismatic elf would not bring the best results

That awkward moment when a captive Hand of Five member won't talk to your "fuckin' keeb" face.

>>46959886

I think your skills are spread a bit thin. I'd pick either unarmed or blades, and focus on it. Maxing out a skill to rank 6 is a more efficient way to spend skill points than picking up single ranks in a bunch of skills. The lesser skills can be bought during gameplay once you get some karma from runs.

>>46959927

Basic goons will spring for single tricked out cyberarms. Maybe some dermal plating if they've made getting shot into a habit.

Razorgirls/guys are all about the hand razor life.

Go-gangers will pick up wired reflexes or control rigs.

Crazy motherfuckers get junkyard jaws and extreme cyber melee weapons.
>Man, you know what'd be cool? Replacing my arm with a buzzsaw!
>>
>>46958276
>>46957555

Both good ideas. Would it be too hard to add in minor gun capabilities? Not too high, obviously, that's what having 8 Edge is for
>>
>>46960011

>That awkward moment when a captive Hand of Five member won't talk to your "fuckin' keeb" face.
More like
>The security officer wrinkles his brows, turns his attention to the quiet member of the party, saying "Yeah, right. You there, would you like to tell me what you're REALLY doing here?"
>>
>>46960072
>The security officer wrinkles his brows, turns his attention to the quiet member of the party, saying "Yeah, right. You there, would you like to tell me what you're REALLY doing here?"
That's just sounds like GM being a dick on purpose. If the test is teamwork, all that would be expected is for the quit guy to respond "just working here, sir" and continue being quiet which is his 4-6 dice as part of teamwork is.
>>
>>46958546
>implying oppai is bad
shiggydiggydoo
>>
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>>46960062

The build in the herolab pdf could probably drop a bit of REA and another attribute of your choice to get spare skill points. Running also doesn't need to be nearly that high if you have a gun as a backup, so that's another pretty easy trade to make.

The build wasn't finished yet, either; it still had karma to spend on qualities and gear and such. Just an example shell for you to work off, really.

>>46960072

The face can at least teamwork test in that situation. Especially if the quiet guy is an ork or a troll.

>"What, just because my friend here is an ork you don't trust him? Typical. I'll be reporting this abysmal treatment to your supervisor, mark my words! Come on, chummer, you don't have to put up with this shit."
>>
>>46960119
>"What, just because my friend here is an ork you don't trust him? Typical. I'll be reporting this abysmal treatment to your supervisor, mark my words! Come on, chummer, you don't have to put up with this shit."

>I'll have you know I don't trust any of you, elf. Mr. Troll, answer the question.
>>
>>46960103
Man your GM goes soft on you. Just like a sneak test, if someone fudges a roll the whole team is fucked, it's perfectly reasonable for security to interview everyone trying to get in individually. They'd get a bonus if someone succeeded earlier though, and it all depends on the situation.
>>
>>46960368
I think you are failing to understand the concept of Teamwork, but since I'm not one of your players, I don't have to deal with you.
>>
So. An NPC in my campaign got into contact with HMVV III. I want to give her a fair chance to resist the disease (however small it may be), so what can be added to the resistance tests? I.e. the NPC has access to a medkit and, if she feels sick, will most likely use it. Do medkits add their rating to disease resistance tests?
>>
>>46959927
Be wary that your players will treat such a gang as a walking payday/loot box.
>>
>>46960622
Get them a dose of anti-disease nanites, if they can afford it.
>>
>>46960622
>So. An NPC in my campaign got into contact with HMHVV III

Oh, dear, that poor sucker...

>I want to give her a fair chance to resist the disease (however small it may be), so what can be added to the resistance tests?

Being a Dwarf, the "Resistance to Pathogens" quality, the Pathogenic Defense bioware; that kind of things. Be aware that HMHVV's penatration of -3 chops three dice off (the total of) such bonus(es)

>Do medkits add their rating to disease resistance tests?

No.
>>
>>46960622
At least it wasn't VITAS.
>>
>>46960622
Anything that increases body and willpower will be of great use here, see if they can make it to a drug store in time. Cure Disease spell is a good on the fly assist.
>>
>>46960670
Sadly, no.

>>46960677
>Being a Dwarf, the "Resistance to Pathogens" quality, the Pathogenic Defense bioware
Got none of those, dang. Even the medkit is borrowed.

>>46960718
>drugs
That's actually something the NPC could afford and would surely do!
>>
>>46960718
They'd need to go on a drug binge that lasts 5 whole days to deal with all the tests of HMHVV III. And the mage better stay there for the week too.
>>
>>46960707
VITAS is less of a problem than HMHVV. While it killed a whole lot of people, most of them weren't in areas where the vaccine was distributed, or were screwed over by corruption.
>>
>>46960747
>They'd need to go on a drug binge that lasts 5 whole days to deal with all the tests of HMHVV III.
Yeah, but between becoming a flesh eating ghoul and the comedown from drugs I know which one I'm picking.

>And the mage better stay there for the week too.
This isn't so, Cure Disease is a permanent spell, meaning once you hit a disease with it it sticks around for the whole duration. Obviously you can't stack them, cause as with other Health spells, only strongest one apply.

>>46960745
If you really want that NPC to live you can go a bit out of RAW and allow them to use lucky duck to give NPC a point of edge for 2 point's of PC edge for the resistance rolls. This is a somewhat common house rule, but is a house rule, so handle with care.
>>
>>46960803
Eh, the NPC in question is not completely irrelevant, so she has 2 points of Edge. And believe me, she's gonna use them. Of course, by RAW, I could have her burn Edge, but to me that always was more of a mechanic for player characters and really super important NPCs, not as a cop-out to avoid consequences after players caused someone to be infected by accident.

Also, there are very few cheap drugs that add to WIL or BOD - either it's expensive (Deepweed) or not usable for everyone (Hurlg) or idiotic (K-10, top kek). Guess the NPC will just ask a ganger mage to cast a Cure Disease spell and then get high on Zen for days.
>>
why is it 4e rules that you cant buy things above an availability of 12 but chummer still lets you do it even after stating it when you make a new character as part of the options? is it a chummer bug?
>>
>>46960846
Restricted Gear, mostly. Chummer doesn't validate broken rules until you try and mark the character as completed.
>>
>>46958818
All runners are required to wear cameras that have wireless on. Which means they can and will be hijacked by other teams to gain intel on the competition. Switching them off is forbidden and will get you disqualified.
>>
>>46960839
How's your NPC's Body + Willpower looking?
>>
>>46961601
Above average, but still bad. I just rolled the dice - no luck. Guess someone will have to get used to a radically changed lifestyle.
>>
>>46961785
Yeah, doesn't surprises me. HMHVV strains are insanely difficult to resist naturally. At least it fits the fluff of "once bitten, there's no escape."
>>
My team is entering an autonomous drone factory to capture a crazy viking rigger. I have placed many cunty dartgun sneak drones in dark corners and plenty of hard as nails in your face smack that bitch up axe drones in plain sight. Do you guys have an idea for a good complication? Enter house and commence destruction isn't as much fun as when something goes wrong
>>
>>46961785
You need about 11dice on resistance tests to beat HMMV on average with 10 tests and 2 edge, so yeah, it's not an easy venture. Even with body+wil=8 you'd need to get 6(-3 from penetration) or so desiase resistance dice. What bugs me tho is I can't find any rules for using medicine to help with it. Which is downright bizarre. CRB mentions hospitalized lifestyle but offers no further input on it.
>>
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>>46958207
Usually we just push scraps of paper around a map. Minis are a fair amount of work to be even slightly representative.
>>
So do humans have souls that work like spirits? If someone dies, can I chat to the ghost? I've seen this idea in a couple home adventures, but don't know how canon it is
>>
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>>46953422
>r3 in mechanics group

Loving this meme
kek
>>
>>46958207
My group uses Tabletop Simulator and Skype for games, as we're spread all around the country.
So yeah, digital miniatures.

I like planning to be 3d, it's better for immersion and can keep misunderstandings at bay.
>>
>>46963002
If someone dies while astral projecting, their form stays on the astral plane for a little while before fading. I don't think there are traditional ghosts otherwise.
>>
>>46963002
Some people believe spirits of man are ghosts of the departed. As a hermetic mage I can confirm that those people are morons, but I doubt that anyone so inclined will trust me on this subject.
>>
>>46962055
And even then. It would be well within his rights for the GM to decide one cannot recover Edge while fighting against HMHVV III, considering one is feverous, nauseous and in pain for the whole time. Not exactly conditions fitting the required "good meal and solid night of sleep."
>>
>>46963288
>Not exactly conditions fitting the required "good meal and solid night of sleep."
If you don't want to come off as antagonistic in situations like this, treat it as Insomnia quality, that at least gives one a chance to recover it, whilst still representing the situation quite well.

Speaking of medicine, would you guys allow medicine test to assist in decease resistance? Assuming continued hospitalisation of course. It just strikes me as odd that It can assist in healing wounds but not treating diseases, despite all fluff and common sense pointing to the contrary.

Also in case anyone has to deal with this, your best is find a few ritual mages and put down a few healing circles under your hospital bed, with stuff like increase body and increase will in them. They last F days, so they don't require renewal, and they are quite the thing for this. You will probably be charged a small fortune, but still, better than being a ghoul.
>>
>>46963396
In 4e at least there is specific medicine that gives you extra dice on disease tests (antibiotics/-virals as an example) so I probably also would in 5e
>>
>>46963257
As a hermetic mage what's your favorite everyday use of assensing?
>>
>>46963526
They kinda are there in 5e too. O-Cells or something close in Chrome Flesh under nanoware. They can be tailored to treat anything, but they are prohibitely expensive.
>>
>>46964049
Check for any salvageable reagents in any weird places I pass through.
>>
>>46964094
Ever find anything worth keeping in a bathroom or public area?
>>
>>46964073
well in 4e there's a lot of options:
>Inoculation[Disease], Cost:Rating*50¥, Gives a DPM of +rating, lasts forever
>Antibiotics/-virals/-parasitics, Cost: Rating*[10¥/20¥/25¥], Give a DPM of +rating
>Antibac, Cost: 600¥, If taken after infection but before the test, subject is immune to the bacterial infection for 24 hours, If taken after the first test it halves the power of the disease
>Zeta-Interferon, Cost: 800¥, Same effect as Antibac but for viral infections
>O-cells, Cost: Rating*2500¥, Reduces the Power by the rating
In 4e the NPC would have a good chance to survive this
>>
>>46964049
So do you know how when you are about to ask something from a person you try to find out if they are in the mood for it? I know what mood they are in.
>>
>>46964655
You mean if someone is hungry and wants to go out for some food?
>>
>>46964684
I think he means the sex
>>
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>>46964699
>>
>>46964481
WEIRD places, I said.
>>
>>46964552
Do all of those work on magical diseases? Some seem a bit too cheap for their effects.

Also, HMHVV is retroviral, so three of those options don't apply, and O-cells are as hard to get as ever.
>>
>>46964552
>>46965205
>No inoculations or antiviral agent has been developed which provides any bonus or protection against any species of HMHVV, though the innate resistance to disease of dwarfs does apply, as does the Cure Disease spell, if applied in time
Looks like the NPC is just as fucked in 4e as he is 3 years later.
>>
>>46965279
could you tell me the source cause I can't find it in Augmentation or Runners Companion
>>
>>46965279
Want to read more on the subject, could you cite that please?
>>
Nevermind that (>>46965390), found it, Runners Companion 82, Infection in play.
>>
>>46965399
Here's your (You), kiddo.
>>
>>46965386
>>46965434
Yeah, that's probably from 4e Runner's Companion. I can't find my PDF for some reason.

Also, according to both 4e Augmentation and 5e Chrome Flesh, O-Cells only apply for bacterial and viral infections and some toxins, so even they don't explicitly work against HMHVV unless you interpret their flavor text as if they do. So, no matter what edition you play, there's basically nothing you can do short of casting magic.
>>
>>46958262

A thrill-seeker with a gyrocopter seems like a recipe for explosions and/or disaster.

Build looks solid, as far as I can tell.

I say go for it.
>>
I noticed that near the end of Dragonfall, you get attacked by some Gargoyles while approaching the main bad guy's mansion again

Are gargoyles a canon thing in Shadowrun?
>>
>>46963235
Some free spirits claim to be the ghosts of the deceased, but hermetic scholars are divided on whether they actually are or just think they are
>>
>>46966508

Yeah, they appeared in some of the older edition's critter books, IIRC.
>>
>>46966508
I don't remember them in CGL books, but yeah, they are magical monsters in Shadowrun.
>>
>>46966154
>explosions and/or disaster
Why not both?
>>
>>46966804
That's what the and in and/or is for.
>>
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>>46966804
>both
>and/or

>>46966508

I found them in the 3rd edition Critters book.
>>
>>46966837
>>46966859
Oh.
Yeah I've got brain problems.
Too bad I'll never get to play them because I've already got a character backlog of about 10
>>
>>46966968

Happens to the best of us, chummer.

A 10-deep character backlog is pretty sizeable. Anything particularly interesting in there?
>>
>>46967056
Well, here's a list:
>Gyro-rigger, posted above, neo-anarchist thrill seeker who loves two things, going fast in his copter loudly, and going fast in his copter while blasting trog rock louder
>A one-armed 65 year old pistol adept who was too poor to afford a cyberarm when he lost his as a child, after he awakened he opted not to to not lose his magic, uses revolvers with handloaded APDS and has a love of history. Doesn't like technology very much after losing his identity in Crash 2.0
>A Chinese social infiltrator who uses seduction/drugs to weasel information out of people/get what she wants. Has three fingertip compartments housing makeup supplies and one with a monowhip disguised as floss, also has a small stinger linked to a chemical reservoir of truth serum.
>A bioware street samurai who is specced into punching things. Originally was an Aztlantian pit fighter/slave with the gimmick that he was "all natural" going up against super cybered up fighters, escaped on a smuggler ship to the UCAS. While on board he ended up meeting a girl whose parents had only enough nuyen to send her to the UCAS in hopes of her having a better life, he adopted her and now his goal is to settle down and run a bakery while taking care of her, however all his skills are violent/criminal in nature and so to make money he's forced to shadowrun.
>A parahunter styled after the colonial British hunters of the 19-20th century, uses a Marlin lever action and a Remington shotgun to take down various paracritters. Is friends with a major executive of Ares, who he goes hunting with regularly.
>A neo-tribalist who has four cyberlimbs, cranked up to the max with redliner. He primarily uses arrows and tomahawks to get the job done, kind of fucking crazy due to the amount of 'ware shoved in him.
(cont.)
>>
>>46967056
Not him, but in my short character folder I have troll watchmaker. Rigger that can get through any door through lockpicking (or getting frustrated and kicking the door in). Super inefficient build, but it is fluffy.
>>
>>46967241
>A decker who isn't actually good at decking (has a LOG of 3 and a hacking skill of 2), but he always wanted to be a novahot decker like in the trids. Gets by with LOG boosting augmentations, rampant drug abuse, and high tier skillwires.
>A ganger adept who loves baseball with a passion, throws baseballs with the same force as an assault rifle throws bullets and bashes in skulls with a flaming baseball bat. Always wears baseball merchandise (jerseys, batters helmets, etc) and leaves his own custom rookie card whenever he hits a place.

Turns out it was actually 8, but close enough.
>>
>>46967298
>troll watchmaker

I had no idea I wanted this, but now I do.

>>46967241
>>46967303

I've think I've seen all of those mentioned here before, except the skillwire decker. Didn't realize they all belonged to one anon! Those are some nice concepts.

Here's one I've been thinking about:
>crazy catlady biodrone swarm rigger
>>
>>46967241
Welcome to GM'ing.

Hope you enjoy killing off your own characters as you use them as NPC's/opposition for your players.
>>
>>46967490
I generally post all my character concepts on /srg/, and it's pretty easy to spot me because at this point I just do everything by hand instead of using chummer so all my characters are just plaintext instead of pdfs.
A few of these are going to be recycled as opposition in the game I'm running right now, mainly the baseball adept.
>>
File: Fifth Attempt.pdf (1B, 486x500px)
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>>46959965
Did as you said, running 17 armor now.
And yes, I'm only going core, for the sake of simplicity.

>>46959991
I'm going for a combat-engineer kind of role. Can modify/fix anything on the go while being able to fight decently in combat.
>>46960011
Maxed out Automatics, unarmed is quite high now too.

So, is it better guys? Have I missed anything else?

Also, have a little extra nuyen to blow, but not quite sure what to blow it on.
>>
>>46967907

Now that your Unarmed is solid, pick up a set of Shock Gloves. They're cheap and pretty effective way to make your punching better.
>>
>>46968025
How do shock gloves work, if you deal P damage due to bone lacing or density do you just add stun damage when making an unarmed attack?
>>
>>46968758
You deal stun damage, but only the value listed by the gloves, regardless of your normal unarmed damage, with net hits adding to the damage as normal.
An option for stun gloves is to simply try and touch them, which gives you +2 to your attack, but does not give net hits as bonus damage.
>>
>>46967907

You have no mechanic skills which is odd if you're an engineer.

You have a truck, but you can't drive. You should learn how to drive.

Lack of sneak can fuck your whole team over.

You can have two native languages per your bilingual quality, just leave those at 0 skillpoints and they'll show up as native. Use those points for something else.

Why ambidextrous? Are you planning on dual wielding or something (that's a trap option and for a good reason, fuck dual wielding)

You don't need 20 credsticks, silly.

You could pick up cybereyes instead of using contacts.

Regarding the licenses, I'm not sure they need to be applied to a specific SIN. If they are, you should have them on your day-by-day SIN, because you can only broadcast one. Going "wait a second officer sir, I'll just slot the SIN that has all my licenses" is a sure way to get your SIN burned and the whole precinct looking for you.

Are those mags loaded? Because it seems like you're short on ammo. The 150 you have would only fill 5 mags or so.

Getting a harder hitting weapon like an AK for longer range work might be a good idea.

Picking up a way to conceal your identity might be a good idea, since everyone has guncams.

Maybe pick up a chameleon suit for when you don't want to be seen?

Your skills as a whole are pretty barebones, but all in all this character seems very playable.

>>46968758

You can always decide to use Stun damage with your unarmed attacks even if you deal Physical by default. Just hit them with open palm instead of knuckles.
>>
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>>46968990
>You can always decide to use Stun damage with your unarmed attacks even if you deal Physical by default

Do you have an explicit source for that? Because I'm not sure if that's the case. Killing Hands explicitly lets you turn it on or off, whereas I'm pretty sure bone lacing and bone density don't offer that as an option. They just straight-up permanently change your Unarmed damage code.
>>
>>46969090

Source: my ass.

Seems reasonable though!
>>
>>46968990
>Mechanic skills
Do get them, don't get them, etc.
>Language
Thanks for the native language things, I had no idea about that.
>Ambidextrous
Thought'd it be a good thing if I needed to fire my weapon with my other hand in case, no dual wielding here.
>Credsticks
Felt like something was wrong when I did that
>Cybereyes
DESU, I don't wanna go that far with cyberware.
>SINs and Licenses
Alright, I'll swap out the other SIN then.
>Ammo
5 mags is short on ammo? What's the default to carry around with a machine pistol?
>ID
Good point.
>Chameleon Suit
If I have the Nuyen for it
>Sneak
I'll check into it.
>>
>>46969090
If you deal physical by default, you can do stun with the Split the Damage trick. It won't work if you also happen to somehow have more AP on your fists than the other guy's armor.

Half of the damage is done as physical, and half as stun. And if you don't have enough net damage to do physical, then you just do half as stun.
>>
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>>46969104

Yeah, it's definitely not an unreasonable interpretation.

I'm just thinking that once you cover your bones in high-density polycarbonate or titanium, even an open hand strike is going to really mess someone up.

And I kinda like the idea of that kind of radical change having a downside, since you're just more lethal now. But at the same time, there's already Essence doing that and maybe I'm just overthinking everything.
>>
>>46969210
There's the split the damage called shot (which I erroneously called a trick), plus if the guy's armored enough you might not do physical anyway.

Like, if you're Str 4 with Aluminum bone lacing, you're going to do physical to anyone you hit in armored clothes (unless you Split the Damage), but if they're in an Urban Explorer with some gelpacks (or a helmet) then you need four net hits for phys, and an Armored jacket is a whopping six net hits.

On the other hand, if you're a Str 9 Troll with any kind of lacing, you're doing physical unless you Split the Damage. But Str 9 troll is its own kind of nasty.
>>
>>46969194
>Do get them, don't get them, etc.

Last time I pointed that out was when you had nautical engineering I think. Maybe some points in automotive and industrial so you can justify being an engineer and leave it at that? Or just be a gunsmith and stick with armourer.

>Thought'd it be a good thing if I needed to fire my weapon with my other hand in case, no dual wielding here.

Seems a lot of karma to go into that for a very niche case. Your call, but it's definitely not optimal. You could take agile defender in place of that and enjoy 3 extra dice on full defense actions.

>Felt like something was wrong when I did that

Credsticks are just an alternative means of handing out money. You only need one if you want to do face to face transactions that aren't traceable, and a couple of basic ones if you for some reason want to do dead drops.

>DESU, I don't wanna go that far with cyberware.

Aight, that's cool. I don't like cybereyes either. I don't like ware at all, magic's where it's at.

>5 mags is short on ammo? What's the default to carry around with a machine pistol?

The standard mag size for the TMP is 30 rounds. You only have 150 rounds listed on your gear sheet, which is going to fill up exactly 5 mags. And then you have 27 empty magazines at your home, why? 5 full mags is a decent enough setup for a run, since it's very unlikely you'd need more, and if you did need more you'd be fucked regardless and more than 5 is going to be difficult to hide on your person.
>>
>>46969194
You are using the Steyr TMP a machine pistol with an ammo count of 30 per mag, 4 spares is more than enough
>>
>>46969210
>I'm just thinking that once you cover your bones in high-density polycarbonate or titanium, even an open hand strike is going to really mess someone up.

There's padding on your palm, unlike with your knuckes where the metal is only covered by a thin layer of skin. But sure, you could rule that it's still physical in which case you'd have to straight up slap people.
>>
>>46969373
I'd rule the open palm strikes would count as "splitting the damage" so it'd be a called shot with half physical half stun, and only half stun if the physical isn't greater than armour..
>>
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how obvious can cybernetics be? is it like pic related sometimes where you're literally terminator tier, or is it more subdued by 2070-2075?
>>
>>46969522

Ehhh, but open palm is usually used in real life and it isn't really any more undamaging than hitting with your knuckles, you just lose a bit of range. And don't risk busting your knuckles which is always a good thing.
>>
>>46969331

>Gunsmith is with Armorer

That's a bad on my end, I should've gone back and checked the book. Thanks mate, that's actually closer to what I'm looking for.

>Agile Defender

Again, I know it would be advantageous to use the other books, but I wanna start with basics.

>Mags

Actually it should say I have 810 rounds back at home to match those mags.
>>
>>46969544
Obvious limbs are obvious to even a casual glance, whereas synthetic limbs require a Perception + Inituition 4 test to see if they are fake (although they are still cold to the touch), you can get improved synthskin on synthetic limbs which makes them basically identical to a normal limb to everything but cyberware scanners.
Anything inside your body is obviously not visiible.
Cybereyes generally are visible, vision enhancements implanted into the retina are not.
>>
>>46969544
It depends a bit on the kind of ware, but with the exception of datajacks and cyber-replacements it's generally not visually obvious unless you want it to be.

So that person in your pic probably has an obvious (and possibly used grade) cyberskull and either a bargain bin style datajack or a used one.
>>
>>46969595

>Actually it should say I have 810 rounds back at home to match those mags.

I figured as much, since it'd be really stupid to have empty mags and no ammo. But chummer doesn't understand the cascading form so you'll have to write it on the sheet manually or have the ammo as separate.

>Again, I know it would be advantageous to use the other books, but I wanna start with basics.

Well that's your choice, but the supplements do bring a lot of extra flavour into the game. Agile defender just lets you use your Agility instead of your Willpower for the full defense action, so it's Rea + Int + Agi instead of Rea + Int + Wil, so you gain 3 dice to not get hit. You do have to burn 10 initiative to do it, but it's a fairly good idea to do that instead of getting sprayed with rounds.
>>
>>46969552
Fair enough, I'm just trying to say if you want to do stun instead of physical you gotta do split the damage, no matter how you fluff it, unless you have killing hands or stun gloves (which use their own damage).
>>
>>46969664
No, you can just target somebody with enough armor that you're statistically unlikely to get enough hits to do physical.

But depending on your build and opponents, you might not have that choice available.
>>
>>46969662
>Agile Defender

Hmmm...
Well, I'll look into it.
Mostly sticking with core because I'm still looking for a game, though thanks for the help man!
>>
>>46969664

But that's really gay, because there are methods of dealing damage that isn't clearly intended for killing. And if you know any martial arts you could easily make that adjustment, as opposed to swinging a sharp blade around, which is obviously lethal every time. Unless you hit with the flat or the back of the blade instead, but that would probably give you a disadvantage on the attack roll.
>>
>>46969727

No problem man.

Just remember to appreciate all lolis you see and I'm satisfied.
>>
>>46969737
Splitting the damage is that adjustment, isn't it? You intentionally take away half of your lethal damage, so it's rather clearly not meant for killing.
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