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/srg/ - Shadowrun General

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...Identity Spoofed
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Connected to SeattleNet...

>Welcome back to /srg/, chummer
>Last Viewed Files: >>48948786
>Barghest Howl Simulator.trid
>Rats: Greatest Spy Toy of the 21 century
>Hunter Seeker Training Regiment.knwsft
>ReCondor CAS Edition flyer.zdf

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>Shoot straight
>Conserve ammo
>And never, ever cut a deal with a dragon

Pets and Cyberdrones Edition
What animals do you have? Hellhounds? Technoinsect Swarms? A budgie?
>>
CLOCKWORK DID NOTHING WRONG
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>>48971220
Shit, forgot to post this for my last runner's johnson meetup.
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Don't fuck with Budgie.
Budgie will fucking wreck you.
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>>48971220
So, new to the game and I'm making a Jewel Thief/hacker guy.

First of all, how exactly would a "quick decker" work? I'm thinking more along the lines of activating an enemy's grenades in mid-air or manipulating laser tripwires while moving through the room, rather then getting past AAA security systems.

And second, how exactly does parkour work? It looks to me like a combat maneuver rather than a way to avoid detection or scale walls.
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>>48971279
Of course he did, he's a Serb.
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So, rolled up a sheet for a sam with a splash of B&E and face work. Can anyone look over it and give some feedback?

>>48971381
AR decking + Initiative enhancement is probably your best bet.
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>>48971220
>Pets and Cyberdrones Edition
Don't get me started on fucking cats.
Our group spent three sessions trying to get a fucking cat which was like, a tertiary objective at best.
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>>48971580
just like in Real Life
always chasing the pussy
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>>48971580

Oh look it's this guy again.

How about instead of complaining about your team being bad players, you A. make a better campaign that they're interested in

or B. just fucking build a story around the fucking cat.

tl;dr don't be a pussy and let the players have their pussy fun.
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>>48972124
I'm actually one of the players and I'm having a blast with this entire situation.
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>>48971348
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was looking through pastebin, couldn't find anything that just had generic stuff you could find in an office building/cubicle
If they search, how can I add personality to them?
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>>48972625
>Tacked in one corner is a photo of a man, his trollish wife and three spectacularly ugly children
>Players accidentally knock over a calender with pictures of assorted whiskey, that turns out to be a flask for secret alcoholism enabling
>By the efficiency metric sensor is a drinking bird, coated in reflective foil
>Reeks of cologne/perfume
>Pile of coffee cups with the same shade of virulent lipstick around the rim
>Knick knacks
>Fliers near water cooler for assorted horseshit - bake sales, office sports teams, parties
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So, in Shadowrun, law enforcement is often contracted out to Lone Star and the like, medical services often get contracted out to DocWagon and the like, but what about firefighting? Is that contracted out to someone or is that still the responsibility of the local governments?

Pic sorta related
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>>48972625
Most stuff that would be written now is likely to be digital. The cubicles could very well be decorated in AR space, possibly with various baubles or family pictures. They could also have physical objects, toys, gifts from children, metals, certificates, that kind of stuff. Most things you could find in an office cubicle now, to be honest. Soy-candy in the drawers, maybe data chips of things they don't want on their commlinks (use your imagination).
>>
>>48972731
I've seen examples of both - municipal AND corporate, though often a city will contract out to a specialised fire fighting firm.
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>>48971279
The shitters of Jackpoint are Pistons, the quirky teen hacker, and Puck.
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>>48972731
Our current run is all about this.
From what we know, Knight Errant reported a firefight between our fixer and a rival shadowrunner team.
He was taken by Ares Security to the nearest hospital (Docwagon) in critical condition.
Docwagon contracted Lone Star to make sure no one tries to break him out until he is stabilized and moved to Ares custody.
The Yakuza are also wrapped up in this, and we're stuck in the middle.
>>
Am I retarded or are the modular cyberlimb parts not in Chummer 4e?

You can add the modular cyberlimb modification, but not the actual mods themselves.
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>>48972839
Puck's not that bad. Snarky, but not that bad.
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>>48972889
It's a category when selecting cyberware
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>>48971381
In 5e taking a "martial art" just gives you maneuvers. The ones in particular for Parkour have to do with bonuses to climbing and mitigating falling damage. You can also add Parkour as a skill specialty to gymnastics, so 2 dice pool to all that scaling walls and stuff.
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>>48972124
Different player in the same thing--I got punched in the face like four times by a troll trying to rescue that fucking cat.

It's great.
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>>48973025
It appears the auto-updater was lying to me.

Huh.

Where did you get your version?
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>>48973068
I bet it turns out to be a cat shapeshifter fucking with you guys
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>>48973179
>They finally catch the cat
>It announces in a deep voice that they have finally been caught, it is pleased, and now it is time to witness the cat's true form
>Shapeshifts into another cat
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>>48973234
>Shapeshifts into another cat

Isn't there a paracritter cat that does that (albeit generally into a much larger and more dangerous cat)?
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>>48973249
Mist lynx or something.

Hell, maybe it's a blackberry cat and it's just playing with them using the influence power. Catch me, catch me, drop me, pet me, good human.
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>>48971381
Mid-combat hacking is worthless; in the time it takes you to hack an enemy's grenade your combat guy will have shot everyone in the room in the face twice. If that's the kind of shit you want to do, you'll want to hack everyone's stuff while in stealth in advance, then trigger everything after the fact once combat starts. Hacking is all about the prep work and setting the field, when it's not about opening/closing doors.

As for stealthy acrobatics, that's either a fluffed description of a normal stealth test or just using Gymnastics to get into a position that gives you stealth bonuses or your enemy perception penalties.
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>>48973176
OF COURSE you need a cyberlimb with modular cyberlimb modification.
>Add Limb
>add "Modular Cyberlimb" to limb as a plugin
>open the dialog to add another plugin to the limb
>go the "Modular Plug-In" Category
>??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
>No Profit
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>>48972839
>haze is a fucked-up kid from the barrens who clawed his way out thanks to being a wizzer, and now pays for a decent house for his ex-prostitute mother
>Pistons holds an eternal grudge against him because some dwarf secretary got killed when he fucked up a memory wipe spell

Why is Pistons such a useless angry cunt?
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>>48973326
Found out why after a little digging.

That option is deliberately hidden in the XML files. No idea why.

You have to delete the show category = false part to see it.
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>>48973351
Do you have Augmentation activated? Cause modular cyberlimbs are in there
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>>48973234
Oh, no, we already caught the cat.
We were aiming to get leverage on a security guard at the run's target, but the rest of the team thought kidnapping a beloved pet and threatening a guard was unacceptable.
So we had to go through a bunch of extra bullshit to try and get the guy to help us, including rescuing the cat from loansharks and erasing the man's debts.

And he's still going to sell us out when we go to break into the place. Calling it now.
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>>48973351
>>48973326
>>48973386
Yeah, I did have AU active. The XML file has them as hidden by default.

Here they are. <-

No idea why you'd choose to do that.
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>>48973309
Okay, thanks for the clarification.
My group has some ancient curse in which all hackers are either complete fuck-ups who fail every roll, or rarely show up to the game.
So I want to step up from a purely combat role and try to be the first stable decker.
Is there any way to specialize in hacking equipment or smaller systems?
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>>48973409
That's strange because I also have AU active and didn't have to change the XML file
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>>48972875
Firefighting as in putting out structural and wildfires.
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>>48973504
That's odd. A friend of mine had to go in XML to get them too.

>>48972731
It'd probably be a corp if the local govt is weak enough which it usually is, this is SR
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>>48972731

>A shadowrun campaign where the runners are high stakes proessional firefighters

>Street Sams with hidden hydrolic pumps in their cyber arms
>Mages who create water and assense burning buildings for living residents
>Hacker breaching agents to get the team through doors and shut down electrical fires
>Adept runners to get in and out as fast as possible with people
>Riggers to pilot rescue drones and drive the fire truck
>team members carry weapons because runners are often responsible for arson, or you might run into a fucking bug hive or some shit.

Why haven't more people done this?
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>>48973589
consider it stolen
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>>48973521
Part of me thinks that anon knew that and was just pretending to be retarded, another part of me thinks he's been playing Shadowrun so long he's forgotten all other definitions of "firefight"ing
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>>48973589
My old runner team used a plumbing company as a cover during a couple of runs.
My pistolero adept learned during that time how to actually fix shit.
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>>48972731
Presumably private, given that IRL fire departments are already getting privatized.
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>>48973589
So it will be just like Rescue Me minus homolust?
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>>48973882
>minus
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>>48973430
Hack-on-the-Fly - Specialty: Devices

Make sure you have a data jack, good stealth, and a decent deck and programs.
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>>48973882

>removing homolust from shadowrun
>ever
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>>48974050
My addition to this guy's idea is this: Don't go for lots of marks to do big manipulations, get a mark or two so that you can swap to an Attack heavy setup with Hammer, Mugger, and Decryption (replace with Blackout or something if you're hitting somebody in VR) and Data Spike their most important bit of gear out of the game ASAP.
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>>48972731
>Johnson wants you to provide firesafety and emergency response for a medium sized office compound

How will your team fare?
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>>48974361

Unless we can shoot the fire, it won't go well.
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What's the closest I can get to being/working with hexxus without being a toxic mage and thus NPC only?
I'm working on my continuing project to be a captain planet villain and blend in with a shadowrun team.
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>>48974522
The Calling Ritual, probably Calling Pollution Spirit Ritual or Calling Destructive Spirit.

Just beware that the big H is probably pretty high force, so you're going to need some alchemy to get that paraphernalia without bringing down a lot of heat you don't want.
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>>48974361
It'll be a bit awkward if security catches us setting the fire in the first place.
>>
Not sure how many people here care, but the new Deus Ex has a lot of good shit in it.

Obviously no magic like Shadowrun, but there's definitely the feel of dystopian cyberpunk future in the game. Obviously SR doesn't have the same Aug bullshit going on, but man.

You can also pick your solution to most problems. Loud and violent? Doable. Stealthy? There's at least two or three routes. Somewhere in between? Now you're thinking.


The best part is that Jensen's 'old' ware is something like Betaware, and his new shit is Gammaware. (installed without him knowing) Even the CEO of his old company talks about some of the new tech he has was simply a theory two years ago.
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>>48971220
>Pets and Cyberdrones Edition
>What animals do you have? Hellhounds? Technoinsect Swarms? A budgie?
My runner had a pet dog once. Just an ordinary fucking dog - medium-sized collie mutt that he rescued as a puppy off the streets. It didn't go on runs, just stayed at home, and it was perfectly mundane... at first.

The first sign that something was different was when food started disappearing while he was out - food that even a smart dog would have a hard time getting to, like food in the fridge or high cupboards. It was months, though, before he finally got curious enough to install a camera and figure out what was going on.

It turns out that the dog had Awakened as a shapeshifter. While the character was out, the dog would turn into an ork in order to steal 'people food' and change channels on the trids, but otherwise spent all of his time as a dog, because those were the only aspects of his life that he was dissatisfied with.

My runner confronted him, they remained exactly the best buds they had always been, but the dog had to start taking in some rent money now that he could work a job too.

He even saved my runner's life once.

He was a very good boy, yes he was!
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>When you use edge to get 3 marks on the enemy decker in one go, set a databomb on the program they were using and then reboot their device to dumpshock them with your shitty little C-K analyst
Who /like a boss/ here?
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>>48975075
Dumpshock is the elegant hacker's solution.
>>
I haven't really paid attention to the modern editions of Shadowrun, especially not the fluff. Have any big shakeups on the level of Bug City or Renraku Arcology Shutdown (or crash 2.0) hit the 2070s? Or has that kind of major Metaplot stuff been left behind in the 90s and early 00s?
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>>48975219
The best part is that it rarely kills enemy deckers, but it fucks them up for long enough and hurts enough to make them think "well fuck I don't want that to happen again".
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>>48971220
Animals that have come up in campaigns I've been in:
A player bought a blackberry cat once
Another player put a shadow spirit in a... Clood, I think it was called. The thing that can change from bird to cat to dog.
I accidentally convinced a contact to get me a dog. It was named Dunkie, short for Dunklezan.
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>>48975228
I think the biggest thing in the 70s is CFD. Basically a nano-plague that overwrites the victim with AIs and is transmittable through every body fluid, even after hours.
Also:
>Tempo (a drug that makes users Astrally percieve, even when used by mundanes),
>the Dragon civil war (Sirrurg attacks Azt for killing and dissecting a feathered serpent, Hestaby (unwillingly) condemns him to death, her favourite shaman is killed and she demolishes a SK building in Dubai with 0 deaths, Sirrurg is almost killed but whisked away at the last moment)
>GOD, the Grid Overwatch Division is instated to control the Matrix
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>>48967799
>Irrelevant
Really isn't. Sorry I'm not going to be the one to ELI5 it for you.
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>>48974750
Fuckin guerrilla marketing. Fuck off.
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>>48974750
>gammaware
Fuck off shill.
>>
Does anyone want some story time from our group? I'm the anon from the previous thread that is in the party that got itself trapped in the Renraku arcology, though the story time itself would start from the beginning of our adventures, not skipping straight to the arcology part.
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>>48976038
sure thing. Might be interesting to see how your GM used the Arcology
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>>48974750
More like omega ware. It's high tech, but riddled with prototype problems.
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>>48976096

Like I said in the previous thread, we've only just entered the Arcology in the last session, but we've had a bunch of other runs prior to this. If you want to hear about them too, then I'll story time it.
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>>48976239
sure
>>
Would anyone be interested in the notes I took on hacking and various set-ups I had for different activities? I don't have them typed up, but if there's any interest I'll get to it and post them in a thread or two from now.
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>>48976407
same anon as >>48976096 and >>48976283

sure
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>>48974522
>captain planet villain
That's a toxic mage right there.
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>>48975228
Deus came back, twice. The second time is tied into the CFD shit >>48975451 mentioned. Apparently that dragon who thought getting a datajack was a good idea sure did learn his lesson.
>>48976038
Can't hurt.
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>>48976283

Story time it is then! Presenting:

The Ongoing Adventures of Theodore "Teddy" Albertford (of the Cambridge Albertfords) and His Slightly Less Than Reputable Associates

Episode 1: Deep Fried Frattelli

Principal players:

Theodore "Teddy" Albertford (of the Cambridge Albertfords) (i.e. me): Gentleman. Dignified. Troll.
"Old Man" Jenkins: Decker. Demolitions expert. Uncouth as all hell.
"Anklebiter": Dwarf. Surly. Hates wearing trousers.
"Tugburn": Mage. Orc. Supposedly likes using fire spells (but never uses them).

So, it all began with a elf named George Hamilton. He was looking for a group of shadowrunners to rescue his daughter, Moxie, who had been taken by a local mob family as collateral due to him not paying his protection money. (If this seems familiar, it's because it's basically Fast Food Fight, though it goes off the rails later, given that the GM dislikes using pre-printed modules wholesale.) After a brief round of Q&A, where Old Man Jenkins manages to slip pretty much every elven racial slur under the sun into one conversation, we learn that the best place to start would be with Vic/Vinnie (we kept forgetting his name and switching back and forth between Vic and Vinnie) Frattelli, who was often seen at the local McHugh's.
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>>48976629

We made our way round there on foot (due to no-one owning a vehicle at this point) to find Vic/Vinnie eating his way through a stack of the largest burgers the place sold, accompanied by a couple of his goons. We grabbed a table far enough away from Vic/Vinnie as to not raise attention, and ordered some food to avoid raising suspicion. Or rather, Old Man Jenkins did because he wanted some food and the toy that came with the kids meal, Tugburn was busy preparing to be magical, Anklebiter was keeping an eye on Vic/Vinnie, and Teddy refused to eat anything there on principle. Unfortunately, the food didn't really agree with Old Man Jenkins, and he got a rather nasty case of stomach craps, causing him to bang his head on the table. We as a group decided to ignore this and focus on the mission. Tugburn tried to Mind Probe Vic/Vinnie to see if he knew where Moxie was, but it didn't really work. Admittedly, Tugburn did manage to get into Vic/Vinnie's mind, but all he got from Vic/Vinnie was "burgerburgerburgerburgerburger". Vic/Vinnie did, however, notice the intrusion and sent his goons around the restaurant to try and find the cause; naturally they came to us first. At this point both Teddy and Tugburn exploded into a torrent of excuses as to why we didn't really fit in:
>"Sorry about this, he wanted some food and wouldn't stop complaining..."
>"He's old"
>"Something in the food disagreed with him"
>"And to be fair, I am a troll, I don't really fit in ANYWHERE."
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>>48976648

Thankfully this worked, and the goons moved on, and we all agreed we needed to separate Vic/Vinnie from his goons so that we could interrogate him and find out where Moxie was. Old Man Jenkins offers to spill something on Vic/Vinnie's suit, and Anklebiter volunteers to do the interrogating in the toilets. Remarkably, this part of the plan goes off without a hitch: we buy another burger meal for Vic/Vinnie, and Old Man Jenkins spills the drink right onto Vic/Vinnie's lap, who promptly dashes off to the toilets to dry himself, with Anklebiter slipping in behind him (meanwhile, Teddy suggests white vinegar to get any stains out). What we didn't count on was the goons taking offence to us doing this, and suggesting that Old Man Jenkins steps outside. Old Man Jenkins likes the idea because the burger he ate earlier is planning a return journey, and Teddy and Tugburn go with him to keep him safe from the goons. Now, Old Man Jenkins was old, had seen (and blown up) a lot of shit, and didn't really give a fuck about anything (i.e. Uncouth quality) and very nearly started the fight then and there by calling the orc goon Tuskface (the name stuck); thankfully Teddy had the sense to intervene and intimidate the goons into letting this incident end peacefully, and they scurried back inside, much to Old Man Jenkins' chagrin (he was alternating between the whole Scrappy Doo "let me at them!" routine and vomiting in an alley).
>>
>>48976665
Meanwhile, in the toilets, Anklebiter tried to intimidate Vic/Vinnie whilst he was trying to clean his trousers. This didn't work, so Anklebiter did the only thing that made sense to him at that point: he took his trousers off. Then he kicked down a toilet stall door, and the combination of the two scared Vic/Vinnie into cooperation, and he told us that Moxie was being kept in the walk-in freezer. At this point, the rest of the team came into the toilets as well to figure out what to do with Vic/Vinnie, and Old Man Jenkins came up with a solution: he would juryrig an explosive, using some explosive foam he had on him, the squeaky orc toy from the kids meal, and an old broken radio he had (I think he got it from George Hamilton?) so that it would be a motion sensing explosive. Unfortunately, Old Man Jenkins didn't roll well enough to make it work (but not so poorly that we all exploded). Fortunately, Vic/Vinnie didn't know this, so we bluffed. So now Vic/Vinnie was stuck in the toilets, without his trousers, holding on to a potentially explosive orc toy. We left him to his dilemma, and went back into the restaurant to try and figure out how to get to the freezer.
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>>48976680

In the end, we agreed that the best plan was to set off the fire alarms, so that everyone (including the staff) would flee the building, leaving us with the run of the place. Old Man Jenkins stepped up to the plate again on this one, using Teddy as cover to disguise his decking. On the plus side, he did manage to set off the fire alarms. On the minus side, he set off ALL the alarms, including the anti-hacking ones. And the ones that cause the auto-turrets to pop out of the ceiling. Old Man Jenkins was decking like the mad man he is, trying to get the turrets under control before they opened up on us; meanwhile Tuskface and his mate (who got named Grunty), bereft of a leader, came over to us to get us to leave because we weren't running and screaming like everyone else. Unfortunately Old Man Jenkins' uncouthness kicked in again (though in all fairness he never really STOPS) and he called Tuskface tuskface again, which caused initiative to be rolled.
>>
>>48976692

This one fight caused a number of our now long standing habits: 1) combats seem to not last more than 1 round, unless there's occasional mopping up to be done, 2) anything the GM names dies or explodes, 3) Mob Mind suicides, and 4) Anklebiter never lives up to his name. Between Anklebiter being exceptionally shooty and the turrets coming under Old Man Jenkin's control, both Tuskface and Grunty bite the dust long before they even act. A rather feeble attempt is made in the kitchen to regain control of the turrets, but it fails, and mainly just causes Old Man Jenkins to place a bounty on the deck that made the attempt. At this point there's an outbreak of furious noises and splashing, though the source isn't determined due to Frank Frattelli storming out of his office demanding an explanation. Teddy attempts to intimidate him into surrendering, fails, and goes on the offensive with a cry of "en garde!". He promptly misses. Anklebiter, however, definitely does not miss, charging at Frank and chopping his arm off, leaving him to bleed out. Vic/Vinnie Frattelli then bursts out of the toilets, still missing his trousers, absolutely furious at being deceived with a squeaky orc toy. Hoping he can get some measure of retribution, he lobs it at the party in the hope that it'll act like a grenade. It doesn't, and hits the floor with a wet thud, rolling to a stop at Old Man Jenkins' feet, who picks it up, deactivates it, and names it Petunia. Tugburn finishes the whole thing off with a Mob Mind on Vic/Vinnie, and begins the long string of Mob Mind suicides.
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>>48976708

With combat done and dusted, Old Man Jenkins decided to try and find more orc toys, and found a bag containing 27 of them, which he started giving names to (all female, oddly enough); the rest of us headed into the kitchen to try and find the freezer, and end up finding another member of the Frattelli family: Patsy (I feel so sorry for this kid, who names a mob kid Patsy?). Anklebiter strongarms him into handing over his cyberdeck, and promptly claims Old Man Jenkins' bounty. Patsy confirms what Vic/Vinnie said, and with a bit more strongarming hands us the keycard to get into the freezer. We leave him behind and head over to the walk in freezer, where we find Moxie tied up in a chair, next to an unconscious guard; according to her, he managed to knock himself out whilst trying to leave the freezer when the fight broke out. We free Moxie, and make our way out again, but not before Old Man Jenkins plants a canister of foam explosive in a microwave and uses his cyberdeck to turn all the kitchen equipment up to maximum power. We quickly flee to a safe distance and watch the entire place explode into a giant inferno. With the mission complete, we took Moxie back to her father and claimed the reward (though Old Man Jenkins tried to haggle for more, given how much Moxie's ring was apparently worth...).
>>
>>48968912
Nothing new since I made that custom branch and asked you guys to test it out.
>>48970121
Well aside from bug-fixes it's not like there's any new content for it. Old chummer was kind of a victim of the original developer's preference to work alone. It meant he got a lot done (Like jesus, I have no idea how he had the patience to do as much work as he did with the documentation and such), but there was nobody really in a position to take over when he stopped.
>>
>>48976708
>long string of Mob Mind suicides
Oh geez.
>>48976717
>blew it up
Well I guess that's a way to make sure magical forensics can't detect anything.
>>
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Got bored, reading some material from the first couple editions.

"Mercurial" is some good shit so far. It took me waaay too long to realize "Mercurial" is as much a reference to her personality issues as it is her quicksilver plating
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Is there such a thing as too much planning? We're a small group of new players that haven't been doing too hot, and half the group just dries up with boredom the second they're not shooting something.
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>>48976778

Yeah, Old Man Jenkins does that a lot. Like I said, anything the GM names himself usually either dies or explodes.
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>>48976708
>Mob Mind suicides.

Does this work RAW

Seems OP if so
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>>48976877

If you're finding planning slows shit down too much, you could always take the heist move approach and do the "planning" as the action goes down. You figure out how you're starting the run and then as complications come up the characters flashback-narrate how they planned to deal with this eventuality. ("oh the guards are challenging the disguises? Good thing the decker made sure to plant data indicating they were EXPECTING repairmen today")

It keeps things flowing, but its an extremely powerful ability, so perhaps assign a limited resource to it, with the cost being based on just how much of an asspull their contingency is. Doing some basic legwork to find out the hot watercooler topics so you can fit in better while in disguise? Easy peasy. Smuggling in weapons sure thats not too expensive. Getting the codes to the security door deep in the complex that isn't even on the official floorplans? Thats gonna cost a lot.
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>>48976984
Yes but mind magic is some of the most illegal magic out there and will get the magic FBI on your ass.
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>>48976877
Some people just ain't built for Shadowrun.

Pop in the newest call of duty for those faggots.
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>>48976899
So he just ripped the old man Jenkins char from the old waffle House millionaire story?
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>>48977044
That's actually kind of a neat idea.
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>>48976728
>Nothing new since I made that custom branch and asked you guys to test it out.
I must've missed that. Link?
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>>48977074
Which is why the explosions are great. The background count they generate should cover up any magical evidence.
Also, while it is illegal, it isn't that illegal. It's specifically mentioned in RF as one of the things having rich parents can let you get away with. Think rohypnol.
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>>48977162
Not that Anon but it's the basic idea used in the Leverage RPG, each character has a certain amount of flashback "Points" that they can use (usually 1). My group tried Leverage but while it was actually quite good, it didn't have enough cyberspurs.

For Shadowrun, I figured that was absolutely brilliant because it allowed my group to do what they do best, which is zany plans, but not get too invested in dealing with every eventuality because they could essentially have a fall-back which prevents them from getting stuck in constant planning mode. Initially I treated it as a new use of Edge, thinking someone with enough Edge clearly would have thougth ahead but it quickly got sort of ridicolous when the 7 edge human turned into an ultra brilliant con-man.

So I made this advantage:

[10 Karma/Level] - Always Prepared
It's not paranoia, it's preperation. With this advantage you get a one-time flashback-scene per level that allows you to indicate something you did earlier in the week to help escape the negative consequences of a problem you are currently suffering from. To use this ability, you roll Memory, Edge or a Knowledge Skill - whichever is highest, or would be most appropriate for the situation (with a bonus if the justification makes someone other than the GM laugh). Glithes or Critical Glitches means your planning worked, sure enough, but might reveal a hithertho unforeseen problem. Your flashbacks refresh at the end of the run during down-time OR at a rate of 1 per week.
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>>48977159

You mean Old Man Henderson, but yeah he was an inspiration for Old Man Jenkins. I think of him as the bastard love child of Old Man Henderson, Doc Brown, and Hey Arnold's grandfather.
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>>48977639
I'd have it be something where you spend Edge to have had that backup plan/JUST AS PLANNED moment, but you have to roll Logic+Charisma to see how well you set up your contingency. Faces, Deckers, and other Logic/Charisma types are already supposed to shine when it comes to legwork, so it makes sense for them to be able to have really good flashbacks, while the Street Samurai who has lots of Edge but not much Logic/Charisma is more looking for that single hit to say 'I hid a duffel bag of ammo and grenades behind this grate earlier' rather than doing anything more fancy than smuggling in extra supplies.

I absolutely adore the idea of flashbacks in Shadowrun, though, and any other heist/planning game too for that matter.
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>>48977899
>bastard love child of Old Man Henderson, Doc Brown, and Hey Arnold's grandfather.
So Rick Sanchez?
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How good of a character is too good? Is there a hard dice pool line you shouldn't cross, or something similar?
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>>48978786
It's honestly all relative to your team. If everyone's throwing around 10. 12, and 14 dice and you're throwing around 24, chances are you're built to a higher tier of power than they are, and can possibly be destabilizing.

Or if the weapons that threaten you vape them, again, possibly built a bit too much into that.
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>>48973327
Isn't Haze also, you know, a rapist?
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>>48978786
Its almost all about matching your group and GM's expectations.

As a GM who runs 5e, I tell my players that they want to be rolling 12-16 dice in their specialties, 7-10 for things they want to be skilled at, and put a point into etiquette and computer, for fucks sake guys.

My players know I expect this power level out of them, so I know which goons on my Goons.docx file to be opposition. It helps me out a lot when I'm improvising.
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>>48971279

Kane is still best character
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>>48976783

That screenshot made me check and it turns out someone made an adaptation of Mercurial for Dragonfall. It seems pretty good so far.
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>>48979063
>It was under the influence of tempo that he as-good-as-raped Mikayah Lakesong

Depends on what she meant by this. Did he use magic to seduce her? Did he slap a tempo patch on her to get her horny? Was she another addict that he fucked in exchange for tempo? It's a bit unclear, really. Does this Lakesong girl come up in any other source material?
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>>48979480
He forces consent to sex, then mind wipes.
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>>48979547
>cast influence, a spell that could give someone the idea to take Haze out back and fuck him
>haze rolls about 16 odd dice, maybe gets 6 successes
>at force 8, this person reconsiders every 20 seconds. Assume it's a fucking 18 year old college girl with very little self-control at willpower 2
>spell is disarmed in approximately three minutes
>Haze barely makes it to second base before he has to recast the spell and his 40k nuyen eyes start to pop out from the drain
>Also everyone in the bar knows it's magic because he's casting at force fucking 8 and lightning is practically coming off his fingers

Okay guys, how do you get consent and finish the fuck with magic before you pass out from drain?
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>>48980076
At force 8, if they don't have Logic 7 then they don't get to roll because the dice penalty is all their dice or more.
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>>48977270
https://dl.dropboxusercontent.com/u/17469748/DroneLimbs.7z

Doesn't actually show the strength (And probably won't until I get around to making a whole bunch of display-related changes), but the calculations should be working.
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>>48979547
>>48980076
Assuming use of control thoughts, one could argue that even if you stop sustaining the spell you've already implanted the idea within their head, inception style.
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>>48975591
Considering you have the logic capabilites of a four year old, you'd be hard pressed to do so anyways.
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>>48971434
Followup question: is a poisoned spur via cybergland worthwhile? And if so, what toxin?

still looking for feedback
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>>48976445
Well ain't you just a yes man.
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>>48976407
Yes please
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>>48981747
I always appreciate a storytime
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So I've been doing some sniffing around the Matrix, trying to get some kind of clear answer on this, but when crafting an Ally Spirit with the Inhabitation ability, could you technically plant them inside of a machine body? So far I've seen people say you could put one inside of a motorcycle, or a gun, and if you did so then they'd just be able to control the mechanisms itself, i.e. it can pull the trigger and work the safety because that's part of the gun itself, but if you rig it up to stuff like Smartlink, then it won't be able to control that, and it naturally won't be able to move around because, well, it's a fucking gun. I'm wondering then, if you built shit like a robot dog drone, or hell somethin' like those gorilla robots from Metal Gear Rising, and planted an Ally Spirit in it, then it would at least be able to move and manoeuvre appropriately within that body, right?
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>>48982917
Yes, but they could also use a non-functional replica.
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Pistols or Automatics for a mage?

On one hand pistols are more concealable and I can use the guardian, but automatics are more versatile..
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>>48982953
Basically so long as it has the limbs and moving parts, in other words, am I getting that right?

Although I imagine if you built it to function properly, it would benefit from all the extra mechanisms of a functional model. So long as it's part of the core structure and built into the body, it constitutes as part of the Ally Spirits body, yeah?

Also, I had the terrifying thought while dwelling on this a while ago of 'what if someone planted an Ally Spirit in a maglev and thus wound up creating Blaine the Mono from the Dark Tower series.'
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>>48982963
Part of the point of guns for mages are so that you don't look like a mage, so while concealability IS still a good thing, it's slightly less so for wizards. I would say automatics.
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>>48982985

I could just use a remington suppressor modded up to get a similar level of concealment anyway right?
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>>48983008
Pretty much.
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>laughing at my player
>ghost stuck babysitting her shadowrunning crew after fucking up majorly on the job and nearly losing her paladin title over it
>introducing angry cop spec ops elf supremacist providing overwatch to a group of metas contracting their services in a very unfriendly san fransisco

Tomorrow night's game is going to be FUN.
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>>48982963
i went with pistols for my mage, he used a cavalier deputy for the entire game (storywise it was his dead friends and he couldnt let him go), it was pretty good. For most mages you will use your gun skills are a secondary consideration so take whatever you want.
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>>48983069
Also a runner in my player's crew is ex-tairngire (rinelle ke'tesrae). He and the Ghost know, and hate, eachother personally.
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>>48982917
Do you mean possession, as a) I'm pretty sure all inhabitation traditions are NPC only b) I'm pretty sure inhabitation only works on living things
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>>48979207
Isuppose you mean this, right ?
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>>48983295
>Inhabitation traditions
>NPC only
[Citation Needed]
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>>48983306
The only inhabition tradition is bug spirits, iirc. That's about as NPC only as you can get.
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>>48983341
Not according to the sourcebooks which state you can put an Ally with Inhabitation inside of things like stone statues and the likes.
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>>48983341
Seriously? That's the only one?
I swear there's a Metamagic for inhabitation, though.
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>>48983378
It's not. No idea where he's getting his sources. I'm looking at sourcebooks as early as SR2 and SR3 and nowhere does it say Inhabitation is exclusive to Bug Spirits, or that it's living-creature only.
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>>48983008
>Remington Suppressor
The Savalette Guardian gives roughly the same performance (1 less accuracy) with +1 DV.
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>>48983378
>>48983388
It's not that it says "it's only for bug spirits", it's that bug spirits so far have been the only spirits shown to use said rules.
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>>48983490
SR2, Grimoire:
"INHABITING
The ally can inhabit a physical body prepared for it by its summoner. This power differs from possession, which allows the spirit to try to inhabit any living body. Rather, the magician makes a suitable host body available to the spirit.

Inhabiting actually limits the spirit in some ways, but makes it more powerful on the physical plane. As long as the physical body still lives, the ally cannot leave it. When inhabiting its body, the ally functions as a dual being and remains astrally active. The spirit cannot manifest because it is locked into the host body.

The magician can provide an animal as well as a human host, using any normal critter for this purpose. Paranatural animals are too magically powerful to be used as hosts, as are sapient beings (such as people). The ally adds its Force
Rating to all Physical Attributes of the host animal. Once inhabited, the animal body receives the additional powers of immunity to age and immunity to pathogens.

More impressively, the magician can make or
commission a unique focus (see Spirit Focus, p. 23) to create a homunculus as a host body."

You were saying?
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How do you do the attached image the most?
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Is it actually viable to be a summoner and craft up physical vessels for spirits to inhabit? Puppetmaster style type shit.
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>>48973589
Or the other angle - regular runners who, through hijinks, extinguished a fire and somehow got recognised as professional firefighters and now need to keep u pthe facade because reasons.
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>>48983956

You can just bind them, though you can make Gobi for Watchers which are like little vials/jars.
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>>48983912
Speaker's Way.
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>>48984050
Bind them?

I remember shit from 4e about making like, homunculi type stuff, or golems.
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>>48984062

Yeah its the magical equivalent of putting a leash on them. They wont leave you after the next sunrise/sunset and will stay to work with you until they've finished the services they owe you.

You can also make homunculi in 5th, and you can make a permanent ally spirit if you want.
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>>48984082
Is it actually worth it, though?
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Anyone seen any 5e street samurai "Codes of Honor" aside from the one in the core book and the two in Run Faster?
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>>48984096

Binding is if you get a really nice spirit on the line. Never really made a homunculi before, and ally spirits are expensive but you can make some kickers.
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>>48974906
Arf
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>>48984096
In addition to the mechanical stuff, binding forces a spirit to act according to the spirit (heh) of the services you ask of them.
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>>48984104
Ally Spirits can be fucking terrifying. Ran what was, quite frankly, a vampire rip off of a character I played in Aetolia who had a 'blood' (In the fluff sense) wisp ally spirit. The spirit hated him, but it absorbed drain, half of his karma went into the damn thing to strengthen it. Damn thing eventually went free, but until then it was used for pretty much everything - reconnaissance, combat, messages..
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What happens to a member of Jackpoint if they end up killing another Jackpointer (say, Puck, or Clockwork for example)?
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>>48980374
>https://dl.dropboxusercontent.com/u/17469748/DroneLimbs.7z
The first thing that I'd notice is that it does the price calculation as if the drone limb's Strength and Agility started at 3. So, even if both started at 4, as soon as you start Customizing it, it charges you 10k instead of 5k to go from 4 to 5.

I think that's probably wrong.
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>>48984176
>The spirit hated him
>Damn thing eventually went free

So.. how fucked was your vamp rip-off when that happened? Considering that how a Free Spirit reacts to their creator depends purely on their relationship prior to the freedom and all that.. hate seems like grounds for 'time to fucking murder this bastard'.
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>>48984330
An F9 free spirit that he'd pumped a shitload of karma into for things aside from its force? Well, it tried a few sneaky subtle plots to have him killed, then it turned up mid-run having lost all patience and let loose with the storm power. When that didn't work, they engaged in an epic conflict of wits and magical power, by which I mean it boiled the blood in his veins and exploded his brain with almost no resistance. It was that powerful.
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>>48984303
Theoretically, nothing as long as Jackpoint was not used in any way in the killing. In practice, it's basically shadowreddit, Fastjack probably bans you for being a total downer bro.
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>>48984519
Fastjack is a nanozombie now, remember?

The three admins decide if they like you or not.
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So how does the Redliner quality work? It says you get +1 strength and agility per cyberlimb pair.

does this add to your stats or the limb's?
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>>48984062
>I remember shit from 4e about making like, homunculi type stuff, or golems.
To do that, you take a Possession tradition, build a statue, use the Prepared Vessel ritual to make the statue easier to possess, and then stick a bound spirit in it. With Prepared Vessel, you can get some absurdly durable statues - like hardened steel and duracrete.

That said, it's more or less strictly inferior to just summoning a spirit the normal way that manifests rather than possessing.
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>>48984650
>does this add to your stats or the limb's?
RAW, it adds to your own stats.

RAI, it adds to your limbs' stats.
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>>48984787
now that i think about it, RAW makes it pointless as the limb stats will be better, and RAI allows to hit the augment max with one set and +3 enhancements.

+1 STR & AGL, for the cost of 1 physical box and 10 karma. That's kinda shitty.
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>>48984877
>+1 STR & AGL, for the cost of 1 physical box and 10 karma.
I prefer Redliner on four-cyberlimb builds anyway. Then you're looking at 26k nuyen worth of Cyberlimb Enhancement-equivalent per limb - 104k nuyen worth of bonuses - for 2 physical boxes and 10 karma.

I'd actually call that pretty damn good. Especially since, as a cyberlimb character, you're going to be loading up on armor to the point that you only take Stun damage.
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>>48977375
>It's specifically mentioned in RF as one of the things having rich parents can let you get away with.

Having money gets you out of all problems, anon. There's literally popular celebrities who have murdered people and they walked away scott free.
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>>48984877
Per RAW and not using the German Cyberlimb limit rule, it has the benefit of boosting your physical limit, so its not completely worthless. Not worth 10 Karma though. RAI its the only way to hit 10 STR/AGI with cyberlimbs.

I hate that Cyberlimbs don't have real rules for using Cybertechnology and modifying them.
>>
I just looked up the 4e book, I never played Shadowrun before.

Is it normal that treshold seems so easy?
You add Attribute+Skill, which can give you a lot of dice, and the hardest task is a treshold of 4. It's really not a lot, it doesn't seems that hard.

I am mistaken? How does it play?
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>>48984970
You need 12 dice after all penalties are factored in to even hit 4 50% of the time.

In play, people tend to be good enough at their specialties to hit those 4s relatively frequently, but outside of their specialty have a much harder time of it.
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>>48984970
4e has dice bloat issues. As well as negative modifiers, lots and lots of modifiers are a hallmark of 4 and 5e.
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So I have a slight problem chummers.

>Be my campaign
>Most players are fine and play within the rules
>Then there's the sam, the (new) decker and the shaman
>All attempting to cheese the system to hell and back
>Gave the sam top tier augs since early on in the campaign I made the mistake of eschewing availability because corp johnsons and giving the PCs a lot of money
>He know regularly fudges rolls to be impossibly high and claims that he's rolling a retarded amount of dice to shoot his guns (anywhere between 18-24 the number changes every session)
>Shaman straight up lies about skills he has and successes he rolls. Not so much of a problem since he started using physical dice, but he still lies about skills.
>New decker comes into game. Because I'm retarded and have 7 players to keep track of I don't bother to search through core to argue with him about how he claims if you get a mark on a host you get a mark on all things slaved to it.
>He also comes in with a deck that has an array of 9/11/15/12 before any programs.

Hold me /srg/. I could deal with it when it was just the sam cheesing, but now I have 3 and I can't keep on top of it without slowing the game to a crawl. How the fuck do I deal with this, I know that if I booted them the group would be dead.

At this point I'm just kinda praying for a tpk so I can hard reboot the campaign
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>>48985082
Straight up end the game. If they're lying about dice pools/successes, they're cheaters, and that's just shit.
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>>48985082
Crack the fuck down on the decker with GOD. Exploit the surprise and unaware attack rules on the sammy - if they've got street cred, and they fuck up on legwork, have a 'prepared' team statted up and ready to roll. Sneaky-beaky snipers, close combat bioadept (and, if it's aztlan, blood adepts with some sort of custom cannibalize version. Like, heal a box of stun/physical for every box of damage they do), that sort of thing.

Oh, and for the shaman - enforce background counts. Basically, everywhere in the world has a -1 to -2 penalty for most folks. Or the city does, anyway. An argument can cause that sort of background count, as well as people just being bored shitless over long periods (an office), lots of sad and angry people for a temporary one (like a crowd), that sort of thing.

Oh, and for the decker: Air gapping. Make sure the fucker is on site, then drop the "Surprise, motherfucker" team on them. Any negative qualities on their sheets?
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>>48985082
Ask them for copies of their sheets. Use Herolab or Chummer to go over the math for what they should have.

Alternatively, just say 'Hey guys, I'm not comfortable with the power-level of the game. I'd like to start fresh with new characters.'

18-24 dice for shooty shooty bang bang isn't beyond the pale, but that deck is absolute bullshit.
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>>48985126
The decker I really could chalk up to him being new and misunderstanding how stuff works/finding 4e stuff and using it by mistake. But he's a known powergamer mcfudgeyourstats in previous campaigns I've played with him. I'm not really familiar with air gapping.

Also that's the mistake I made with the sam and allowing him to have augs waaaay past the availibility he should have access to. He has ~35 soak and with his bullshit perception and soak rolls he has been pretty much invulnerable from everything short of mana spells
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>>48985138
Hey yekka, just want to make sure you saw this:
>>48984317

I can make a proper report on github, if you'd prefer.
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>>48985126
I would prefer to either start anew or keep it running since the other 4 players are really good players and do like the campaign. Also I know for a fact one of them is very irked by the cheesing.

>>48985138
And see I keep asking (the sam especially) for his sheet but he never actually sends it to me. The shaman and the decker I have. Decker I can probably go over what he's calculating wrong with him and he'll give in but the shaman is retarded and notes all the changes on his sheet in pencil, then loses the sheet.

If I could shoot myself for every time I heard "That skill was on my sheet but I lost it"
>>
>>48985191
It's a concept that basically means a system is offline. Like, you've got a server that can only be accessed at a very specific point within a facility, and there is no access from the wider matrix. So you either go to the specific access point, or run into the facility even deeper to find the server and hook up to that. But you can't work offline.

The range on sniper rifles can get a bit nutty. Like I said, have a 'fuck you' squad ready to roll. Anti-vehicle weapons and the like - a 35 dice soak pool is something like 9 damage lost - so call it like 6-8 damage from a 14p rifle. And if they're far enough off, they can't possibly be found fast enough for the sammy to regain his defensive rolls.

Also look into some military armoured response teams. Make heavy use of suppressive fire. I've got a biomystic adept somewhere in my npc list with like 25 magic, and the only thing that really slowed him down when the players ran into him was the military armour and heavy weapons on two of the team.
>>
>>48985240
Easy. Tell him you're keeping a list of changes, and from now on, what's on your sheet is what's on his sheet. Keep a spreadsheet for accounting purposes and spending.

Or tell him to fuck off. Whatever.
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>>48985243
That actually sounds like a good cheesing counter for the decker.

And yeah that would work well, but here's the part where you'll think I'm retarded. I allowed him to get (something a homebrewed without thinking about balance) 8 autoinjectors that roll as a rating 4 medkit to give him net hits in temp health. And I counted on him not cheesing it, but go figure, he rolls 3-4 every time they're in effect
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>>48985240
>won't show sheet
>I had that skill, but I lost it

So for the next session, tell him to bring an extra copy of his sheet or just flat-out tell him he can't play. Talk to some non-cheating bros beforehand, get them to support you and stand firm on throwing him out.

The fucker isn't even trying to hide it, cut the dead weight.
>>
>>48985276
>I allowed him to get (something a homebrewed without thinking about balance) 8 autoinjectors that roll as a rating 4 medkit to give him net hits in temp health.
You're a bad GM.
>>
>>48985276
Start playing with addiction rules - that sounds like a burnout addiction to drugs, which means loss of essence, which means the sammy is going to die. But a medkit doesn't really work 'that way' for temp health. It can only heal up to its rating, and it can only be applied a single time. It doesn't make him immortal even if you let it function as an ersatz regen, once he's dead, he's dead. A six man team in heavy military armour is still going to kill him in one turn, and a samurai who is busy shrugging off gunfire is going to attract that sort of attention.

You're going to need to put your foot down. Either remove it, give him an essence refund or something, or kill him.
>>
>>48985282
>>48985251

Yeah I'll just go with the "No Sheet No Play" rule and have people with electronic sheets share them with me.

>>48985282
The big problem with booting him is that two of my good players thoroughly enjoy autistically memeing with him during the session, so there's a high chance they'd either just get salty with me and/or leave.

>>48985311
And yeah I know. I'll admit my biggest mistake was homebrewing "cool stuff" before I understood the system.

>>48985323
Yeah addiction sounds like a safe path and I changed it recently so that, while it does give him temp health, once he's at the end of his overflow he's dead regardless, the health wears off in an hour and they're one time use.

DESU it's probably gonna end with the sammy dying, especially since the party set themselves up for failure last session assaulting a cyberclinic head on while the police are out searching for them.
>>
>>48985361
Clamp down on everything once he's dead. That prepared team means he's going to die the moment he makes a mistake. But he'll whine endlessly, so make notes of when the team fucked up and how and point out that he's clearly the greatest threat.

When they kill him, start fudging rolls for the rest of the team. Or just have them retreat, or capture the other players. A kink-bomb storyline, basically.
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>>48985361
Say it with me, anon- no group is better than a bad group.

You can find lots of things to do with your time that don't involve hours a week spent planning, and hours a week playing and feeling shitty about the time, watching assholes drain the life out of you. You could invest that time in taking any decent players who want to stick with you and finding a new damn game.

I've GMed for a bad group before, and it wasn't until after I gave up that I realised how much I had been dreading spending my free time, time I would never get back, running a game for them.
>>
Where do i get a fucking pilebunker for my street sam? I need to core people out and leave cartoonish holes.
>>
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>>48985435
Extreme cyberimplant, Chrome Flesh.
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>>48985398
I've always wanted to do that kind of storyline, was just worried about the ensuing whining

>>48985428
That's fair, I just need to find a way to end it without it seeming sketch since all my players are close longtime friends. Which also poses a problem if I start a new game with only the good players, we're all friends so it's be awkward to not include some of them since they'd obviously know about the new game.
>>
>>48985465
I don't have my books because phone, how good are those?
>>
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>>48985523
>>
>>48985523
STR+5P, R1, lower limit by 1 when using.
>>
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>>48985523
(Str+5)P

fucking phoneposter, unless you're writing out a sheet by hand you could just check it later
>>
>>48985511
>Which also poses a problem if I start a new game with only the good players, we're all friends so it's be awkward to not include some of them since they'd obviously know about the new game.

Hence the whole "confronting the cheating" thing. If the other guys don't understand why you don't want to run a game for someone who continually lies to all of you and does not respect you even a little, they're not really your friends; they're just people you've spent a lot of time with.
>>
>>48985551
>>48985558
Hm, not even very good. But I do really want that pilebunker.
>>
I hate what they did to the trauma damper in 5e. I mean, I hate a lot of 5e, but jesus christ. The old one was a bit of book keeping, but it was a fun implant. Now it's just another damage compensator.
>>
Am I overestimating how hard it is to stick to a 12 dice hard cap?
Neither I, nor two of my players seem to have much trouble with it, but every time the third builds a character he comes to me asking if he can exceed it because he really wants this or that quality, or some 'ware, or some adept power, etc
Yet as soon as I suggest moving skill points to account for it, he's complaining even harder

Am I being a shit GM?
>>
>>48984359
At least he went out with a bang, eh? Ehh? Ehh-- I'll see myself out.
>>
>>48985671
12 dice is a bare minimum for your specialty, unless you're playing street-level "we're teenagers running for ourselves" or something similarly zero-powered. Why would you set the cap at the point where players start to be good at something?
>>
>>48985671
depends:
>what edition
>what archetype
>what skills
>>
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How do I get better at playing Technomancer?

I can already see I clearly suck at hacking but I'm just not sure what I should be doing with all my sprites. And since I have to decide what kinds of sprites to compile and register way ahead of time I can't be very flexible once I commit to a roster.

Just searching around I haven't been able to find a clear idea of what the archetype is supposed to be able to do besides be a worse decker. Everyone says sprites are their best option but they are fairly limited themselves. What should I be doing with my sprites besides just running diagnostics on team mates?
>>
>>48985861
What edition?
If 5e: http://www.shadowrun.com/forums/discussion/42995/technomancers-in-5th-edition
>>
>>48985756
5th edition
He's played a face (though he wanted to break it on automatics, and didn't do any actual facing), he's asked about Technomancer and demolitions expert, and is now playing an Infiltrator (without any gear, and who wanted to break it on automatics)

>>48985741
I was looking at the ready-statted NPCs, where until you hit the big leagues they tend towards 7/8 dice, so they've still got a leg up, and we also wanted a lower-powered game without going full street level. So far it's ticked the boxes, I think.
>>
>>48985861
Fuck hacking. Your job is sprites. Load up on Resonance, Will, and Logic. Focus on compiling Machine Sprites and setting them up to run diagnostics on your teams' gear (smartlink guns and cyberlimbs are a favorite). Keep one or two Machine Sprites ready to Gremlin the opposition's gear (smartlink guns and cyberlimbs are a favorite).
>>
>>48985967
>face (though he wanted to break it on automatics, and didn't do any actual facing)
>Technomancer
>demolitions expert
>Infiltrator without any gear
Chummer, is your player retarded?
>>
>>48986041
It's possible
To be honest, I'm pretty sure he's paranoid more than anything else, and focusing on the wrong things

The face not negotiating/talking their way into places, because if it goes wrong something bad might happen
His reading of Technomancer (and the full on thing, it never came to anything, so I didn't look too hard) meant he might not need a commlink, they've tracked people through commlinks before, so that's a major weakness plugged
Explosives can do crazy damage, so all he has to do is set some up vaguely strategically and anyone who knocks on his door vanishes
Some of the B&E gear is F, so gearing up might get him arrested

And, of course, if I call him on the obvious problems with all of this, I'm just setting him up to fail

Though, he does legitimately think a Ghillie suit is better in all respects than a chameleon suit (including once you're inside the building), so maybe you're right
>>
>>48985644
At least Platelet Factories are still really good.
>>
>>48985644
fuck you and your hacking with commlinks 4fag
>>
>>48985967
No, chummer. You get 13 dice just from having Skill 6, Attribute 5, and a Specialty - and that's before equipment bonuses like Smartlinks or foci. Skills alone can go up to 12 after chargen.

Setting a hard cap of 12 dice? I don't think you actually get how the system works.

>I was looking at the ready-statted NPCs
Never do that.
>>
>>48986214
>because if it goes wrong something bad might happen
and if you don't do it something worse WILL happen
>they've tracked people through commlinks before, so that's a major weakness plugged
it just means that once they track him he has a harder time letting go of the 'link than with a possible burner
>all he has to do is set some up vaguely strategically and anyone who knocks on his door vanishes
which just means that instead of just one group, MANY GROUPS will want a piece of his behinds
>so gearing up might get him arrested
SO WILL HIM FAILING. Not to mention that he will be arrested even without forbidden gear since he is a SHADOWRUNNER, A FOR-HIRE TERRORIST

>a Ghillie suit is better in all respects than a chameleon suit (including once you're inside the building)
'Sir there is something strange on cam 49' 'Well what exactly?' 'It looks like a big green/gray blob on the wall' 'Well just send some troops over there and make sure that everyone is alarmed'

I really suspect that he was dropped too often as a child
>>
>>48986350
>I don't think you actually get how the system works.
This. Why would you even think about doing that? You're a shit GM and in order to stop being one you need to
1) Apologize to your players
2) git gud and actually learn the system

>I was looking at the ready-statted NPCs
>Never do that.

Also this. git gud
>>
I think, across the board with RPGs, that people need to dial it back a bit. Too often things devolve into fighting to the death or a murderfest. Everyone's killcrazy. If you're doing something minor and somebody gets snagged, it doesn't need to end with you bunkering behind a barricade of human corpses in a heated gun battle.
>>
>>48986551
>bunkering
hunkering
>>
I got an idea for a run, but i'm not sure if i need to tweak it more.

The team is hired to watch another shadow run team complete a job from start to finish.
They need to ease drop in on the meetup, follow during legwork, and provide over-watch during the run.

The twist is halfway though the run. Mr. Johnson tells them to trip security and make sure the datachip doesn't leave the building. Extra pay (and less karma) if they make sure to geek the whole team.

Should i add any more? I figure most of the difficulties of the run will be during legwork.
>>
>>48986642
>ease drop
The term is 'eavesdrop.' I assume you've just never seen it written before.

And naw, that sounds like a great run for a stealth-focused team. Super shitty if they're not specced for tailing and stakeouts, though.
>>
>>48977953

Basically yeah, but with less alcoholism and science, and more decking and explosions.
>>
>>48985877
This is exactly what I needed. And yes, I did mean 5th edition as you suspected.
>>
>>48986697
They aren't the type to sit around and watch from what i can tell. Four out of the six members are combat builds, and the other two are the face and decker. The reason for the run is to plant the idea that MCT is killing entire runner teams involved in a recent shadowrun. I'm just not sure how to get them interested.
>>
i've been trying to convince my group to give shadowrun a try instead of sticking to our normal d20 games, but they never want to learn a new system.

i think if i were to own a physical copy of the rulebook for them to look through they might be a little more open to playing. which edition would be best for this kind of approach?

i've read 3rd edition rules most extensively, and it seems a bit cheaper than 5th edition. would i be missing out on a lot if i ran an older edition?
>>
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>>48986835
In that case, structure it differently.

The team is hired to do wetwork- namely, wiping out this entire other runner team immediately, before they finish their current job (datachip theft). The opposition is just finishing their legwork, the PCs need to quickly try and figure out what the opposition is planning on doing so they know the best way to strike. Or they can go balls-out and blatantly strike, but if even one member of the opposition escapes the PC team does not get paid.

If they aren't minded to be patient, you can't force patience on them. Go for a ticking clock instead, that gives them the excitement they seem to want.
>>
>>48986551
One thing I'm trying to instill in my fellow group members (for a game that's about to start) is the concept of cutting your losses. Okay, you didn't get the prototype. Johnson isn't gonna be happy. But you made it out alive, WITHOUT putting your faces on every trid, and WITHOUT taking a shot to the head.

That counts for something, right?
>>
>>48986923
Thanks chummer, that sounds like a much better suited job. I'll have to scrap what I've built, but I can always just buy time till next Friday by having some of their pet explosive devil rats get out.
>>
>>48986843
3rd edition is probably the best edition to run if you want the classic shadowrun feel, rather than the modern shadowrun that 4-5e provides. It's mechanically different from 4-5e but you still roll big pools of dice.
>>
>>48987126
Just keep in mind that the rules can be a little.. interesting. Decking and magic especially are held together with wire and prayer. Be prepared to fuck around on the fly.
>>
>>48986350
>>48986390
Once in game the cap's lifted (and making new characters once in game uses the average max, not 12), it was more to keep them on an even, pretty low footing to build from

But which bits should I be reading more about? So far it kinda seems like the problems with it are aimed at not being as tooled up/elite as runners usually are, which was the whole point of the limit in the first place. But if I'm actually missing out on things, then I want to correct that.

Similarly on the NPCs, keeping a generic security mook/random street ganger on that level has been working out fairly well
Obviously not anyone who's meant to be elite/well trained/anything but a speedbump

>>48986372
Like I said, obvious problems that he completely ignores/doesn't see, but if I start pressing him on them too badly, I'm just reinforcing that whole mentality that everything I say is a trap
>>
>>48985671
Maintaining a cap of 12 dice in SR5 is easy. You just don't pick a specialization, attribute at 6, any cyber gear, any magic, any skill at 5 or any gear of any kind that gives a bonus.

In case my facetiousness seems snarky, essentially a what I'm trying to convey is that it's easy to do but it' also pointless from a game mechanical design perspective and it breaks the math.

Essentially, it's important to realize that SR5's math is *garbage* a bit wonky. Most tests are opposed tests, pool vs pool. Each 1 dice has a 33% chance of coming up a hit and a 16% chance of aiding in a glitch by rolling 1.

In opposed pool system where I roll my dice vs your dice, on a dice-per-dice basis there's a bit around 53% or so chance that the dice don't do anything. Either my dice and your dice miss, or my and dice and your dice hit. In one case, they don't do anything and in the other they cancel out (and defender usually wins ties, at least in combat)

But in the cases where I get 1 hit and you don't get a hit, this 1 hit will cancel out your next hit. The fact it's only 33% per dice usually means that +1 dice to a given pool won't increase the odds of rolling a hit all that much; you need +3 to reliably get 1 more hit out of the same test. +3 armor to soak 1 point of damage (so to count on surviving a 7 dmg hit you need 21 points of armor. So static thresholds and armor soak and hard-stated damage or requirements of "min X successes to proceed" require a lot of dice to reliably break.
>>
>>48987422
Buuuuut.

When I'm *rolling* my dice pool versus your dice pool, the fact that I have even a marginally tiny chance of cancelling out hits from your pool suddenly means +1 dice matters a lot, because if that 1-in-3 hit comes up, I'm ahead by a significant margin. If I'm a lower pool NPC with say 6 dice, I don't need to beat your shadowrunner - I likely can't - I just need to eat enough of his succeses that the PC doesn't win. And that's a lot easier.

Let me illustrate:
12 dice vs 6 dice
>1 hit | 2 hits, 6 wins
6 hits (limit reduce) | 2 hits, reduced to 3
3 hits | 2 hits, reduced to 1
3 hits | 2 hits, reduced to 1
>3 hits | 3 hit, 6 wins
7 hits (limit reduce) | 1 hit, reduced to 4
6 hits (limit reduce) | 1 hit, reduced to 4
>3 hits | 5 hits (what) - 6 wins

8 rolls, a pool half the size of your PC won 3 times. Now imagine that 6 pool NPC is shooting at a PC, and they took 1 aim action beforehand (moving them up to 7 or 8 dice). Are they using an Ares Assault? Does the PC have 36 armor? A predator? Well, does your PC have 21 armor? No? I hope the PC suddenly likes having damae penaltes to their already very low pool. Now we can try again, except it's 10 vs 6...

Now give this 6 pool NPC even the slightest bonus from gear, magic, wireless, environmental effects, morale, surprise, teamwork or drugs or take away even a few dice because of penalties, recoil, damage, strain, fade, drain, hunger, fatigue, range, mist, darkness.

Think of 12 as "bare minimum competence for a trained expert in this environment" and any dice above 12 as +1 "Fuck This Shit" Insurance.

In order to rely on getting 4 succeses the vast majority of the time, you need 16 dice. And "rely" is 80%, which still means 1 out of 5 times you fail at your speciality if the enemy rolls 3 hits.

Here's a handy excel sheet some tremendously obsesive person made; https://docs.google.com/spreadsheets/d/1_jSxeiE7qpxr1QTsL-yAeg_nsDwcv0oXyOIQfD7YuI8/edit#gid=1231839059
>>
>>48987309
>>48987422
>>48987490
That is a really nice system explanation (and I'm saving a screenshot for future reference)

I'm pretty sure Roll20s dice are a bit messed up or something, at the minute it's not uncommon for the runners to walk away from a loud run untouched, even without large stacks of armour (I think the toughest of them is now hitting 21 dice including body, and shrugged off assault rifle fire last session)
But for the most part they're doing pretty well at keeping the bonuses on their side

And on top of all that they're not actually intended to be the best of the best yet

So thank you, and I'm really glad I didn't put this on a game they were meant to be full on amazing shadowrunners for
>>
>>48987490
>that entire middle part
Anon, could you please explain that? Because I look at it and only see pipes and hits and understand jackshit
>>
>>48987309
The problem is that the game is fundamentally designed around the idea that a basic, starting, fresh-out-of-chargen character is going to be rolling ~16 dice, on average, in their specialty. Some, like an adept with a weapon focus, will be rolling more. Others, like a decker, will probably be rolling closer to the 12 than the 16. But you can have a skill alone hit 12 dice, and your don't even have to dip into tools/augmentation to hit 13-14 dice at chargen.

Fuck, an elf can get 8 from Charisma alone.

And it totally screws anyone who wanted augmentations or adept powers because suddenly it's literally pointless to augment within your specialty, because you're exceeding 12 dice just from your basic attribute plus skill/specialty, before things like Agility augmentation or Smartlink get factored in.

A dice cap of 12 dice is just bad. And thinking otherwise shows a fundamental lack of understanding of the system on literally any level. You should go back and reread the books and try making some sample characters until you realize what you did wrong.
>>
Is it worth taking Redliner on a character with 4 cyber limbs that's going full rip and tear? +1 STR and AGI per pair in exchange for the damage box you'd gain for having that pair in the 1st place sounds like a good trade if you're going for melee damage rather than the brick shithouse build.
>>
>>48988458

Nope. Skip redliner, and get a pain editor ASAP. Congrats, you're now as tough as a fucking tank. (Not to mention you can get +3 armor on all limbs). You can also get qualities "Tough as nails" Stun/phys.

I did some math on this with multiple characters. 1 die is jut not worth a shit ton more boxes
>>
>>48988458
Some people say that 'no,' it's not worth it.

I say that +104,000 nuyen worth of Enhancement is very worth the 10 karma and loss of Physical boxes.

You're the only one who can make the decision in the end, though.

Just remember, get Armor 3 on all four limbs. As great as the Strength and Agility are, the real strength is getting to walk around with 30ish armor, never taking anything except stun damage from any attack.
>>
>>48987909
Roll20 dice are proven to be weighted. It's not just you.
>>
>>48988991
Is there a workaround for that?
>>
>>48988991
>Roll20 dice are proven to be weighted
Can I get a source on this?
>>
>>48988991
I don't know anything about their system but I'd say they're probably using a shitty RNG backend rather than weighting the dice. Say they use non-uniform number distribution or random engine that gets easily exhausted.
>>
>>48989073
Probably. On a d20, it favors the low end. Don't have the numbers on mobile, sorry.
>>
So, how does a medkit built into your armor work? Can you hook it up to a biomonitor and have it just automatically start healing you under certain conditions, or does it require outside intervention to be working in that manner?
>>
>>48989279
>>48989056
https://wiki.roll20.net/QuantumRoll
>>
Help me out srg.
I only want to play over the top cigar chewing asshle villains or self sacrificing noble do gooders.

How do I make these fit into a runner team?
>>
>>48989303
A medkit starting general diagnostics and then going into auto mode by bio monitor signal should work.

Rules for using First Aid SR5 205 still apply, though.
And I would say, depending on the nature of the injury and treatment needed, you won't want to do much else while it works.

If you are thinking along the lines of midcombat healing, look at the Savior Medkit (CF 152).

I suppose it could work in the sense, that should something hit you hard enough to knock you out, the kit can unfold automatically and start treating, what it can reach. I mean, if the kit is in the backplate of your armor and you get knocked on your back, you will be out of luck.

I always imagined the automated kits, like a coffer you place beside the lying patient and it unfolds a little robotic arm with sensors and manipulators.
>>
>>48989426
>over the top cigar chewing asshle villain
Current/former evil corp employee, like Aztechnology
>self sacrificing noble do gooder
Current/former DocWagon employee that only uses tasers/less-lethal weapons & ammo
>>
>>48989426
>top cigar chewing asshle villains
You maybe an asshole and a villain, but HOT DAMN are you good at your job. They wouldn't invite you to a party, but they definitely will get you on a run.
>self sacrificing noble do gooders
While you may oppose their actions you are still a very able member of the team.

Basically: If your personality clashes with your team, then make sure that, while they won't like you they still need you:
Be the excellent face that talks them out of the hot water they're in and lands them the high money.
Be the Sammy that kills every danger they face.
Be the decker that manages to get into every host or defends them from every matrix attack.
Be the rigger whose drones save everyone's asses.
Be the infiltrator that goes in like a ghost and opens doors so that they won't have to.
Be the mage that heals allies, bans spirits and generally makes the team work at 110% efficiency.

Be efficient. Be smart. Be the very best (like no one ever was).

Make them rue the day when you are not there to help them.
>>
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>>48989426
>cigar chewing evil asshole

Gang leader that was making it big, but was overthrown by his ungrateful subordinates. Lies spread fast, and he loses control of his gang before he's able to fully recover from a semi-successful assassination attempt. He uses what few connections he has left to set up a team of runners and start rebuilding his empire. Bloodshed ensues.
>>
>>48987909
Another thing to note is how far the dice pools carry for each area.
For normal combat, defenders have 2 attributes plus bonuses and an option for a third attribute to make up for their defence pool; then 1 attribute + easily acessable gear and bonuses for resistance.
For magic combat, defenders can have 0 attributes thanks to ready acess to area effect spells or only 1 attribute thanks to direct combat spells.
This means that while mages will generally have a lower dice pool, each die will be more potent in its effect. Having a cap of 12 only serves to boost the already strong position that mages are in as few will have a starting casting pool greater then that anyway.
>>
>>48989644
>>48989561
>>48989544
Well, since i want to be wildli firing assault weaponry, street sam exgang or evil corp seems the way to go. Jyst betterbe rock 'ard so nobody stops me when I throw people off buildings.
>>
>>48988552
>>48988534

Oh I misread both the cyberlimb extra health box rule AND how much you lose from Redliner. That said, with both cyber arms and legs, you could afford to drop down to 2 enhancements for both strength and agility, freeing up room and nuyen for more armour, so you get the best of both worlds, right?

On that note, if you have 2 cyber arms and legs, is there any reason to put your starting strength and agility above 1? Unless you plan to headbutt or hump someone to death, you'd be using your cyberlimb stats most of the time wouldn't you?
>>
>>48974522
I imagine you can make pacts with free toxic spirits. I mean, you're really just lubing up your asshole and handing your GM a tunnel boring machine, but go for it.
>>
>>48990160
>On that note, if you have 2 cyber arms and legs, is there any reason to put your starting strength and agility above 1?
It depends on when your GM includes your torso/skull stats in your effective Strength/Agility rating, if at all. And then there's the fact that your Physical Limit is based on your meat stats, not your cyberlimbs.

Because your Physical Limit includes Strength twice and Agility only once, Agility is your best bet to dumb, with your Strength doing well by having a couple points in it.
>>
>>48990211
Plus strength allows higher encumbrace. Being able to wear a suit, coat and helmet/mask into combat is quite nice
>>
>>48983527
Sorry I didn't notice you were talking about Ally spirit, in which case, yes I believe you can make it inhabiting as it doesn't specify that it has to match your tradition. However in 4e and up (which is btw if you're going ask questions like this can be an idea to specify if you're after an edition other than current) Inhabiting is different and only describes a living host, and talks explicitly to about destroying the host's spirit and taking their memories, ergo the host has to alive. only possessing works on inanimate objects.
>>
>>48990247
>Plus strength allows higher encumbrace. Being able to wear a suit, coat and helmet/mask into combat is quite nice
Depends on whether your GM counts encumbrance based on limb strength or meat strength, but yes, the principle holds true. Agility is your best choice for a dump stat when you have cyberlimbs, with Strength still having its uses.
>>
Is it worth it to even try laundering money in the SINless world?
>>
>>48990211
>It depends on when your GM includes your torso/skull stats in your effective Strength/Agility rating, if at all.

Well the core book does say "When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber)", logically 2 cyber arms and legs covers 99% of situations, wouldn't it? The only one I can think of that isn't covered is something like escape artist.

Also, cyberlimbs are taken into account for limits, aren't they?
>>
>>48990285
Depending on where you are, there are substantial SINless populations, they may be poor but they got to buy some shit so funneling resources through the grey economy seems like a reasonable way to launder money, just be careful about moving too much of it at once as you'll probably get shived for it.
>>
>>48990285
depends on the exact implementation of how credsticks work, but I'm guessing laundering is for SINners. Make that UCAS citizen work a little for that 5 karma. You want to risk even a Rating 6 Fake SIN vs the IRS?

Of course, even better as a SINner to just get paid at a company store and spend their under the table gains direct for manufacturer. Would suit Brand Loyalty types just fine anyway. Everything money can buy has an equivalent from another mega anyway.
>>
>>48990438
>With company scrip and shop at the company store
>>
>>48990416
>Well the core book does say "When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber)", logically 2 cyber arms and legs covers 99% of situations, wouldn't it? The only one I can think of that isn't covered is something like escape artist.
Lots of GMs disagree. I had one argue that Stealth and Melee actions were full-body actions, for example.

>Also, cyberlimbs are taken into account for limits, aren't they?
Not in the slightest, no.
>>
>>48990285
The best way to launder money has always been and will always be purchasing a stake in a cash-only business, especially something that offers variably priced goods (due to auctioning or haggling) or services. That way you can add almost any amount of ill-gotten goods to the ledger with no problem.

Sure, you lose a little of your illegal money laundering it that way, but if you do it right you'll make most of it back from the legitimate end of the business anyway.

An art/antiquities import/export business. A repair shop. A taxi service. Any of these are great investments to earn you a paycheck and launder your money.
>>
>>48990517

Huh, Chummer disagrees with you there then, it's taking the average augmented strength and agility into account for limits. Annoyingly, I can't find anything in the core rules either way, though using the average does make sense.

Also, saying Melee is full body directly disagrees with one of the examples given in the book where you would use the cyberlimb's stats.
>>
>>48990730
Chummer is using the tail bit of page 455 where it talks about averaging stats. It's definitely an interpretation.
>>
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So of the variations of Food Fight, which is everyone's favorite?

5th one sucks cause no Stuffer Shack, IMO.
>>
>>48991281
>5th one sucks cause no Stuffer Shack
Wait, what?
>>
>>48991408

Yup. No Stuffer Shack, chummer. Go scan the 5th Quickstart.
>>
>>48991459
That's Fast Food Fight.

Food Fight is still in a Stuffer Shack. Yes, those are two very different scenarios with very similar names, and I believe in all the same products (just different books).
>>
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>>48991578

If there is an actual Stuffer Shacked Food Fight somewhere in SR5's materials, thats cool. However Fast Food fight specifically calls itself "Food Fight 5.0".
>>
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>>48991616
Yep, there is, and it calls itself Food Fight. You can see why I say very similar names.

I just wish I could have managed to get them both in the same pic.
>>
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Like I said. Little confusing, considering that I think both Fast Food Fight (Food Fight 5.0) and Food Fight (doesn't have another name) are in some of the same box sets.
>>
>>48991702

Ah, wiz. Is it the Chiller Thrillers again? The Keeb Hussy and her little spawn? Something new?
>>
>>48991741
Elf and her kid about to be ganked by a bottom-of-the-barrel 'team' hired by the father of the kid.

Not too unexpected when you try and blackmail a VP of any business worth talking about.
>>
>>48991788
Ah, so the 4th edition one again. That one isn't so bad. But I'll always prefer the Chiller Thrillers. Then again one could always combine the two. Chiller Thriller instead of low-rent runners.
>>
>>48991849
I plan on offhandedly mentioning the Chiller Thrillers in the aftermath of when I run Food Fight.

Or possibly go and suggest that five versions of Food Fight all happened at different places in the city and different times.
>>
For someone trying to get a group together who hasn't played the game before, what's a good size? Does 3 players work?
>>
>>48992154
If you have a good grip on the Matrix stuff, or are going to NPC it and like, have the group's requests just eat into the NPC hacker's OS, then you can do three pretty easily.

Make sure everyone can fight some (8 dice and some burst or autofire is the bare minimum before bonuses like laser sights or smartguns and their systems come in, although 7 if they aim and shoot can also work for a burst or FA gun), at least one's a good liar, and you have some kind of magical overwatch.
>>
I'm thinking about running a 5th Edition game for my friends where they are enforcers of a small up-and-coming gang in Redmond.

Any suggestions for character generation? I'm seeing that Street Level and Street Scum as written aren't any good.

Also, any suggestions for story or missions? I was planning on starting them slow, pushing drugs, trying to push some protection money from people, getting into trouble with rival gangs and police.
>>
>>48992154
you usually want to cover the three areas:
>Physical: Everything to do with the real world
Someone who can fight there (Sammies) ***
Someone who can talk there (Faces) **
Someone who can sneak there (Infiltrators) *
>Matrix: The internet of the Sixth World
Someone who can fight there (Deckers) ***
Someone who can sneak/intrude there (Deckers) **
Someone who can coordinate over it (Riggers) *
>Astral: The magical world
Someone who can fight there (Mages and Adepts) ***
Someone who can protect there (Mages) **

The * denote the importance
*** Very important, you should have someone do that (e.g. There should be someone who can fight well)
** While important it may be second priority for someone (e.g. Faces may be relegated to the Mages if CHA tradition)
* Not very important, many things can be solved without that (e.g. Many games can work perfectly fine without a rigger or infiltrator)

If you are the GM: These three areas cover most stuff. You should however style their runs to their abilities. No point in giving a group without mages runs where you need to assense or groups without deckers runs where you need to en-/decrypt things
>>
>>48984359
Yup ... that's when you bring a background count to bear, and fry them with something high AP.

>>48984787
RAI, it does both.

>>48984964
That interpretation of the rules never stopped being shit, however.
>>
>>48992532
>RAI, it does both.
50% wrong.
>>
Is it a good gimmick to "take orders" from a crow you keep on your shoulder?

I like the idea that the bird with the tie and hat is the real brains of the operation.
>>
>>48992591
Having a crow on your shoulder is going to make you look like a Gandalf, man.
>>
>>48992591
as >>48992615 said
"Geek the Mage" is an important thing in the 6th World
>>
>>48992591
something something bird brain
>>
>>48992615
>>48992637
>>48992660
I am actually going to be playing the cybered up troll.
He's the crow's "muscle".

People going for me first might actually be good.
>>
>>48992673
If the crow is wearing a hat and tie, they're probably going to assume that its magic somehow and send a few bullets its way as well.
>>
>>48992697
Those -bastards-
I need to somehow grand story invulnerability to my crow. Or armor.
>>
>>48992708
Teach it to take cover behind your head when shooting starts.

It's not a bulletproof defense, but it can help.
>>
>>48992818
That'll work.
It's not like I'm going to care about the crow if the head cover is compromised.
>>
>>48992818
In Run and Gun there's a action called protect the principle, cost 7 initiative and 1 edge, but you can take a hit for the bird. You don't get defence just soak, but if you're a cybered troll that should be okay.
>>
>>48992892
Perfect.
>>
>>48992591
How about if it's an AR program? Maybe an AI or e-ghost that makes you do its meat world bidding.
>>
>>48992991
I don't think my GM is generous enough to give me an AI
>>
>>48992927
Well if it didn't cost edge it would be perfect.
>>
>>48993057
You could make it a biodrone, and buy it, though I it would be expensive and restricted gear. Maybe your character has a secret employer who uses it to communicate with you, thus making it a negative quality.
>>
>>48992561
Nope.

Word of writer on the official forums is that's the intent.
>>
>>48992591
>>48992615
I've always wanted to play as a burnt out crow shapeshifter.

>>48993057
Contact.
>>
File: Centaur.jpg (352KB, 1600x1053px)
Centaur.jpg
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Is a Go-gang leader who has basically modded himself and his bike into one thing a bit too over the top? Basically pic related but more chrome and less meat where bike meets man.
>>
File: 1461546042953.jpg (168KB, 772x900px)
1461546042953.jpg
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Is there such a thing as opportunity attacks in 5e? What's to stop a person from just stepping away from a melee attacker to get rid of that Attacker in Melee negative and keeping the Point Blank positive to just shoot them?
Is Melee combat completely awful in this system?
>>
>>48993462
Interception. A five initative Interrupt action that gives you a melee attack against anyone that tries to pass within a meter (+1 per point of Reach) of you without attacking or tries to leave melee with you.

If you take (after all the rolling is done) more than your Body in damage, then your move ends on the spot.

Now, you can take a complex action to Agi+Gymnastics your way past Interceptions, but then that's your action for the turn. And if you're not far enough away it just means that you get charged next turn.
>>
File: fc7534cf34a8967a0fc69eef523475fc.jpg (128KB, 1080x1920px) Image search: [Google]
fc7534cf34a8967a0fc69eef523475fc.jpg
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>>48984317
Hrm. Yeah, I see what went wrong there. Shouldn't be a tricky fix.
>>48993392
From memory there's a go-gang called the Steppenwulves that have a street doc who does crazy mods exactly like that. In Chrome Flesh, I want to say?
>>48993462
Yeah, there are a couple of initiative actions that effectively allow you to attack someone who leaves your Reach.
>>48990730
In most cases, if the rules and Chummer disagree, Chummer is wrong. It's doing that because the previous dev broke cyberlimb stats and never had to compensate for it. I'll sort it out when I get a chance.
>>
I need character building help. I'm trying to pull a character together for a 4e game. Every time I try to build a character I end up with not enough points for the "essentials". If I get all my skills I have not enough cash for essential gear, if I have enough cash for essential gear AND skills my attributes suck, if I want attributes I have to overload on negative qualities and remove all my contacts.

I know I'm getting "essential" wrong here at some point in the equation. so can I get a rundown of the absolute minimum required before even touching a character concept of any kind? I'm too new at this.
>>
>>48993392
Perfect
>>
>>48993901
>Hrm. Yeah, I see what went wrong there. Shouldn't be a tricky fix.
Cool. Will you be dropping a new link here when it's ready for testing again, or will I be able to find it on github?
>>
>>48993965
It'll be published to the dronelimbs branch, but I don't have anything set up to automatically build sub-branches so it'll probably just be another link. If you'd like to raise it as a github issue I can post the link there so you don't miss it.
>>
>>48993916
Fill a pastebin with what you have already, post it here, and people will give you advice.
>>
>>48993901
Adding armor to a drone seems to crash Chummer. I'm not entirely sure why. Just figured I'd let you know. I've updated to the latest version on Git- trying to update to the latest version through the built-in updater... well, crashes Chummer.
>>
>>48994010
Considering I'm currently building a combat medic of all things I'm pretty sure the first bit of advice is "No, go play [an actual essential archetype] instead" followed by shitposting and baffled posters asking if I'm literally retarded.

Once the actual rest of the group comes together with character concepts I can change things to fill in any holes, but until then I'm trying to make anything that all that actually looks like it'll work.
>>
>>48994078
Sounds like you have this shit so figured out, you don't even need advice to help with everything you're lost on.

Try an empathic healing adept. You'll have a whole bunch of other open options.
>>
>>48994078
>combat medic
Play a hermetic mage with more than usual health spells and some medicine skills. Blam, done.
>>
>>48994212
>>48994353
I don't trust myself with a mage or adept, considering that the rest of the group will probably assume I'm taking the actual mage position and leave me trying to fix problems I'm far too unimaginative to actually understand much less solve.

Which is kinda stupid as the guy who's currently staring at his minuscule spell list wondering if he can get away with dropping the three spells that aren't heal an still lie to himself that it HASN'T been a massive waste of BP.
>>
>>48974522

Buy him as a contact?
>>
>>48992708

Make it a spirit. Its force and armor need not be tied to its size.
>>
>>48974522
Just... talk with your GM to not have to be an NPC?
>>
>>48994413
>I don't trust myself with a mage or adept, considering that the rest of the group will probably assume I'm taking the actual mage position and leave me trying to fix problems I'm far too unimaginative to actually understand much less solve.
Maging isn't that hard. Here, let me explain how to solve all your problems
1: fire spirits
These guys will eat anyone you don't like
That's it, you know how to mage.
>>
>>48994413
>adept
>taking the actual mage position
Have you considered not being a pussy?

Go Adept, take Empathic Healing, and the other power that lets you punch your wounds into other people.
>>
>>48994774
>>48994795
I'm just going to start fresh (again) and force myself to come back with a pastebin half way through.
>>
>>48994911
http://pastebin.com/UkmEK60C

Here we go. 34BP left and I didn't even buy any other gear aside from weapon, sidearm, ammo, armor, fake SINs, and of course the medkit in case there's shit I need to get at there too.
>>
>>48995414
Disregard me, I'm a massive retard.

Triple posting now to say I have 19 BP left, and didn't understand that when you buy changeling, it's free in chummer because once the required positives and negative ACTUALLY free qualities add up you come to a net total of...the cost of changeling.

At least I'm not cheating anymore. So now I have even less points to work with all because I'm a special snowflake.
>>
>>48995414
Dump unarmed combat, infiltration, cybertechnology, climbing, intimidation, and the other useless skills you only have one point in, and put those points into spellcasting or automatics.
Dump pistols, put those points into automatics. Where you would use a pistol, use a machine pistol instead.
Grab a few more spells. Fun spells include
Improved Invisibility: It's like having points in stealth, except it only costs you five karma.
One of the various illusion spells: These are good for Hijinks.
Stunbolt: for shooting spirits and trolls.
You should play a tradition that uses logic instead of charisma, cuz logic has some nice synergy with medicine. Also, you should max out willpower and almost max out your other drain stat.
Put a point or two more into magic.
PUT SOME POINTS INTO SUMMONING. A moderately powerful spirit can easily wreck the competition.
>>
>>48992615
Or wednesday.
>>
>>48984909
-6 Boxes in total actually, compared to a non-redliner.

Its of debatable use.
>>
>>48992532
>>48992561

>Interpretation
>50% wrong

The Author of the Quality stated multiple times that it is supposed to increase the attributes of the Body and the limbs
>>
>>48995550
http://pastebin.com/ybhqhS7r

I think I went overboard with modding my drone/gun/armor

I still got some money left for random shit but did I fuck up so far
>>
>>48998543
Banishing is garbage, so get rid of that, and binding is fairly iffy, so I'd suggest avoiding that given how stretched you seem to be.
Vehicles and drones are for riggers. Mages should take public transit. (While invisible, if they're carrying something illegal.)
>>
>>48998595
Or make the item invisible with improved invis. Sticky tape that anti-materiel rifle to a staff and claim to be really into whole wizard schtick.
>>
>>48998595
>Banishing/binding
I just pulled the skill group because I have no idea what I'm supposed to be doing with spirits since I have no confidence in well, anything involving magic. Are you SURE it's useless? Because once the spirits get involved I feel like I'm crossing the line between magically enhanced and being THE MAGIC DUDE of the team, of which I am a horrible mage because I'm not loaded down with magic utility, like astral bullshit. Not being able to do the standard spirit-dispersal bullshit or get longer-term spirit shit done seems like I'm going to let the entire team down very quickly.

The drone is for pulling half dead assholes out if shooting lots of people/getting going is in the way of "Lets play trauma surgeon on this office desk". Or pulling an airlift of very important shit. I might drop the van though if I need the cash/points. Also, if I'm not spending a dangerously stupid amount of points on shit that exists for at least 60% fluff then I'm not the one making the character. Yes, I am stupid

Am I really that stretched thin? I mean I'm already dropping common sense shit like a melee option and having incredibly shit contacts I'm thinking of folding it into JUST the fixer, but considering my character's condition as a freakish mutant I have a feeling getting more contacts is going to be difficult
>>
>>48998624
Couldn't remember if invisibility worked on gear.
>>48998833
>Not being able to do the standard spirit-dispersal bullshit or get longer-term spirit shit done seems like I'm going to let the entire team down very quickly.
Nah. Spirit dispersal is best done by shooting spirits with stunbolt. The banishing skill is a real waste.
Meanwhile, long term sprits are just kinda meh.There's not much they have that can't be done just by summoning a spirit on the spot.
>drone
I guess that makes sense.
>melee option
If you really want a melee option, grap a touch spell and melt people's faces with your fists.
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