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/srg/ Shadowrun General - Shadows, Camera, Action!

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

Hollywood, Bollywood, and whatever the Japanese equivalent is. What do they make that your character loves? What shows do they watch religiously, what do they binge when they're recovering from getting new organs implanted, what spoilers dropped in casual conversation cause them to hit the emergency laés?

Also stop fucking up the OP. Filenames don't get quotation marks, filenames DO get underscores connecting different words, the BTL is a sex joke, and having three different .thread filenames is just lazy
>>
What's your team like at the moment guys? Who's in it? And what jobs to you specialize in?
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How is SR:Anarchy? I love Shadowrun as a setting but running it online is beyond miserable, and I don't know enough cyberpunk enthusiasts to run it otherwise.
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>>50586622
I think the thread's general consensus is that it is not great, but I've never played it or even looked at the book.
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>>50586622
Mediocre and incomplete. Play something else like Blades in the Dark or the Sprawl and flavour it as Shadowrun (though I would imagine that online would be easier than meatspace with the ability to have a computer handle all the math).
>>
>>50586563
No game right now, but my last party consisted of:

Dryad Pornomancer
SURGE Street Samurai
Shapeshifting Shaman
Rigger/Stealthbunny

Our game didn't last long. We stole an Awakened tiger from the local zoo to fence off to not-Tony Montoya.
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>>50586563
No game. Never any game.
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>>50586563
A doctor, cosmo kramer (a technomancer), a sexual deviant physad, and an Ares aerospace engineer (also a technomancer?) walk into a bar...

Then they do nothing, because they're all awful at their jobs. They specialize knocking out bunrakus and nerds in lab coats, mostly.
>>
How do I go about making something inbetween infiltrator and street sam?

I want to hit "xenomorph from aliens" level of sneaking and being horrifying.
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>>50586690
Practically this. Sadly our group fell apart and I haven't bothered to find another.
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>>50586764
Go cyber, get legs with R6 hydraulics, Junkyard Jaw or some other sort of exotic melee weapon that leaves a mess, gecko grip your every surface.

Infilsammy is a dead easy build, they mesh very well together. Just build a sammy and remember to pump up your Sneaking, Perception and Lockpicking, and buy a bunch of infiltration gear.
>>
>>50586563
An underground DJ elf face, an Ork go-gang rigger, a paranoid albino street shaman, and a socially inept decker
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>>50586669
What exactly is wrong with it?

Also, how is the SW hack?
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>>50587133
Tries to sell itself as a narrativist system, but doesn't support that in the mechanics. Still very crunchy in comparison to every game but SR5, and not finished (vehicle rules being the standout example of something referred to but not actually in the book). Shadow Amps are a bland and uninspiring mechanic. Magic doesn't fit with SR (no drain, limited spell list, etc). Plot points and Cues are a poorly explained mechanic, either broken or useless in the Mother May I sense.
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>>50586537
I'm desperate to play in a showbiz game. A razorgirl loaded up with a simrig, a surveillance-specialized rigger with a history running camera/paparazzi drones, a decker who's novahot at Edit and does post-production on the crew's footage, and a Fixer who actually calls himself the crew's agent. Early runs that don't pay for shit "because we need footage for the demo reel." Getting mid-mission bonus objectives for better footage or product placement (1000 bonus nuyen if you do a sick bike flip, 1000 bonus nuyen if you go through a Stuffer Shack, 5000 if the bike flip is through a Stuffer Shack). Getting scummy offers to sell out and make a bunch of money at the cost of Street Cred or gain of Notoriety.

Fuck. Fuuuck. I'd kill a person on camera to play a Shadows of Hollywood game.
>>
In the last thread I was advised to reconsider Unarmed having only a dicepool of 10 and low strength. Is that still the case if its used to deliver punches with a Shock Glove?

Is what decides whether unarmed is worth it the damage it would do? How much damage would you say is needed for unarmed to be worth it?

Also, my biggest concern, what do you do if you are caught unarmed and standing your ground is all you have left?
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>>50587567
Shock Gloves compensate for low STR, 10 dice is plenty unless you want to go around fistfighting razorboys. The big problem with unarmed is that weapons are a lot better; Shock Gloves are a good start, but dedicated punchdudes generally do worse than their weapon-equipped comrades because the armour penetration is shit and it's hard to get lots of extra damage without hueg muscles.

>Also, my biggest concern, what do you do if you are caught unarmed and standing your ground is all you have left?
Then you press the panic button on your commlink and the sammy comes through the nearest wall. If that doesn't happen, you've already fucked up and you're already dead.
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>>50587649
That's a relief. Either way, I'd rather do my job and make friends with the razorboys. I just figure there's value to the old adage, "when words fail there's always fists."
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>>50587567
Shock gloves are great for low-strength Unarmed users. Also consider getting Clinch, Throw, Disarm, and other martial arts stuff. The real utility of Unarmed becomes a lot more obvious when you're grabbing people, stealing their guns, and then throwing them over a railing.
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>>50584078
I'm not sure you understand just how fast things in orbit move. Sure, you can't blow up a building by chucking a fireball at it, but if a building is moving at 4.76 miles per second, hitting basically anything will destroy it.
>>50584086
The rules don't state that tho. They only cover what happens to mages who try to cast in areas with no magic.
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Any advice for building a vampire gun adept?
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>>50587567
>Only 10 dicepool

I know its not the absolute highest dicepool you could have but goddamn, 10 dicepool is perfectly acceptable for almost anything.
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>>50587792
The fluff is very clear on magic not working in space, full stop. It's not an effect related to being in or out of a background count. It's that magic Does Not Work in space.

Stop being the kind of player that everyone - players and GMs alike - always groan about.
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>>50587133
>Also, how is the SW hack?
Never mind, just skimmed through it. For anyone curious, it sucks. There's the beginnings of something that could genuinely be used to run SR, but it's too incomplete to be very useful. Like, there's rules for adepts, but you only get 15 abilities to choose from and it's only intended for unarmed physadepts. The gear section is nothing but ware and computer programs (plus a conversion guide for turning vehicles into drones. Presumably you're supposed to use the main book for guns, but that's mostly 20th century stuff and to me it just isn't Shadowrun without the near-future gun porn.
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>>50587849
Yes, actually!

Don't play a vampire.

Thanks for asking for advice - I love giving it when prompted.
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>>50587792
SG has rules for what happens when spells are cast across different background counts; anything magic fizzles out if it is not stronger than the background count. Outer space is a void with an effective count of -∞

> Voids are so deprived of mana that even when it’s introduced, it loses cohesion and quickly diffuses into the aether. Outer space is one large void, away from the biosphere and the emotional content of metahumanity

You can try to rules-lawyer around it on, "but the background count rules only specifically call out sustained spells as failing" but you're clearly in the wrong.
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>>50587862
It's not really enough for your Main Specialty, but it's plenty for anything that isn't your 'main' thing.
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>>50587862
Those seem like very impractical holsters. Not just for drawing, but in day-to-day life it seems like it would be uncomfortable and stiff.
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>>50587567
Well, the first piece of advice is "always be armed". If you find yourself deciding to go somewhere totally unarmed, then slap yourself and bring a weapon anyway. You're playing a violent criminal whose clients and allies are all potential backstabbers, and you will quickly rack up a list of dangerous enemies, so be ready for all kinds of underhanded tactics.

The lore implies that concealed carry is very common and even legal in most places, and with good reason. At the absolute minimum, you could carry around a taser, shock glove, or the like if not a fold-up SMG. You should always have firepower tucked away somewhere, even if it's just a holdout pistol. It's advisable to have options that can defeat most scanners, but also to avoid said scanners in the first place.

Given the nature of shadowrunning, where you're typically on the offensive, you should be able to get yourself any weapons you might need, even for places that really don't want you having one. And let's be real, most of your missions will turn into running gunfights anyway, so I strongly advise being ready for that.
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>>50587901
Why not to play vampire? Are they shit or just too powerful if the GM can handle good vampire player?

t.different
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>>50588042
I always wanted to play a campaign in the Sioux or the CAS or something, see how common open carry of lethal guns changes the situation. At the very least it would force my players to think of a better default Plan B than "take literally everyone around us hostage".
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>>50587911
>effective count of -∞
Dude. There are rules, and you should read them.
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>>50586563
GM rn, but we've currently got an ork who likes beating people to death with random objects, a troll decker who seems to alternate between not doing any damage to someone and reducing them to giblets, and an elf shaman who likes murdering people with spirits almost as much as she likes stabbing them with swords.
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>>50587567
>Also, my biggest concern, what do you do if you are caught unarmed and standing your ground is all you have left?
I usually play mages, so start chucking fireballs everywhere.
My current character is a pixie rigger tho, so they cry and then get killed by someone with a flyswatter.
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Oh, another vampire adept related question: would taking adept spell for alleviate allergy be a good idea? Cuz like, I'd rather not burst into flame on exposure to sunlight.
>>50587901
Why not?
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>>50587886
The fluff makes it clear that magic doesn't work because space is a mana void. It is related to it having a background count: a negative one, caused by the fact there is no magic in space.
And as I said, the rules are ok with me chucking fireballs into terrestrial mana voids. Why not the big one?
>>50587911
>effective count of -∞
IIRC, it was an effective count of -24. (Hypothetically, if you somehow had 25 dice in spellcasting, you could cast a spell in space. However, as the maximum you can have in a skill is 12, this would mean you would need to have magic 13, which is not happening.)
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>>50588133
Okay. Now the default plan b is "the player with the demolitions skill rips open his shirt to reveal a bomb vest and then takes everyone hostage"
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>>50588420
Oh, wait, I forgot specializations. With a specialization, you would only need magic 11, which is still 1 more than the average dragon.
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>>50588133
I always wanted to check out Africa. I bet shit is lit in Sixth World Africa. I don't think there's ever been a source book that talks about it though.
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>>50588420
The scale runs +24 to -24, so theoretically if they calibrated the negative end to space it's -24. They don't actually give rules for magic in space, other than a flat "no magic", which is why I said it was effectively infinite; it doesn't matter what kind of minmaxing bullshit you do, the answer is always no.
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>>50588482
I don't know if it got a dedicated book, but it's all over stuff like Feral Cities, War!, the Sixth World Almanac, etc.
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New GM here for 4e. Am I right in thinking that
>Energy Drain
can only steal Karma\stun people if they've got unspent Karma banging about?
>>
>>50586563
I'm the Mr. Johnson throwin' the jobs out but the runners are like this
>Indecisive Elf Street sam, always in a shitty mood
>Up-beat elf rigger with some rather expensive hobbies in game and irl is the sammy's older brother, legit chill dude
The elves are twins seemingly polar opposites in personality, yet they both know better than to go full pink mohawk
>Human Face hiding out from Saeder Krupp in Boston Someone pissed off the wrong person over in germany and fled to the US
>Surprisingly Sober Dwarf who's favorite joy in life is beat something to death with his own two hands
>Sociopathic Adept who likes pistols just a lil' bit too much
>Socially Inept Decker/infiltraitor/sniper Elf who cannot help but spill every pasta and the spaghetti.

Only the Decker picked stealth skill, most of them know how to use a first aid kit, and they have great cohesion for having never played SR before. None of them wanted to be a mage either so I'm going easy on using actual magic on them.
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>>50588670
>in game and irl is the sammy's older brother

That seems like such a wasted opportunity. I know if I could ever convince my brother to play a game with me, I'd want to explore some different dynamics.

unless it's Little Brother Joined Because Mom Said So Syndrome, in which case my sympathies
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>>50586537
New to SR, have a question: aren't adepts completely redundant to normal bruisers with implants? Like, adept enhancements do exactly the same thing as implants and both are incompatible. The only advantage an adept has over non-magical characters is that his enhancements can't be fried or hacked, but that's it. Adept enhancements only make sense in case of mystic adepts, as "proper" spellcasters are the only ones for whom the choice between cybernetics and magic is meaningful.
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>>50588510
Run & Gun 168-169 has rules for having your attributes sucked out if you try to assense or project in space, explicitly disallows spirit summoning in space (because it's effectively suicide and a spirit cannot be convinced to do it), disallows element-based spellcasting across voids, and puts a -8 (inside a large space station) to -18 (in outer space) penalty on all magic-related skills depending on where you are.

Street grimoire 32-33 says mana voids are "usually" rated -13 to -20 background counts. Space is not 'usual'. It also has text on how dumb an idea it is to try casting in low earth orbit, and they even have trids explaining that.

So you could cast a non-elemental spell with extreme difficulty inside a space station big enough to have its own mana, but for anything else the answer is no.
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>>50588722
It's actually his little sister, whom is actually just a year younger than I am
They more or less went with the 'We're twins' thing because they wanted to skip out on some monthly lifestyle costs so their characters share the same apartment.
Everyone in the game is irl related excluding me and the decker the face is my best bro and might as well be my brother at this point, the decker looks like Wesley from the Princess Bride, and the other runners are ALL siblings. Makes for some fun runs
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>>50588850
'Redundant' is a strange choice of words. A character might get loads of cyberware and bioware to make themselves a great fighter, a genius, or a social star; or a character might be an adept who naturally manifests powers allowing them to do that stuff. Either route is viable for building characters, and both exist in the Sixth World, where Man meets Machine meets Magic. And you can have adepts with 'ware; quite aside from doing things that magic can't replicate like datajacks, it's often cheaper to sacrifice 1 Essence/Power Point for more than it's worth in 'ware.

Mechanically, adepts tend to have bigger dicepools but a more narrow focus, while people who use 'ware are broad but somewhat less autistically good.
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>>50588074
>>50588372
They're cheesy, obnoxious trash whose mechanics are poorly designed and who are either unplayable because the GM actually enforces all of their weaknesses or grotesquely overpowered because he doesn't, with approximately zero middle ground between the two options.
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>>50588850
The choice between magic and cyberware is thematically very powerful. The characters resulting from the mechanical choices will be very different people. Stop thinking dicepools and numbers, think characters instead.
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Why does a Corporate SIN give 25 Karma? Is there something I'm missing? As far as I can tell, it just means you were raised in a corp and are in the database, right?
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>>50588954
>>50588991
Yeah, well, I am completely incapable of taking this "magic versus science" thing seriously in any capacity.
> Mechanically, adepts tend to have bigger dicepools but a more narrow focus, while people who use 'ware are broad but somewhat less autistically good.
I specifically compared adept abilities to cybernetics fulfilling the same functions, and they're almost always exactly the same?
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>>50588997
Maybe because the corp has all the data they need to recognize you. This means that somebody has your information. This information can be then used against you.

Smart GM can think multiple ways to fuck player over if they have corp sin.
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>>50588997

Peep the description. Not only do they have your numbers and biometric data, etc. But sinless (who you almost always deal with as a runner) hate your guts for being bourgeois scum who oppress them. And you're disgraced anyway, so you don't get the upside perks of being a part of a corp.

Also, the taxman takes 10% of your earnings. Them's the breaks, chummer
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>>50588850
There are a large number of adept powers that are not replicable with technology. Adepts have the ability to initiate and receive more power points over time, while a street sam has an ever-diminishing pool of Essence.
>>50588997
They have a full collection of biometric data (including DNA, so fun fun happy good times with ritual magic), and you're magically automatically tithed 10% of your income.
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>>50588997
You're thinking about the Limited version. The Full Corporate SIN (the 25 karma quality) means that not only were you raised in a corporation, you were a mover and shaker. You weren't just a decker - you were the head of R&D for Ares' competitor for GridGuide. Your combat 'ware is just stuff you got on the streets - it's Renraku to it's core, part of your Red Samurai equipment.

If anyone in the shadows finds out about your SIN, your relationship with them is pretty much done. They're happy to take corporate cash to do work, but they're not going to hang around with the MCT lifer, who is either playing at being hard or legitimately trying to infiltrate the shadows and destroy/co-opt them, because there's no fucking way someone like you is really forced into this life. On the other hand, you were forced into this life by something, and something big; something someone of your wealth and influence couldn't smooth over. Not only does your home corp have detailed biometrics on you, they are likely looking for you to make sure the top-secret info you have isn't sold to competitors; the competitors are looking for you to get that info; and all your old enemies that you waged boardroom war against are not going to pass up the chance to viciously murder you while you're down.

A Full Corporate SIN, like any other quality that consumes that much karma, is the basis of an entire character and at least a significant part of the total campaign.
>>
>>50589058
Adepts get shit like weapon foci, directly-boosted skills, and 4d6 initiative straight out of chargen. Ware does attributes better, but if you want an absurd dice pool for stabbing, hacking, or any other specific thing, Adepts will be better.
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>>50589058
>I specifically compared adept abilities to cybernetics fulfilling the same functions, and they're almost always exactly the same?

Which I assumed you did because you're new, and thus haven't actually read enough to realise the vast differences there are between things that can be accomplished through 'ware and things that can be accomplished through magic. One guy can launch a grapple hand, the other can have entire detailed conversations with nothing more than a nose flare and eyebrow raise because he's just that good at communicating.

And if you can't take magic vs science seriously, the door's over there; you're not going to find much in SR that interests you.
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>>50586537
Has anyone translated these?
>>
>>50588997
National = born outside corporate territory, but within a country.

Limited = born to a corp SIN wageslave, or joined the corporation as a wageslave. (possibly with secret clearance levels)

CorpBorn = born within the corp, and either related to someone important or trained to do something vital/lucrative/difficult. Your SIN doesn't exist outside the corp, but the SIN number doesn't throw up suspicion notices, error messages, or panic button that a fake or non-existent entry would.

While the books would suggest that anyone learning of your status as a corporate citizen will immediately start a lynch mob and fuck your shit up, it's a little simplistic that someone would waste having a corper by the balls.
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>>50587974
they aren't the only thing that's uncomfortable and stiff now...
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>>50587567
>Also, my biggest concern, what do you do if you are caught unarmed and standing your ground is all you have left?
The sort of things you're afraid to be around unarmed are the same things that will shrug off suboptimal fisticuffs.
>>
>>50588964
Well I was super lucky that my GM managed to balance things out.

Feeding problems were sorted by hunting hobos etc across Seattle and not concentrating on one are. Ultra helpful thing was high loyalty taxi driver contact that could drive my vampire across the town. If I had to feed during mission I would destroy the body with explosives or magic to hide the fact that it was drained.

Allergy to sunlight was a problem, but a hoodie and covering clothing helped. When on runs he had a face mask that had eye covers. When magic that needed direct sight had to happen the eye covers retract.

Eating real food could be done, but he had to excuse himself before going to puke and take few pills to ease his stomach problems.
>>
>>50589260
I have always liked national SIN. Our GM has played it that if your SIN is scanned outside the nation it only shows name and that it matches. More important/better scanner in more important location then gains access to better information.

For example a checkpoint in Manhattan might only get your name, occupation and SIN number if you are CAS citizen. While Dutch-German border control would have access to more info and could actually see that you have a threat status in Germany. This could lead to border shenanigans.
>>
>>50589804
I just like it for;

>Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).
>>
Gremlins rigger is a funny build, but is it nonviable? I want to play a character who likes technology and is clearly proficient, but technology doesn't like them back

I have a lot of experience to draw on here
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>>50590153
>is it nonviable?
Yes.
>>
>>50590153
Gremlins is on par with Insomniac in 'dear god don't take this' tier. Including it as a rigger will get you killed.
>>
>>50588997
Also, if you get busted on a mission you might start a corp war. And no-one would be happy with you.
>>
>>50588552
>>50588482
> I don't think there's ever been a source book that talks about it though

it doesn't. the more you can get about it is in 3rd edition with cyberpirates, i think.
>>
>>50588510
As I said, the rules are just stated to be "you get a dicepool penalty"
Admittedly, it's so cripplingly large you'd need to be one of those annoying metaplot npcs to cast spells, but there you go.
>>
>>50588482
Lagos is my favourite sixth world runner locale.
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>>50586622
It sucks ass, it's incomplete, and it's using "un-Shadowrun-like" hooks for characters in order to start fights.

It has the flavour, but the meat and the aftertaste is lacking.

Also, the editing is shit, like all CGL works.
>>
>>50587567
I'm playing a technomancer with skinlink who does this and is specialized for touch attacks (meaning he gets +4 to touch attacks rather than the normal +2 you normally get for trying to just touch rather than punch). Throw in some other nifty gear and you can do some really crazy stuff.

At the moment I'm saving up to grab grab/supression moves, and living trodes, because then I can deliver black hammer attacks via touch. And I can already store sprites in my commlink and then shunt them into people's cyberware or weaponry.

And since my GM is letting me use malware complex forms (with lots of threats of dissonance corruption every time I use it) I can even directly hijack folk's cyberlimbs with a well placed worm and cause them to punch themselves in the face while 'Stop Punching Yourself" plays across their cybereyes if they're stupid enough to have smart linked them directly together.

There's a lot of fun to be had with straight unarmed that isn't just punching.
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>>50588850

Other people have mentioned the "adepts get some things cyber can't," but I wanted to add the Traceless Walk adept power as another example.
>>
>>50591167
Very fringe case.

It also works the other way round, Cybers get quite a few things that Adept don't have.
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>>50591877
Fairly new to shadowrun, mind giving me a list of the cyber-stuff that provides benifits adepts cant easily mimic?
>>
>>50592152
Smartlink, smuggling compartments and soak boosts are the three big ones from the top of my head.
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>>50592152
Adding to this:
>>50592177
list:
Paineditors to completly ignore Wound modifiers and keep going even when your Mental Health Monitor is 100% full, Willpower, intuition and logic being among the raisable stats via implants and CyberSingularitySeeker.
Being all but immune to getting addicted to drugs
Being able to breath Underwater
Being able to just slot Skills or even download them wireless, like Trinity in matrix

Mind you, Adepts can simply get the same Implants, but for many except Muscle Toner, thats usually way to heavy on Essence.
>>
>>50588850
>and both are incompatible
There's actually some synergy possible using 'ware on an adept, because some ware is far more efficient in terms of power points lost.

For just one example: Instead of blowing a whole power point for improved physical attribute(agility), an adept at chargen could get up to a R3 used muscle toner (+3 agility) plus a fingertip compartment (to keep his monowhip in, and a reflex editor for his monowhip. All of that ware would ultimately lose him just 1 power point and a bunch of cash, and he'd still have 0.05 essence to play with before dipping into a second power point. And then he could combine that ware with powers that improve his monowhip dicepool and dodge pool. The end result is a character that is both extremely deadly up close and can sneak his favorite weapon around in his little finger.

And of course, it's possible to get much more creative than that, considering the huge variety of ware to choose from when you have a whole point of essence to blow on it.
>>
>>50592303
Keep in mind that this needs some competence in tweaking and deeper rules understanding.
Also quite a few GMs aren't to fond of players enhancing their Awakened Characters with *ware just for mechanical reasons. Thats something you'll have to talk over with your GM though.
Strictly RAW, there is nothing speaking against it.
However, if you don't build with Karma, allocating the priorities at Chargen in a Way that allows you to buy this stuff ( Used Muscle Toner 3 requires you to go with C in ressources, while a normal Adept could go with E plus a few spend Karmapoints) might make this choice less favourable.
I'd stay away from it at Chargen.
>>
>>50592177
Wouldn't smartlink be eclipsed/ by Improved Ability ? especially when you consider an gun adept can still get a smartlink anyway either through ware or gear and is still as result 2-3 dice up on a sammy in a similar role? Plus adepts only have to juggle one resource to get their abilities, their power points, whereas a cybered character has to manage both essence and Cash.
>>
>>50592367
It is a few steps off the beaten path in terms of character customization, so I wouldn't recommend it unless you have a very good idea of what you're doing.

An adept could also do chargen relatively normally, then save up for a while during play so he can afford higher grade ware, to cram more bonuses into the same point of essence.

Lore-wise, I could kind of see it if the player played up the self-improvement angle and decided that non-magical augmentation was just the way to get another edge. In that sense it wouldn't be a whole lot different from an awakened abusing auto-injected combat drugs. But I know that won't happen because the minmaxing shit-pile of a player can't even be bothered to roleplay the lead-up to that decision.
>>
>>50592177
I feel retarded for not thinking of smartlink as one of the obvious ones.

>>50592232
Would drug resistance make the use of combat stims etc, impossible or impair it?
>>
Is a heavily chromed up ghoul viable? I'm just spitballing ideas and can't remember if they suffer from chronic essence loss like vampires.
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>>50592442
Smartlink is probably a bad example anyways.
You can get the non-implant Version as an Adept and get all the benefits (increased Accuracy, shoot-around-corners etc) and only loose a single die over the implanted Version.

Considering Sam vs Adept you have
2 Dice Smartlink + 1 Die Reflexrecorder vs 1 Dice Smartlink/Laser + 3 Dice Improved Ability.

Pure ranged combat dice is a field where there is no relevant difference between Sams and Adepts.
Their differences are in the other fields that supplement shooting.

>But I know that won't happen because the minmaxing shit-pile of a player can't even be bothered to roleplay the lead-up to that decision.

Yeah, thats exactly my issue with Cyberadepts.
Its a purely mechanical choice most of the times and thats something i dislike.
And i would call myself a Min-Maxer or at least a heavy optimiser.
But you can optimize your Pools without resorting to borderline cheesy shit or totally shitting on the background.
Actually, i wouldn't mind Awakened Characters going full Cyber and wasting ~3 Essence Points on *ware, but the fuckers that go "Prototype transhuman" or stick to the mechanically optimal "1 point of essence for *ware" should go and eat a dick.
>>
>>50592442
>Wouldn't smartlink be eclipsed/ by Improved Ability?
Not really. Improved Ability only improves the dicepool for a given skill. The smartlink provides both dicepool and limit bonuses for any weapon equipped with it.

>Especially when you consider an gun adept can still get a smartlink anyway
Of course, and they definitively should. But the question was about gear benefits that cannot be duplicated easily with adept powers.
>>
>>50592647
>players aren't going full ubermensch and pursuing perfection of the human form through all means
I just don't understand how they can resist roleplaying that.
>>
>>50592581
>Would drug resistance make the use of combat stims etc, impossible or impair it?
Depends on whether you're talking about addiction resistance or specific drug resistance.
>>
>>50592593
They suffer from a need to consume (meta-)human flesh every so often instead, and their bodies might reject implants already at the moment of transformation. However getting 'ware after the transformation is no more hassle for a ghoul than for a non-infected. (Yeah, okay, they must find a doc willing to work on them.)

It would definitively be viable as a concept, just don't forget that the whole 'turning into a Ghoul' thing already hits Essence.
>>
>>50592706
Im assuming the answer is yes for flat out resistance and no incase of addiction?
>>
>>50592706

Nephritic Screen gives you up to 6 additional dice to resist Addictions, while only reducing the time the Drug is active by its rating.
(Screen lvl 6, Drug that is active 10xD6 minutes, time gets reduced by 6 minutes).
The narco genware treatment improves the utility from drugs even further.

Toxins are another thing where Ware is great.
Rating 6 Toxin extractor + Rating 6 tracheal filter gives you 12 additional dice against all airborne toxins and 6 dice for all other toxins.

If you want to abuse drugs, go cyber.
>>
>>50592719
Yep.

As mentioned, Nephritic Screen will lower the time drugs remain active. (some drugs can be lowered to 0 duration, unless your GM sets a minimum duration)

Other options include the Natural Immunity quality, which will block the effects (listed under the chosen substance as 'Effects: ...') of one drug/toxin, but won't help with addiction.
>>
>>50592886
*once per 6 hours.
>>
>>50592840
>Rating 6 tracheal filter
If you absolutely want to have it on you at all times, a Rating 3 Internal Air Tank is only half the price, half the Essence, available at chargen without restrictions, and provides total immunity.

A Rating 6 Respirator is also 300 nuyen only
>>
>>50592895
Internal Air Tank only works for 1-3 hours though.
No Harm in combining the respirator with the other implants, 18 additional dice is quite nice.
>>
I'm sending an assassin after my players and I was wondering if it'd be a good idea to have him go alone? He's got 18 dice in pistols, dual wields (so he gets two attacks) and averages 31.5 init, meaning he'll get two more passes than the players.
>>
>>50592914
>Internal Air Tank only works for 1-3 hours though.
You can double that and get an Agility bonus with p4m0.
>>
>>50592994
Remember that he dual wield which means he'll split the dice pool
Either one attack with 18 dice or two attacks with 9 dice each
>>
>>50592994
If you don't mind the possibility of this assassin being ganged up on to leave them just about defenceless, go for it.
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>>50592677
>pic related
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>>50593017
Yeah, that's why he's got such an absurd dice pool. Wanted him to be about as competent as two lesser mooks.
>>50593024
I'm expecting him to be ganged up on, but I figured since he's got a high armor, makes two attacks, has regeneration (he's a vampire), etc, he'd be able to tough it out.
>>
>>50592994
>He's got 18 dice in pistols, dual wields (so he gets two attacks) and averages 31.5 init

So your assassin's best plan for dealing with a tightly-knit band of armed criminals is to engage them in a close-range gunfight?
Go read Hard Targets, there are many other ways to kill someone than pumping hot lead in them.

Saying that because this encounter goes two ways: either the assassin shoots first and kills someone, or he doesn't and immediately gets destroyed. You only have two outcomes here, and the players have very little control over what happens. Doesn't make for a great role-playing experience when your GM says "A guy in a black suit comes out of the shadows and fires at you. You don't get to dodge. Resist 15P or die"
>>
>>50593093
>So your assassin's best plan for dealing with a tightly-knit band of armed criminals is to engage them in a close-range gunfight?
he's kinda not that bright. Vampirism didn't do much for his logic score.
>kills someone
How the hell would he kill someone on the first attack with pistols? Splitting his dicepool should lower his net hits enough that his shit will end up being stun.
>surprise
Now I'm going to have him stand up on a roof silhouetted by the moon before attacking or something equally anime and stupid.
>>
>>50593093
honestly if you want to terrify the players with an assassin. You need to go mad bomber on their ass.

What I did was have this dude with super jumpy legs and pipe bombs and a couple duffle bags of shit.

he never ONCE rolled to attack the players, ever. The first time they ran into him he dumped a duffle bag full of C4 infront of their car while he was walking past it at a stop light, got around the corner, BOOM.

The players had just enough warning to avoid getting absolute destroyed, but they lost their ride because their answer was to bail from the car and run rather than to try and go in reverse and just smash their way through traffic with their overpowered truck.

From there I just played a game of terror with them. Their stats meant very little because he never let them FIGHT him, it became a game about OUTSMARTING this fucker rather than trying to outplay his stats with their own.

And that is how you make an assassin terrifying. You don't make the assassin scary in stats. That's what corporate wetworks squads are for. That's what Red Sammys are for.

No, you make it so the Assassin forces the players to play a game other than the one they're strong in.

Never throw an assassin at them that's easy to take down in combat. If they're an assassin and they actually enter combat? Their first action should be to disengage and escape to attempt it again later.
>>
>>50593166
>honestly if you want to terrify the players with an assassin. You need to go mad bomber on their ass.
That's the next, more competent assassin.
He doesn't use c4 tho, he's all about the classics.
>>
>>50593187
well whatever he uses. The point though is that bombs don't need rolls. You can make the dude a complete wimp except in the stats he needs to run away or dodge counter attacks until he can set up attacks.

The whole point of a good assassin (AKA: one who survives his first job and keeps surviving), is that they don't take unnecessary chances. They aren't there to -fight- you. They're there to -kill- you. They need to be terrifying in that respect because they do not play by the usual rules.

I did that with a technomancer assassin at one point who was literally built entirely around pure infiltration. I don't think he ever once got into a fight. His entire thing was preparation, then smooth execution (literally). Dude used skin-link, living trodes, and black-hammer to just fry folks brains. Literally no defense against it by most folks and all you need it a single round submission grab and you can bypass all armor, all defenses, and just fry their damn brain in their skull.
>>
>>50593214
So the lesson I'm getting here is stop calling the first assassin an assassin and instead call him...
I dunno, rent-a-killer?
>>
>>50593609
Terrorist? Zealot? Wholesale slaughterer?
>>
>>50594111
He doesn't do terror stuff so not terrorist.
He's not in it for religion or politics, so not a zealot.
Can you be a solo shadowrunner or do you need a team?
>>
>>50594566
Prime Runner.
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>>50587792
>space is 100km above sea level
>a 2m target at 100km requires a precision of 0°0'4", or .001 degrees variance
>assuming the target moves at ISS speed, it's moving at 7.66 km/s

at this point it's probably easier to just initiate like 7 times, practice spellcasting until you have 12 ranks in it, and edge rolls to beat the background count in space for a suicide attack on the target
>>
>>50586622
I went in expecting something that was a shorter version of the rules. I got something 200+ pages long, that was a copy-pasted version of the rules.
>>
As a GM, do I necessarily have to coordinate character creation to make sure all niches are filled?
>>
>>50594663
No, but the team will probably be weaker if no one is coordinating it at all. Too much coordination leads to "everyone carries an aztechnology striker and is prepared to enact operation final solution if everything goes south," but the alternative is not enough coordination leads to "we have two technomancers, no one with social dice, a mage without conjuring dice, not a single piece of cyberware in our 4 man band, and the GM is going to have to go out of their way to design runs that won't kill us instantly."

I would suggest at least sitting everyone down so they can talk over who generally wants to do what, if you don't want to actually babysit them through the entire chargen process.
>>
>>50592593
>Is a heavily chromed up ghoul viable?
The only thing that really makes an Infected character is good is getting Regeneration, which if I remember right doesn't agree too well with cyberware, so no.

>I'm just spitballing ideas and can't remember if they suffer from chronic essence loss like vampires.
They don't.
>>
Thinking of grabbing a handful of drones just for scouting and suppressing fire and an RCC for some programs and group commands. Is there any reason drones are significantly less effective without being an actual rigger with a control rig? Their dice pools seem pretty decent even without piloting them remotely.
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>>50594584
Prime Runners aren't necessarily solo; it's a vague category of the best of the best shadowrunners. They may work alone, or in groups.

>>50594566
You can work alone as a solo mercenary in the shadows. Unless you're willing to hook up with a team on occasion, your job prospects are limited, but a vampire who specializes in shooting people could probably work solo for most of the time, if they have a good fixer who is always looking for someone who needs a blunt message sent.
>>
>>50595140
RCCs are mostly just important if you want your drones to be semi/fully autonomous, because they allow for you to have - for example - five of the same model of drones armed with the same guns all sharing some Rating 6 autosofts.

Control Rigs are mostly just important if you want to be the hilariously best motherfucker in the world at driving, because they lower Thresholds by their Rating, aside from their other bonuses.

If you just want some drones to use for scouting, just pick up a Flying Eye/Fly-Spy and a Kanmushi. Don't bother trying to use drones as suppressive fire bots; using them in that capacity makes it way too easy to lose a drone or two and turn a run from a profit into a loss.
>>
>>50595140
Nah, if you doll the drones up a bit or just buy top shelf drones you can get by just fine. A "weapon specialist" who's good at fixing stuff, can lay down some suppressing fire with his big gun, and bosses around some fire support or recon drones is a relatively common character type in my experience. Sometimes they double dip on the archetypal infiltrator kit if the team needs one, because "drone guy" almost always has a drone useful for sneaking into somewhere.
>>
>>50595140
If you're going to manually control your drones, you can just do that with a commlink. You don't need an RCC.
>>
>>50595332
If you want to do anything useful you need and RCC, noise cancelling is a must especially since you're going to be at a distance.

Also if your skills aren't high enough Rating 6 autosofts are going to be handy, even jacked in.
>>
>>50595180
>Prime Runners aren't necessarily solo
If you're looking for a single guy who is employed to kill groups of people; prime runner.
>>
>>50595353
It's cheap and easy to get a few points of noise cancellation on a commlink and everyone should always do that anyway, and if your skills are terrible then of course you're not going to want to remote-control them, that's a stupid thing to even say. But your typical drone is going to be looking at a 9 dice pool for any Autosoft-enabled test with an RCC. With Pilot Aircraft 6, a mere Reaction 3, and a Specialty in Drones, you're already looking at 11 dice.

If all you want is some cheap drones to scout for you, it's a relatively minor investment to remote-control them with your commlink. A fly-spy you control with your commlink is just 2k nuyen with no additional charges, for example, while picking up the autosofts alone costs more than the entire drone, let alone the RCC itself.
>>
>>50595407
To me that sounds like a quick way to lose a lot of gear by being careless. But in theory it would be more economic yeah.
>>
>>50595407
A single Kanmushi or Fly-Spy to scout ahead and gather some data is a couple thousand nuyen. Even if you end up having to buy a new one after a run because it got crushed, it's a loss you can swallow quite easily.
>>
Was tossing up between Dark Heresy (from the OP, seems 2e is the was to go) or Shadowrun (3e, 4e, or 5e) for our group of 4+me's next game. We're all interested in and have knowledge of both universes, with me being the furthest down the 40k rabbit hole, and the-guy-that-usually-plays-the-face being the Shadowrun lore guy.

Am torn, as it's up to me. On the one hand, purging, hiding, ivestigation and Exterminatus; on the other, the Matrix, infiltration, peaceful conflict resolution.

With Shadowrun, am leaning towards 5e more than the others, due to simplified Matrix stuff.
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>>50595534
Depending on the group and GM, might not be much stopping you from carrying out a little localized exterminatus in Shadowrun. If the GM likes to play the megas as incompetent captain planet villains and you have a troll with a big enough gun, or your GM uses the "High Life" campaign type on SR5 350, you can pretty easily rack up a body count that would be appropriate for a space marine on your way to to work in the morning.

The choice is mostly going to be a personal one for the group here. Both games and settings are good (read: awful) and can work with a wide range of tones. I have to vote SR5 though because I prefer the Matrix and its related plotlines to extradimensional monsters with a thousand dicks.
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>>50595534
The thing I find about 40k is that the setting is very omnipresent and pushes down on you. A lot of the times you want to do something new and then you realize either it's a terrible idea because of the fluff or it's just plain not possible thanks to the rules.

Shadowrun has a more versatile cast of characters that fall in a spectrum of gray. 40k's spectrum of gray is very small, it's either you're loyal, you're kinda loyal, or you're a heretic.

Ultimately it falls into "what kind of characters do you want to play". A good 40k game is as fun as a good shadowrun game.
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Can you add a custom datafile to chummer5a just by adding custom_ to the beginning of the xml name? So custom_cyberware.xml, custom_echoes.xml, etc. then fill them with the right tags to work the improvement manager just like the normal datafiles?
>>
>>50596019
>when power goes out and you go to the engineering bay to complain but the second you open the door you see a loose singularity coming for your asshole
Ahh how I miss SS13
>>
>>50595362
Or some random start-up runner with a semi-auto grenadelauncher
>>
>>50596674
Other anon had the better idea of a duffel bag of c4.
>>
>>50596674
Still a prime runner by the definition given in the SR5 corebook, omae
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>>50597109
I prefer Meta Links with the "explosive" Mod desu (works like a frag-grenade)
.
Every character (especially the Face) should start with half a dozen of these and give them out to contacts they encounter.
In case those want to screw you over, you are prepared.
>>
>>50597364
Does it not occur to you that the reason people screw you over is because you try to give everyone concealed explosives you can activate remotely as a 'precaution'?
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>>50597364
>handing burner phones rigged to explode when you give the signal to everyone you meet JUST IN CASE
>>
>>50597364
Such a waste of nuyen.

Frag grenade is 100¥, cheap disposable commlink (Run Faster) is 20¥, weapon form factor is 10¥.

Cheaper still is to make explosives yourself.
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>>50596019
Answered my own question, time to port some missing shit from 4e
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>>50597430
Its not particularily expensive

>>50597423
Thats silly. If you never tried to screw me over, you'd never know about the explosives and if it happens, there is usually none left to tell about it

>>50597427
Did i trigger a Fedoperator3silent5you Mirrorshades wannabe?
You are that turboshades faggot i already argued with quite a lot of times, aren't you?
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>>50597500
>Hey, did Steve give you a bomb phone too?

>Yeah. It's weird, it's like he's surprised that people in the shadows might look for something like a hand grenade taped to the cheap 'link he gave us for no reason (like we can't handle burners ourselves), after multiple people he's dealt with in the past died of sudden explosions in their pockets
>>
>>50597500
You know a self destruct system that is strong enough to be equivalent to a frag grenade isn't undetectable right?
If I was a fixer or reasonably cautious I would have one of MY decker contacts check that shit out ASAP.
Also I'm pretty sure that >>50597427 was making a joke at the absurdity of handing out frag grenades to everyone you meet, which is pretty damn absurd like a lot of shit in shadowrun.
>>
>>50597500
>Did i trigger a Fedoperator3silent5you Mirrorshades wannabe?
I was laughing at how ridiculously shadowrun that plan was.

Calm down you dumb nigger.
>>
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Hello, /srg/

What books / supplements does a first time Shadowrun GM require? I have roughly $100 at my disposal, and a month to prepare.

I've only read the quickstart rules, but I'm pretty sure I understand the mechanics.

and goddamn, it feels good to finally take a step away from dnd.
>>
>>50597640
Read the pastebin, grab the books from the mediafire(in the pastebin) and spend $100 on hard liquor because you're gonna need it to get through the horrible editing.
>>
>>50597640
I personally consider Core, Run Faster, and Run & Gun all that a group really needs. Street Grimoire, Chrome Flesh, and Rigger5 are gravy.
>>
>>50597686
>chrome flesh not mandatory
Chummer it's like you don't even want your street samurai to have 21+2d6 initiative and a social limit of 0.
>>
>>50597666
Will do, Satan.... Will do...
>>
>>50597640
SR5, Run Faster, Run & Gun, and Chrome Flesh together give you everything you need to run a fun game of shadowrun.

If you want more magic options, Street Grimoire. If you want more matrix options, Data Trails. If you want more drones and vehicles, Rigger 5.0. If you want more outlandish meme ways to kill people and kit out your gear, Hard Targets.
>>
>>50597705
How do I get a social limit of 0?
>>
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>>50597640
What they said, but even if you don't use the full rules and additional stuff of Street Grimoire use the Background Count rules. It's the main way to balance full mages and spirit shenanigans.
>>
>>50597743
Move-By-Wire comes with the catch that you reduce your social limit by it's rating, so a rating 3 MBW system reduces your social limit by 3 just from being there, and also tanks your essence.
A street samurai with 3 CHA, 3 WIL and 1 ESS (due to MBW 3) has a social limit of 4, which is reduced to 1 by MBW. If the street sam has CHA 2 (which lets be honest, most do), he has a social limit of fucking 0.
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>>50597553
>handgrenade taped to a comlink

Nogger pls, the explosives mod is a bit more sophisticated than this

ib4:
Of course, every contact of yours runs everything you give them through a chemical sniffer.

Shit tyre DM fiat desu

>>50597633
Sorry m8, no need to be rude. I encountered one of the types i described above a bit to often in these threads.

>>50597705
>not combining with that funny accelerator drug that makes you basically bleed out if you get hit for Physical damage

Its like you don't want to run around with 21+5D6 INI
>>
>>50597743
1 CHA and a rating 3 move-by-wire system
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>>50597777
Quads of truth confirm this as the only way to play shadowrun.
>>
>>50586563

>human chinese ex-pat PhysAd with a temper problem and a lust for strong men
>human mystic adept pyromaniac, room-mates with the troll support mage, acts insufferably towards almost all NPCs
>troll Rasta support magician, room-mates with the pyro, lost his legs and went wheelchair bound, smokes with with his deepweed
>human half-chinese magician, slowly turning into an ascetic bookworm,
>dwarf decker, reliable but a chronic insomniac and probably a cram or jazz user on the down-low
>human face, quick-learning casino girl with a growing distrust of all things Awakened
>human street sam, former soldier, augged to heck, PTSD'd and compensates with big guns and explosions
>elf B&E specialist, Tir na Nog by blood but born in England, level-headed and quite competent unless taking psychedelics
>troll street sam, has big guns and even bigger muscles, keeps to himself and gets shit done
>human rigger, fresh outta college S-K suit looking to expand his short-term future via running
>human face/catburglar, is very introverted and a crack shot with a bow
>nartaki SURGED PhysAd, literally tore a blood mage to pieces with his hands

there are like 3-4 others but those are the main ones at our're table
>>
>>50586563
>female decker with pink hair who bricks people's cyber for fun
>swole out of control troll addicted to jazz
>priest who runs to get funds for his new christian cult
>hyper edgy street sam with dangerously sharp arms
>Middle aged Dad rigger who runs because he lost his construction job, only sane one
>>
>>50597774
>not having exceptional attribute, metagenetic improvement, and gene mods to make your max reaction 9 and max intiution 8 before maxing out both, with MBW3 and that accellerator drug for 29+5d6 initiative, getting an average of 46 initiative every combat turn
it's like you don't want to move at a fraction of C but also explode at the slightest touch
>>
>>50597966
>35 minimum INi

This triggers the mage
>>
>>50598058
technically it's 34 (29+5) but the chances of rolling 5 total on 5 dice is 0.01%
>>
>>50586563

Current Party
>Ex-UCAS military human marksman and street sam. All around okay guy but always has the shittiest of plans.
>Anarchist large elf decker with too much smarts for his own good. Routinely stomps on anything or everything in his way, unsubtle as fuck but my god that 10Log.
>Impeccably dressed human negotiator. Don't know much about his background other that he used to be in finances in Boston. Very good at his job but more than once we've had to talk in his ear to assist.
>Buff as fuck human German blade adept. Quiet and overall pretty cool. Always seems to fill the gaps in our party logic, comes up with good solutions to our stupid problems.
>Young Data Anarchist elf technomancer who looks like a crack addict due to her allergies. Spaz as fuck and pretty restrained on the Technomancer bullshit. Naive as hell.

That's the current roster, all in all I think every player has 2-4 characters that we sometimes rotate in and out of depending on where we are. There's a party in Denver, one in DC currently and the rest are in Seattle iirc.
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>>50597500
>Its not particularily expensive
Individually, not so much. In bulk? eh.
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>>50597966
What do you do with all that initiative? Recoil penalties would be a pain, and melee is more limited by your movement than your passes (you could try and go megaskimmers, but you'd be running up close to the Essence limit).
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>>50598193
It's not a question of why chummer, it's a question of why not.
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>>50598193
>Recoil penalties would be a pain
Take a simple Aim action before every Simple automatic fire (or any other Simple attack action). Taking any action between firing resets all of your recoil.
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>>50598193
Melee, go Counterstrike on every action to max the number of attacks (your High REA plays well into this) or simply enjoy always having full defence active while still having a fuckton of INI passes.
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>>50598249
>Captain Gofast
>stopping to aim
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>>50598280
>not simply using a SS Revolver
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>>50598308
>have so many initiative passes that you can unload your entire cylinder in the first combat turn
It's high noon.
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>>50598492
>high noon

oh great
Now i need to build this.
I shall call him "lucky luke".
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>>50598492
>>50598557
>>
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>>50598557
Ah crap, it doesn't work out completely.
You need restricted Gear for MBW 3 and Biocompatiblity (Cyberware) to fit all necessary stuff in you, but then there isn't enough space to also fit exceptional attribute.in there.
Same goes with the cerebrellum booster, more than 1 level isn't on the book if you also want to fit in used Muscle toner lvl 3.
Oh well, 26+5D6 INI is still pretty fast and guarantees 4 ini passes even with 5x1 thrown..
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>>50598729
selffix: you can cut out both optimizations (you need karma for that you don't have anyways) and instead get the cerebrellum booster lvl 2
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A buddy of mine recently anounced he will host a shadowrun groupand invited me in.

All of us are newcommers to pen and paper but we know the basics.

The group consist of a Face, a Hacker, a Samurai, and a "droneguy"

he asked me to play something that does damage and i was like, "hell yeah i play a gunslinger type of guy"

now that i read the rules pistols seem a bit lackluster in damage.

As far as i get it an assault rifle can dish out an entire salvo of 10w+ shots and a pistol only deals around 8w and i can only get off two shots per action with multishot

is there a way to increase the damage of a pistol build (aside form armor piercing rounds) or is there a way to fire more than two shots in a round?

sorry for wall of text, have a comic
>>
Just curious.
For an extremely stealthy, but physically weak character, how would you raise your phys limit to get past a 10 or so for your stealth check?
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>>50598729
>Oh well, 26+5D6 INI is still pretty fast
>perceiving and taking 12-15 seconds of actions every 3 seconds

You might as well be teleporting bullets into people's heads as far as most people can tell
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>>50598729
>>50598570
>>50598557
>>50598492
>>50598193
>>50597966


Okay Guys, i built him.
Not entirely complete, still have nuyen to spend, need Ammo and i forgot to add the Accelerator Drug for +3D6, but the base is there.
Have a look at it please
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>>50598808
Firing multiple shots doesn't increase your damage, but no, higher-caliber weapons always end up dealing more damage.
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>>50599013
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>>50599013
Chummer doesn't seem to factor in the loss of social limit that MBW grants, so is social limit is actually 1 :)))))))
I also forgot to add the Skilljack, so i need to dump the autoinjector and switch to wrist-worn.
Thankfully I'm kraut, so i get the Lvl 6 Skilljack for no increased essence of a lvl 1.
To bad i end up at exactly 0 essence :))))))
Do i get rekt at 0 or below 0? if the former is the case, I'd need to remove a level of the nephritic screen.
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>>50598921
Why would you ever need a physical limit that high? You'd need 30+ dice to be hitting against Limit 10 even 50% of the time.
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>>50593609
he's a back alley shiv at best. The sort of thug who you hire to go lean on somebody or to kill somebody in a bar who you don't expect to fight back. It's not somebody you hire to knock off a team of professionals.
>>
What's your fixer like /srg/?
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>>50599185
No reason in particular.
My gm basically said that, in theory, the ultimate stealth character would be a phys troll, since he would be able to abuse his high limit.
Wondering if that's true or not.
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>>50586739
yeah well im gay fuck you
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>>50597774
it's not a case of everybody doing it, it's that at a certain point word is going to get around or people are going to start finding out. All it takes is like, 3 dudes posting to the shadowland BBS or putting word out on the street that you put 'insurance' in your handouts to nullify the advantage.

it's a good plan once or twice, but make sure to get back the handouts otherwise folks WILL find out eventually just by accidently carrying it through a chemsniffer themselves.
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>>50599156

ah ok thx for the information
ill reread that part than
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>>50597705
>social limit of 0
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>>50599491
Are you playing 4E by chance?
Back then, you could increase your damage with automatic weapons quite a lot by using salvos.

Thats (almost) impossible now, you can gain +1 or so Damage with an optional rule in Run&Gun.

If you go for Pistols, either take the Ruger Super Warhawk (highest Damage) or the Savalette Guardian.
The latter has Burst Fire Mode (read the errata, it does NOT take a complex action to use), reducing the dodge pool of the enemy and thus usually dealing a bit more damage.

All other pistols are suboptimal choices for the general use and only shine with specific applications.
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>>50599013
okay weird question.

Could you build him potentially faster as a technomancer in the long run since they have that advanced echo that can be taken 3 times to give you +3 initiative in meatspace?

Nothing says that a technomancer has to be a hacker, they could just go all in on the weird echos.
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>>50599013
You need adrenal surge to actually be the fastest man alive. 15 bp, and it means you effectively always spend edge to go first in combat without having to spend edge. You only have to roll against folks with adrenal surge.
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>>50599695
pretty sure that's 4e. And only counts for AR init.
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>>50599695
Probably not in Priority Built, but it MIGHT be possible to do in KarmaGen, if you really crunch the numbers very hard. I had about 50k Nuyen left after the bare necessary stuff, thats 25 Karma + the 6 i have open atm + maybe a bit from skills, which, translateted into karma (which doesn't really work though) would give you a bit of leeway.

You'd need to get his resonance up to 6 to leave him awakened, which is pretty expensive in Karma and not possible in Sumto10 without screwing the attributes.
Could work out.
Problem is that this would screw your attributes (you can't minmax them as you can with prio-gen), so you'd probably end up worse than this built.

The thing is, there is really no way to get faster than the M-B-W + accelerator combo (maybe barring Magic) because MBW gives a huge flat bonus to INI while letting your Dice sit at a meager 2, which, combined with the Drug for +3 is a very good synergy.

Technically, a Technomancer Sam might still be viable. I wanted to build one since i saw that Echo that gives you a Paineditor.
You'd have to get a muscle-toner lvl 3 and it would be something of a mid-term thing and it would also profit from taking a beefy Metatype, but it should be possible.
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>>50599817
nope, I was surprised too, and yeah it's probably only 4e, I still think in 4e terms a lot of the time. But yeah, if you take biowire once, you can get an echo that literally increases your intiative (and I think your reaction passes but not sure) by as much as 3 times.
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>>50599695
You're thinking of the 4e Overclocking+Mesh Reality combo I think. The techomancer meme dream that CGL doesn't want us to have anymore.
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>>50599611
hey there, no we play 5th edition

i carry two hidden streetline special as backups

two Fichetti security with silencers in a feederarm/springarm (sorry only got the german version here)

and as mainweapons two predator V (we are restricted to starting equipment of the main book)

i just read i can attack as many times as weapon skill divided by two if i split my dicepool

doesnt that mean with pistol 7 i can shoot 4 times in a round with a dicepool of lets say 12 dices(after all reductions), i split them up to 3; 3; 3; 3; with a weapon with dmg 6K and precision 4 i can deal up to 9+9+9+9 damage? (if all 12 dices were successes)

Im sorry but the examples in the book always cut when it gets intresting, or they use edge in every second example
>>
>>50597774
Shadowrunners are by and large shady mercs who come "recommended" from equally shady fixers. There are a lot of paranoid nutcases out there who don't understand that when they're dealing with Mr. Johnson, they are the deniable assets, not me. If a 'runner insists on having me use a burner commlink he gives me I'm gonna refuse him on the spot. At best the commlink he gave me could be bugged or have a tracker on it, and at worst it's a bomb or other sort of weapon.

If I *did* take that thing, I'd have to put it in a faraday cage (or a faraday pocket and hope to god the smartass didn't set it on a time trigger), shove it in a box once I get to my Concordat and put it in the backseat away from the battery packs, and then after I get back to HQ I'll have to get it checked out by the security team because they're not dumb enough to let me bring sketchy property from some twitchy guy I met in a seedy bar into a secure facility. Even if it gets through the chem scanner we have at the entrance security checkpoint the security guys are going to have to deck it (or whatever you call it, Matrix sec isn't my job) to be sure it isn't phoning it's coords home and they're going to disassemble it to be sure that the battery pack is actually a battery.

The going rate for a low-level runner team in Seattle is 3k a head. Even if I have to supply it myself from the "industrial intelligence and reverse engineering" slush fund, a 100 nuyen Meta Link isn't going to break the bank. And if the runners insist on having me take a commlink from them because they think that I'm stupid, fuck 'em. Any corper economics class can tell you that Marx was full of drek, but he had it right when he was talking about the reserve army of the unemployed. There are other runner teams out there, ones that understand protocol and where they fit in our little arrangement, and anyone that thinks they can track me or put a bomb next to my head is asking to join the reserves.
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>>50599812
Can't be combined with other initiative boosting ware, powers, or spells, though, iirc. So you can quickdraw like nobody's business, but then you stand there and get riddled.
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>>50599812
Adrenaline Surge would allow you to get an action before lucky luke, but you'd still get rekt hard because he most likely has significantly more INI-passes than you and 25 Dice for Dodging (with full defense+agile defender) make him quite hard to hit.
Actually, the "Synch" genemod would work quite well with this build and could be added, leaving Luke at 0,01 Essence
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>>50599908
>they are the deniable assets, not me
Don't fool yourself; nameless, deniable, and replaceable applies equally to "Mr Johnson".
>>
>>50599908
Mr. Johnson never accepts gifts unless he's from a japancorp, and you don't rig those gifts because if they -ever fucking find out- then you'll have red sammy equivalents so far down your throat you won't have time to notice your teeth got knocked down through your ass the second before.

>>50599974
my argument is why doesn't he have it too? >>50599954
You sure? That doesn't really make sense...
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>>50599416
It's not. Nobody has a dice pool high enough for that kind of limit to matter. An elf with a Chameleon Suit has more than enough Limit.
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>>50599997
No, he's not as deniable as you are. Yes, he's working as a proxy of a proxy of a proxy of a proxy, but he's the FACE of the corporation in a way. You're more deniable than HE is, but that just means if somebody besides a shadowrunner bumps him off then they'll let it go. If one of the SINless scum get uppity and spit in the corp's face then at best you're looking at no other Johnson offering jobs to you.
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>>50599954
>Adrenaline Surge allows a character to act frst in the frst Initiative Pass of a new combat even if they don’t have the highest Initiative Score. If other characters involved in the combat have the Adrenaline Surge quality or use their Edge to Seize the Initiative so that they may act frst in the same Initiative Pass, characters act in order of their Initiative Scores. This quality does not allow a Surprised character to act frst in an ambush, but it can allow a character who is not surprised to strike first.

Whatever you're thinking of, it's not this.
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>>50599893
You're never going to actually hit with a dice pool divided that small.
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>>50599893
>doesnt that mean with pistol 7 i can shoot 4 times in a round with a dicepool of lets say 12 dices(after all reductions), i split them up to 3; 3; 3; 3; with a weapon with dmg 6K and precision 4 i can deal up to 9+9+9+9 damage? (if all 12 dices were successes)


Yes.
But (big BUT!), you can't attack a single target more than one time per action. Its not logical, but its a hard rule for game balancing.
So you'd have to split your pool between 4 enemies.

Multiple Attacks is usually a bad option though, except if you have very high pools and fight mooks that are unlikely to dodge or are suprrised.

Keep in mind that against every ones of these shots, the defender would roll REA+INT and you miss if he roles more success than your max of 3.
And every Hit on his Body+Armor test afterwards reduces your BaseDamage+NetSuccesss by 1.
So you really want to concentrate your fire/dice on a single target.
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>>50599908
The only way I could see a runner trying to persuade a Johnson/contact to take the commlink is for the contact's discretion. Which doesn't make a lot of sense, because the runners are the risk factor in the situation; the contact would be the one giving the runners a burner with one number programmed into it (the contact's burner, which he destroys after their business together).
>>
>>50599954
Adrenaline Surge only means you go first in the first round of combat, regardless of your init, it is compatible with initiative enhancements. It's best used for druggie characters who need to take a hit or mages who need to cast improved reflexes.
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>>50600051
>miss if he rolls more
More or equal. Defenders win on a tie, except against touch attacks.
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>>50599908
Not everyone you are dealing with and whom you want to give one of these Links will be a Johnson.
Not every Johnson you are dealing with would be one where such behavior as you described it would be believable and not just DENIED! GM fiat

Regards, Boomcomlink anon
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>>50600005
>my argument is why doesn't he have it too
Because a) it can't be combined IIRC and (more importantly) b), you can have only 25 points in positive qualities and Biocompatiblity + restricted gear already fill out so much that you can't afford a 15 BP quality.
And you absolutely need those two for the built, can't be argued.
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>>50599185
chummer, what part of "extremely stealthy" do you not understand
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>>50600033
> the FACE of the corporation in a way
No they aren't. That's why Johnsons don't use the corporation's name, operate under a false name, and have funds wired by intermediaries like escrow services.

You might as well say unmarked blackops teams are the face of the corporation.

>not as deniable as you are
That's your take on it. Others are just as valid.
>>
I have two completely unrelated questions that need some answers because I'm starting my first real 5e campaign next week

One of my players will probably want a cat, should I leave it in the background as a fluff thing or are there any abilities I could give this cat bullshitting my way through awakened something to make it less of a "yeah he's around"? What should I look into if I want to do something like that?

and

How often do shadowrunners go against other shadowrunners? What should I take in account in that scenario? In the HBS games every time you encounter shadowrunners you kinda go "we can probably find an agreement because we're both shadowrunners we're practically buddies" but I'm guessing it's not the average for armed, hired professionals to act like that, specially if it's in the way of both jobs.
>>
>>50600051
>But (big BUT!), you can't attack a single target more than one time per action. Its not logical, but its a hard rule for game balancing.
There's a logic to it - multiple bullets towards one target reduce their defence pool instead.
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>>50600190
then if they're just as deniable they're going to be just as paranoid as you are, and totally not accept anything you give them. There's dozens of shadowrunners around, they don't necessarily need you specifically.

Sorry, there's just no sensible case for them accepting an item from the team THEY hire. They'd give YOU the burner link, not the other way around.
>>
>>50599908
>3k a head

That enough payment to flip the J. the Bird desu.
>>
>>50600227
I'm not arguing for anything. Just came in to point out Johnsons are in a very similar boat to runners, for the most part.

So ... sorry?
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>>50600215
>One of my players will probably want a cat, should I leave it in the background as a fluff thing or are there any abilities I could give this cat bullshitting my way through awakened something to make it less of a "yeah he's around"? What should I look into if I want to do something like that?
Just give them a marginal living expense increase to keep the cat. That's all. Like 5ny a month.

SRvSR games can be incredibly fun and tense, the best way to do them is to trawl around for sheets other people have built of folks with BP and Karma about around what your own guys have. The very best runs are the ones where BOTH SIDES think they're after the same thing on the same location, but turns out it's two separate things at the end. Then you throw a wrench into the works, turns out that while the primary objective was separate, the bonus objectives for both of them is the other team's primary objective. Will the other team get greedy? Will the players get greedy? Things have so many chances to explode or to pan out because the party faces worked it out.
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>>50600215
>One of my players will probably want a cat, should I leave it in the background as a fluff thing or are there any abilities I could give this cat bullshitting my way through awakened something to make it less of a "yeah he's around"? What should I look into if I want to do something like that?

Leave it in the background as a piece of character development. One of the worst things to do to a campaign is to turn literally everything into a magical Easter egg.
or make it a Bastet, rules in Howling Shadows

And runner on runner stuff happens however you want. Killing other runners is mechanically bad for your Street Cred, because the people you work with are also runners, deal with the same community, and know the same people. You might not sit down for a chat and sort things out (especially if your job is "steal a thing" and theirs is "stop a thing from getting stolen") but going non-lethal and keeping things professional is a courtesy.
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>>50600215
>One of my players will probably want a cat
Dependent quality, lowest rank.
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>>50600051
Goddamit wheres the fun in that,

but thanks for explaining now i got it
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>>50600296
>but going non-lethal and keeping things professional is a courtesy.
honestly, the first thing I encourage in my shadowrunning groups is that we switch to non-lethal as quickly as possible. It's just better for our street cred.

This is very hard in the latest group cause we have a hallucinating paranoid warcriminal from the am-az war who tends to explode any building he's in that he's hallucinated his old mentor (who set him up for the warcriminal charge) to be inside of.
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>>50600487
I hear you (other Anon here).
Last run was moi a MysAdept and some Minotaur ruffing up a few ganger.
The MysAdept and I went non-lethal but the Mino was doing like 12P with his empty Hands...
>>
>>50599400
Thanks to the Friends in High Places quality, my character's fixer is his best friend from childhood with amazing connections. They were both in high positions in the mega-corp before my character got screwed over by a rival and burned.

Fixer friend the reason my character made it out alive when he was burned by his mega-corp. I can't imagine what it took to have an awakened executive burned, marked for assassination by his own employers, then saved by Fixer Friend without compromising the himself as well, but I bet it was some crazy shit.

I look forward to seeing what my GM comes up with regarding all this and what he has in store for my character.
>>
>>50600647
can't you choose to inflict stun damage with fists?
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>>50600707
you taking the corporate SINner trait as well I hope?
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>>50599400
Our fixer is also the face I think... it's a little weird. He's a mafioso in denver, and a complete coward. He has the physadept and social stats to probably talk folks into capping themselves in the head for himself, but the moment guns are pulled he goes into 'runaway' mode.There has to be literally no other action for him to take before he'll take any offensive action.

I think he probably ticked off his bosses at some point and they keep telling him to keep a hand on the collars of us. All of us are more or less on the mafia bankroll or contracted by them. Two of us are more traditional shadowrunners, but even then, we get most of our jobs through the party face.
>>
>>50600751
Only by splitting the damage, or if you have the Killing Hands power.
>>
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>>50599997

One of us has the Bentley, the corporate SIN, the nice place, no outstanding arrest warrants, and the opportunity to "retire" back into the company with some killer stock options. The other one is you. I know which of us is getting the better end of the deal.

>>50600060

Exactly. It's the runner's job to have their drek together. We're adults here. I can buy a Meta Link myself. And if you can't I'm more than happy to supply you with one. Information security, it's everyone's responsibility.

>>50600101

If some guy is dumb enough to take a commlink from the guys he hired in an alley to shot up a research lab that's his problem, not mine. I don't care if he works for GM or Fiat-Renault, a 'weener trying to get a lieutenant bumped off, or a concerned parent who is turning to your runner team out of desperation, taking a 'link from a runner is just stupid.

And so what, you just give bombs to everyone you meet? Even if you get people to take your 'links, the trick'll only work once. Once the 'Star find the corpse, the dangers of exploding commlinks will be in every Horizon newscast for months. They'll be in the trash before you can say "Ares Excalibur".

>>50600228

If you're inexperienced enough to think that I'm going to take a burner commlink from you you're inexperienced enough that I can pay you 3k and you'll think it's a fair trade.
>>
>>50600831
>Once the 'Star find the corpse, the dangers of exploding commlinks will be in every Horizon newscast for months


Yeah everybody will suddenly stop using comlinks. Same with those car bombs. Nobody will use cars.
And nobody will go into back allys because somebody got shot in one.
Also crime is nonexistant because the Star is super clean and gives a shit about some random idiot getting fucked.

NOT
Do everybody a favor and take your "i bend the world to accomodate my wishes no matter how little sense it actually makes" to the D&D general.
>>
>>50599400
At first our fixer was a German professional fixer who had a lot of contacts in Seattle. Then we moved to Denver and our fixer burned us and we ended up working for Ghostwalker (still on contract) and now our fixer is an unknown political information broker in DC who runs a club known for hosting shady political and non-political deals, I got to pick his name so I couldn't resist calling him Deepthroat.
>>
>>50600770
Yep. Trust Fund too. I imagine its gonna be pretty tense, leading that double life but up to eleven 'cause of the real SIN, even against his own teammates.
>>
>>50600831
>One of us has the Bentley, the corporate SIN, the nice place, no outstanding arrest warrants, and the opportunity to "retire" back into the company with some killer stock options. The other one is you. I know which of us is getting the better end of the deal.

Not every Johnson is rolling in credsticks and novacoke. Not every runner is sleeping with one eye open for bums or devil rats.

If you're going to insist, then I'm just going to say "prime runner", and suggest that if you're naive enough to believe in Johnson retirement plans that aren't of the 9mm variety, then I have a bridge in Lagos that's prime real estate and only increasing in value.
>>
hey guys, what are the going rates on various sorts of jobs? Like how much Nuyen can I be expected to be paid for running a low-mid level extraction, versus taking out a gang boss whose muscling in on the wrong turf? Are there any tables for that sorta thing?

>>50600919
again, you're missing the basic problem of the whole thing. Nobody is going to take it, and what will happen is that everybody will fucking CHECK their commlinks for them to be rigged rather than tossing them, especially runners and johnsons (who probably found it out the moment they got back to their corporate apartments, passed through security, and set off the chemsniffers) because that shit is easier for them, and then enough folks will find them in comm. links YOU handed out to know who was doing it.

Again, your plan is shit. And it doesn't require GM fiat. It literally requires people using half a brain in the world of shadowrunning.

If you need insurance from the Johnson, you get freaking BLACKMAIL material, you find out who they are, where they live, what they do, and then you bump them off if they double cross you, you have somebody who watches your back at the drop off point, you take precautions that are controllable by you 100% of the time and are difficult to find and neutralize. Putting a bomb in somebody's shit is not going to work because they aren't going to be cautious about said bomb and thus they'll walk through corporate chemsniffers at some point and set them off, alerting them to the fact they have a goddamn bomb on them. CHances are they'll do it right after you give them the gift if they live in a corporate enclave (which is a non-zero chance)
>>
>>50600948
As long as you play it to the hilt I'm sure it'll be a riot.
>>
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>>50600831
>she thinks azshitology is gonna let her retire when she's done being a johnson
>>
Rate my character. What would you add to her?

http://pastebin.com/Dpr5KmwJ
>>
>>50600919
>and everyone will stop using commlinks
If there's a string of bombings where a guy uses a briefcase bomb each time I'm not going to be suspicious of my own briefcase, but if someone says "Hey here could you watch my briefcase for me?" I'm certainly going to tell him no, and be a lot more suspicious of unattended briefcases than I was before. In the same line of thinking, people are not going to willy nilly accept commlinks when people have been getting blown up by commlinks.
>>
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>>50601012
>>
>>50601020
>Drake
Hah fuck it.
>>
>>50601067
So you're suggesting that instead of giving the commlinks to people, you sleight of hand switch the commlinks?
>>
>>50601138
I can't believe people are still taking bait this shitty for two threads in a row.
>>
>>50600997
The absolutely best scanners available anywhere have a Rating 8 (there are no higher rating sensor arrays), it would take 2 kilos of plastic explosive to grant a bonus die for the test which is quite a bit more than you can fit in a comlink.


Have fun beating the 3 threshold required to find the hermetically sealed plastic explosive in the Link without turning dice or resorting to sheer luck in a normal corp environment.
>>
>>50601011
Oh it gets better! This is actually my first character ever for the first game I'll be playing that isn't a one shot session!

I've been reading up on the rules and learning about the setting and all that and am typing up a little guide for myself on things a corporate SINner should keep in mind.
>>
Continuing from >>50601189

Thanks to what I've read and some advice from you guys I've got this so far:

Broadcast your real SIN when you're away from anyone in your life in the shadows and you're not doing anything illegal- you're a good law-abiding citizen during those times. Inversely, only ever broadcast your fake SINs when doing anything with anyone that is even remotely shady- if you are going to broadcast anything at all. That being said, leave any devices linked to your real SIN at home!

Your blood, retina, prints, DNA, etc are on file at the mega-corp. They might even have a ritual sample for you (though if you were that important it raises the question of why you run the shadows in the first place). Most samples are chemically preserved, making them useless for rituals. Either way, do NOT do runs against them! Remember that a corporate SIN means you can purchase anything legal by legal means. Also, you should so that periodic computerized screenings of your SIN don't notice any suspicious long halts in activities.

Never do anything illegal without your gloves and clean your gear with them on before any run. Wear your mask, contacts, and cover any other distinguishing features. Try to get the blood sample on file for your real SIN (and only the blood sample) changed to someone who has never been convicted and is in a retirement home asap. You're gonna leave a bloodstain somewhere doing something illegal eventually, better have it linked to a fake SIN.

As for the taxes you have to pay every year, do a bit of consulting work here and there for peanuts on mom and pop places to have people that can vouch for income from legit sources. Make sure to claim enough income on your tax return to justify your real SIN purchases. Your "legit" income needs to be enough to cover the purchases and the taxes. The trust fund quality makes this part a breeze and maybe even effortless.

Anything I'm missing or got totally wrong?
>>
>>50601067
>If there's a string of bombings

Faux claim.
The idea was to hand out those things as insurance, not to bomb everybody who gives you a shifty eye.
If however, you actually HAVE to bomb several people with these links because they (tried to) doublecross you, you have bigger problems than nobody taking links from you anyways.
>>
>>50601185
so how is it gonna have enough explosive force to do more than WOUND this guy? He's not gonna put this thing up to his ear all the time.

And >>50601067
is still right. I'm going with >>50601183

This is officially bait, or you're an idiot and deserve whatever comes to you
>>
>>50601215
the issue comes from the fact that you might be forced to activate the bombs if they're discovered, otherwise you have an angry Mr.Johnson gunning for you because he's not going to assume this was business. He just found out you've been holding a gun to his head this whole time. He's going to assume that you were planning a double cross and now if he lives your street cred is gone.
>>
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>>50600919

I'm not saying that everyone will toss their commlink, that's idiotic. In the earlier part of the century Samsung made exploding phones by accident, and did they make everyone swear off cell phones? Hell no, they lasted up until the crash of '29.

What's going to happen is that those people who you gave commlinks are gonna look at the links they got from a paranoid mass murderer they hired to blow up an R&D plant while an AR window in their Gucci Cybershades mentions the story of Paul Johnson, the poor up-and-coming exec whose life was tragically ended when their commlink exploded inches away from their face, and Lone Star forensics experts suspect foul play. Word ill get around the Johnson community about who this guy as. They are going to put two and two together. And poof, there goes your coercion network. Maybe if you're lucky some poor public sanitation worker'll bite it when they crush one of your explosive burners that Mr. Johnson threw out in the back of their GMC Industrial and the binary explosive sparks off. And that, chummer, is when the magical forensics unit is tasked with tracking down the "CommBomber" or whatever stupid nickname Horizon gives you. Nothing is worse for private police profits than a lunatic bomber on the loose with to confirmed casualties.

Your plan relies on on people who hire you being morons (I'd consider you shoving one of your commlinks in my face to be an insult to my intelligence desu) and it'll only work once if your targets watch the news.

(also your GM not having NPCs make nigh-suicidal decisions isn't anything close to railroading)
>>
>>50601185
>>50601215
The issue with this is that it relies 100% on every contact that you give these to being incompetent on multiple levels, for this to "work as insurance" these conditions must be met:
>They accept the commlink at all
>They don't have anyone look at the commlink at all
>They keep the commlink after they double cross you
All three of which have a laughably low chance of happening if you are dealing with anyone who isn't a retard, and all three of which HAVE to happen for your plan to work.
This isn't even going into the fact that if one person finds a bomb in this commlink who didn't ever intend to fuck you over, they probably do now because you gave them a fucking bomb, so your reputation will probably be in the trash right quick.
>>
why the fuck would anyone keep a burner comm?

you throw those AWAY
>>
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>>50601223
>so how is it gonna have enough explosive force to do more than WOUND this guy


Are you serious?
Honest question.
Do you have any clue how fucking powerful stuff like Semtex is?

Here:

https://www.youtube.com/watch?v=FNK2tuPl1pA

And thats only a fucking meager 50 grams of a commercial grade explosive that has been around for some time. More powerful stuff exists even today.
You don't need to have this close to simply die from the explosion.
>>
Does anyone know where I can find the rules for playable ghouls in 5e?
>>
>>50601562
Run Faster.
>>
>>50601020
>http://pastebin.com/Dpr5KmwJ

You should take Artisan (songriting) and Performance (singing) rather than Artisan (singing) to meet the skill definitions as best you can.

At least, if this is 5e. Is it?
>>
>>50601455
Oh, and one other thing I forgot to mention that finding this thing wouldn't even be that hard, because it's an explosive device hardwired into the commlink itself(original idea was self destruct module in a metalink), anything more than a cursory hardware inspection by an amateur will be able to identify that as at least a non-standard part.
>>
>>50601690

4e
>>
>>50600997
The corebook GM section has run pay guidelines near the end of the section, based on factors like the largest opposed dice pool the players faced and if the run makes you a cold-hearted bastard for doing it
>>
>>50601959
Those payouts are ridiculous low though, even compared to offical missions/campaigns.

Use the base formula and multiply the final result by 1.5 (or maybe even 2, if you want a bit faster of a progression).
>>
Is there a bug in Chummer 4e? The lifestyle oruce listed are per week not per month o-O
>>
>>50602350
did you click on "Add Lifestyle" or did you make a Bolt Hole/Safehouse? Because those are paid per week

>captcha: kelvin 1151
hot
>>
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So I've been trying to make a stupid-ass bow street same in SR4 since they're unplayable in 5e, anyone got tips or ideas to make it even more stupid ?

http://pastebin.com/Wfjf3kd6
>>
>>50603058
ammo varants, and skills in structural engineering and such so you can do insane ricochet shots or know just how to fire a bow shot so it'll flick through some crazy piece of modern art wire sculpture and hit the target.

Also scanners to look through stuff

>unrelated
Any body know which book has the stuff on martial arts in 4e?
>>
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>>50603233
Arsenal
>>
>>50603058
could you mix in just enough magic user ability to, I dunno, cause shots that phase through matter or something?
>>
>>50603682
Like I mean you'd obviously be screwed for the majority of magic usage, but you only need some very simple simple spells you could boost with foci and spells?
>>
>>50603682
>>50603716
Yeah adept archer is another build entirely. I wanted to see if a more ware-minded build would work.
>>
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Okay, so playing a technomancer 4e, and I've come to a realization.

Playing them as a 'biologically based hacker' is the exactly wrong way to play them. I've been reading through their echos, and what sprites can do, and all kinds of crap, and I just realized how much Technomancers flat out break all kinds of rules that apply to other folks, and a lot of the time they don't even need to make a threading check or risk losing health or stun health in the process except when they can wait for time to heal up first.

And then there's the crap the echos themselves can do, and echos are often, if you do tasks and get a network, way cheaper to do than buying most other upgrades, and can give you some really crazy abilities.

Technomancer isn't an alt hacker. They're a goddamn trickster class. They laugh at the rules the rest of the game plays by, and they attack from angles that other folks never think to defend against. yeah, if you are specifically geared to fuck over a technomancer, then you can break them over your knee even harder than just about anybody else, but against anybody who is geared against a conventional threat in 4e? Technomancers can theoretically make their entire day hell on earth.
>>
>>50603840
Archery builds absolutely require access to the ability to ready another arrow with a reduced action count. Traditionally, this means the Rapid Draw adept power. If you have an alternative for cyber, then it could be viable, but that's the main hurdle making archery viable.
>>
>>50604196
I want to play a lewd razorgirl with detachable arms.
>>
>>50604471
Just thread a super high rating emotion recognition software complex form, or learn it yourself. Then go around telling guards you're damien knight's long lost son/daughter and getting away with it because technomancers (like everything else matrix-based in sr4) are completely broken beyond repair
>>
>>50604471
I tried sending a Technomancer against my players(in 5e)

Before they even knew there was an enemy to do matrix fuckery against, the Decker set her spare deck(she found a new one and forgot to sell the old one) to act as a Jammer, adding 5 noise to the entire area.
She had 6 noise reduction, so she was fine. Technomancers can't get noise reduction, so I was rolling halved dice pools for just about everything the Technomancer did(which amounted to literally nothing except for distracting the Decker until I eventually said fuck it and had her use that one complex form that lets you add noise to the area, just to spite the Decker for a bit(since the Technomancer died a few turns later, due to the MysAdept and Infiltrator finding her body)
>>
>>50604593
yeah the whole noise reduction thing is crazy... I always felt like maybe technomancers should be able to boost themselves through a deck or something, or take echos, or have one of their stats be noise reduction? I dunno. Signal is still a thing right? Maybe Technomancers just need to pour as much as they can into that stat?
>>
>>50604593
Quiet, Data Trails 59 is the noise reduction echo
RG has some fabric you can put in your armor to reduce noise
If you have the otaku-to-technomancer quality your GM will probably let you use your datajack's noise reduction on your living persona
>>
>>50604627
>boost themselves through a deck or something, or take echos, or have one of their stats be noise reduction

Aside from the already mentioned ways to get noise reduction as a technomancer, the nuclear option is the Resonance Riding echo that riggers like to take since it lets you call and command sprites while using a commlink, cyberdeck, or RCC persona. Most of the technomancer's power is in sprites anyway, so the only real loss when using a cyberdeck with that echo is going to be losing Puppeteer and Resonance Spike until you turn the deck off.
>>
>>50604525
What's stopping you?
>>
>>50605066
Lack of someone to join me in my magical realm.
>>
Yo, new to shadowrun, gonna be running for a crew of four soon-ish.

are 4th edition technomancers as underpowered as 5th? I want to let my players have as wide a selection as possible.
>>
>>50605295
In 4e Riggers are the trap option who never got the book they needed in order to be good, not technomancers.
>>
>>50605376
really? Our Rigger was insanely OP, but then I'm never entirely sure how much our GM is pulling stuff from former editions...
>>
>>50605376
you think I could just sort of. splice 5E's rigger junk into 4E's ruleset? Or would that be more of a pain in the ass than it was worth?

also, if you could explain how they weren't really workable, that would be lovely. Maybe I can do a hotfix?
>>
>>50586537
I'm working on making a decker. How much of a dick move would it be to give them the parapalegic disadvantage since I plan to stick them in the car during the actual runs? Will it make the character too much of a deadweight?
>>
>>50605679
It's going to suck if they ever have to hack inside a faraday cage or behind other noise causing stuff without an access ramp.
>>
Fuck facebook games.
I was in a group that did OOC through facebook and I was just ghosted by everyone in the chat.

/tg/ has never done this to me when it came to games.
>>
>>50586932
>lockpicking
Literally why.
>>
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>>50605990
there's gotta be someone on the team who can lift what's sure to be a 90 lb manlet with soft legs for a couple minutes
>>
>>50605990
True. From my understanding there's no way to remotely hack without dealing with stuff like noise, is there? Like there's not some gear to get around it?
>>
Short of BlackOut, are there ways to deal stun damage to folks in hot or cold sim?
>>
>>50606063
Gel rounds.
>>
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>>50606238
>just shoot them through the internet
>>
>>50606057
Datajack gives you one point of Noise Cancellation, antennae cyberware gives you up to three points, there are several pieces of software (like a signal scrubber) or hardware (like a boosted antennae) which can be installed in a cyber deck, and a clothes/armor mod that gives noise reduction.

Having enough to totally cancel basically any arbitrary amount of Noise is totally trivial.
>>
>>50606063
Hit them irl.
>>
>>50605679
Get yourself a Transsys Steed from R5. Stairs have just become your mortal enemy, but it's the 2070s, buildings should be accessible to some degree, right? Right?
>>
How expensive is it to get shit into space in shadowrun world?
How janky an operation could still have a space program?
>>
>>50606674
Well seeing as Ares owns the only Space elevator ? Costly as fucking all hell.

They're determined to make any other corp think seven times before sending anything in space mostly because of the exorbitant cost it would be to either send it with fuel or via the elevator.
>>
>>50606674
Most nonliving cargo enters space through the Kilimanjaro mass driver. Most living people enter space through the space elevator anchored off the NE coast of South America.
>>
>>50606038
To pick locks obviously. Sometimes in Shadowrun people use old-school mechanical locks precisely so they can't be hacked.
>>
>>50606781
You can also use it on electronic locks, to manually bypass them instead of hacking them. Mechanical locks are a specialty, not the entire skill.
>>
>>50606510
Maybe not, as it is a world without fucks to give and most conditions that would see you wheelchair bound are solvable with cyber legs, you have to pretty much have to have a congenital and/or neurodegenerative disorder to be paraplegic.
>>
>>50606781
Punch them.
>>
>>50606841
Then it's even more useful that I remember it being, that might some dregs of 4e left in my head.
>>
>>50606848
punching through a barrier rating is time consuming and tends to trip alarms. I don't want to go all black trenchcoat on you but generally the later in the mission the mayhem starts the better odds you have of getting out arse intact.
>>
>>50606293
Datajack 1, Antennae 3, Signal Scrubber 2, Hardware Module 2, Fresnel Fabric (14R, 1000 per point, must align with target)

>>50606057
>there's no way to remotely hack without dealing with stuff like noise, is there? Like there's not some gear to get around it?
There's no way around a faraday cage but breaking it or being inside it, and other noise penalties can stack higher than reduction.
>>
>>50606510
>it's the 2070s, buildings should be accessible to some degree, right?
My group argued with me that, lore-wise, the state of prosthesis and limb replacement could mean that it went in the opposite direction: even poor people can get full mobility back relatively cheaply, so why put up handicap access?

5e-mechanics-wise, even a no-frills obvious cyberlimb costs about as much as a car, despite the lore saying they're supposed to be used by impoverished gangers.

>>50606674
>How janky an operation could still have a space program?
I'd say, janky enough that after a disaster and/or short period of disrepair it could be a good setting for a horror FPS. But really, as janky as you want.

There's a fair bit of activity in space, including experiments on magic in space, so you could totally have stuff like monsters running amok on an abandoned space station, or even a malevolent ship-A.I. if you use that part of the lore. Maybe someone might have been researching ways to conjure spirits outside the gaiasphere, and wound up conjuring horrible spirits from a hitherto-unknown outer plane.
>>
what are the necessary skills for a combat adept or street sam?
>>
>>50606843
>>50606939

Hence the sarcasm. I'm sure that there are still some places that still have accessibility ramps (I could see gov't buildings being like this), and elevators are pretty common, but your sammy is going to have to lug your ass up the stairs if it comes to that. Or install the leg locomotion system in your Steed.

Pimp my wheelchair
>>
>>50606994
The gun skill of your choosing. Everything else is varying degrees of optional depending on character concept. Combat characters are more attribute-based than skill-based.
>>
How much In Debt am I safe playing with if I need money for equipment and want to use it as a minor initial plot hook for my character?
>>
>>50607295
You are never paying back anything over ten unless you knock over banks regularly.
>>
>>50606262
id like to blow her brains out over the internet if u catch my drift, omae
>>
So my runners newest Johnson is a University of Washington Freshman. The kid's crowdsourced some nuyen from his frat to help cover the costs of a run, and has baked a raid of the Engineering department's Drone Design course into the plan to help more. Even still, are there any other school assets he can offer to make sure the Runners behave?
>>
>>50607295
In Debt costs a bunch of money and karma to buy off. It's a terrible quality.
>>
>>50607872
I know, but I need money and I need it now.
>>
>>50607886
If you want it as a plot hook, stick with In Debt I. You have no money now, but if you take In Debt, you will have no money AND broken kneecaps. I would sooner recommend reshuffling your karma/priority if you need more money.Maybe look into Born Rich or Trust Fund positive qualities. In Debt really is terrible.
>>
>>50607872
Technically you can pay off the dosh and switch the karma out for another negative quality?
>>
so morbid curiosity question coming up.

Is an adept using their social powers to get laid considered rape? Like wouldn't it be the same as spiking somebody's drink?
>>
If the spell renders them unable to consciously give or deny consent I'd say its magical rape. Furthermore, like drugs themselves, that sort of magic may be illegal to use (or may only be allowed for people like cops or professional entertainers depending on the magic).
>>
>>50607984
If by technically you mean it's completely viable for the GM to switch the quality for you, based on the situation ... then yes.

Weird to see how people have done a complete 360 on In Debt and moonwalked away, tho.
>>
>>50608341
yeah but is it 'impossible' to deny if they're just using magic to boost their social dice pools up to like, 20 or so dice? It's not -actually- impossible to turn them down, just really unlikely.
>>
>>50608399
Mathematically most people are going to be playthings for any pornomancer that comes their way, but in-universe they can deny and have the ability to refuse. With a large enough dice pool for social interactions they simply wont want to. Leave it up to roleplay to if you need an in-character explanation as to why.
>>
So I'm curious about something.

Every time I ask this in one of my groups, because I keep seeing them in the chummer files, I ask why they don't allow the german books to be used in our games.

So asking here, why are so many people down on the german books? The best answer I've ever gotten besides "hahahaha no" is "they're broken as hell", but I've never heard a specific example about why or how they're broken?
>>
>>50608664
Personally, I don't like using anything I can't read directly. Shadowrun RAW is dicky enough without having to rely on Google Translate.
>>50608356
I meant technically in the sense that your GM has to approve it, yes. I don't think there's anyone who's ever actually recommended taking In Debt though.
>>
>>50608664
I've always unchecked them in chummer because I assumed it'd all be in German.
>>
>>50607062
It would be under the Body ceiling so just give the wheelchair gecko grips.
>>
>>50608094
It depends on if it boosts you or affects someone else.

Having powers that make you better at talking is like being in good shape - it doesn't impair anyone's judgement or remove their choice, it just makes you a more attractive candidate. Using Commanding Voice to directly affect someone's mind into blowing you, on the other hand, is rape - same as the use of Tailored Pheromones - if you haven't arranged consent in advance.
>>
>>50608747
>I don't think there's anyone who's ever actually recommended taking In Debt though.
It's happened here. More so in 4e, though.
>>
>>50608935
I should clarify that;

More so when people thought that paying off the nuyen meant the karma was free, rather than being bought off at 2:1 or changing to another neg.

Not that it ever was. People just couldn't find the single instance of rules text in the core book that made it clear.
>>
>>50608750
>>50608747
huh, I thought it must be the equipment or something in them.
>>
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>>50607612
UW student here. Breaking into the ME building would be hilariously easy. As for rewards, maybe he's able to get them husky cards so they can get into most buildings on campus to use the labs and resources. Maybe he can get them in contact with the professors? Give them his password so they can have free matrix access on campus? Honestly we are poor as shit, so it defiantly would not be more cash.
>>
I cant seem to find a game anywhere, where should I be looking?
>>
>>50609469
Also if you are planning to do a run in the UW, I recommend checking out the info on its underground tunnels between the buildings.

http://www.dailyuw.com/features/article_b2593d89-c1f8-58e2-b01a-9d92efdae4b6.html
>>
>>50609469
well in the magic-future apparently you got megacorp backing and they fish out some of their lower-mid level projects to UW. So probably you got beefier protection these days. Or at the very least lonestar on immediate call to kick in the faces of anybody threatening students.
>>
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>>50608664
>So asking here, why are so many people down on the german books?


Terminal stupidity?
The german 3E books had been choke full with broken shit, this isn't a case in the 4 and 5E Books anymore.

And considering the official errata Team of shadowrun is incorporating the german erratas in the new english ones ...
Well the only valid reason are really a) playing missions or b) not being able to read Kraut.
>>
>>50608935
In Debt is fine in the fringe case where you:
a) have used up all available Karma for Nuyen at Chargen
b) need the 25 Karma in positive Qualites for other stuff
c) absolutely need the additional Nuyen at Chargen.

If all three of these factors are true, feel free to take (a few) levels of "in debt".
Hardly happens though.
>>
>>50609718
>Well the only valid reason are really a) playing missions or b) not being able to read Kraut.
why playing missions?
>>
Hey guys, is the fan made splat book on the state of montana in the thing? Apparently it details such facts as the one where Orichalum can be made there, and pretty much only there. Basically it pulled together all the lore on the place scattered about everywhere else.
>>
>>50609806
Missions is FAQ'd with some heavy restrictions that standard play does not have. This is designed to prevent a certain level of snowflakery, bullshit, and rules lawyering when dealing with groups where no one necessarily knows anyone, but still desire a straight forward and somewhat balanced set of rule interpretations.
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