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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?

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.

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.

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).

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.

No game. Never any game.

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.

Practically this. Sadly our group fell apart and I haven't bothered to find another.

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.

An underground DJ elf face, an Ork go-gang rigger, a paranoid albino street shaman, and a socially inept decker

What exactly is wrong with it?

Also, how is the SW hack?

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.

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?

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.

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."

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.

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.
The rules don't state that tho. They only cover what happens to mages who try to cast in areas with no magic.

Any advice for building a vampire gun adept?

>Only 10 dicepool

I know its not the absolute highest dicepool you could have but goddamn, 10 dicepool is perfectly acceptable for almost anything.

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.

>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.

Yes, actually!

Don't play a vampire.

Thanks for asking for advice - I love giving it when prompted.

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.

It's not really enough for your Main Specialty, but it's plenty for anything that isn't your 'main' thing.

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.

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.

Why not to play vampire? Are they shit or just too powerful if the GM can handle good vampire player?

t.different

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".

>effective count of -∞
Dude. There are rules, and you should read them.

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.

>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.

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.
Why not?

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?
>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.)

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"

Oh, wait, I forgot specializations. With a specialization, you would only need magic 11, which is still 1 more than the average dragon.

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.

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.

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.

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?

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.

>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

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.

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.

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

'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.

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.

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.

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?

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?

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.

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

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.
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.

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.

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.

>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.

Has anyone translated these?

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.

they aren't the only thing that's uncomfortable and stiff now...

>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.

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.

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.

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

>is it nonviable?
Yes.

Gremlins is on par with Insomniac in 'dear god don't take this' tier. Including it as a rigger will get you killed.

Also, if you get busted on a mission you might start a corp war. And no-one would be happy with you.

> 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.

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.

Lagos is my favourite sixth world runner locale.

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.

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.

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.

Very fringe case.

It also works the other way round, Cybers get quite a few things that Adept don't have.

Fairly new to shadowrun, mind giving me a list of the cyber-stuff that provides benifits adepts cant easily mimic?

Smartlink, smuggling compartments and soak boosts are the three big ones from the top of my head.

Adding to this:
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.

>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.

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.

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.

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.

I feel retarded for not thinking of smartlink as one of the obvious ones.

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.

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.

>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.

>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.

>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.

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.

Im assuming the answer is yes for flat out resistance and no incase of addiction?

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.

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.

*once per 6 hours.

>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

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.

>Internal Air Tank only works for 1-3 hours though.
You can double that and get an Agility bonus with p4m0.

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

If you don't mind the possibility of this assassin being ganged up on to leave them just about defenceless, go for it.