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

Hiding out in the Canadian wilderness edition

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>Hiding out in the Canadian wilderness edition
Jokes on you, the NANs stole all of that too.

I've related a tale in which a hunt for a missing kid turned into Five Nights at Freddie's....except it was 1 night and we shot the metal beasties to pieces. Interesting thing about that session is that the group I was in was just the first group who got to play that mission; we broke it in, and then he ran at conventions. I stumbled upon my GM's archive of Shadowrun missions, and it turns out after 3 groups had run through it, he had changed it up a bit.

Here's the link if anyone's curious to see it: 1nsomniac.wordpress.com/2016/06/06/one-night-at-frankies-shadowrun/

Is it worth hunting down/buying an Anarchy .pdf or is it better to stick with the 5E rulebook ?

We still have the Maritimes, b'y.

And I like to think there's an Anglo supremacist group hiding out somewhere in the AMC, practising with vintage rifles and preparing for the day they take the country back.

>the_best_game_you_can_name_a_history_of_hockey.trid
Is the NHL still around in Shadowrun? If so, do the Toronto Maple Leafs have a losing streak longer than the Chicago Cubs because they still haven't managed to win a Stanley Cup since 1967?

Some sci fi that's funny in retrospective (of course we store data on CDs in 2050. It's the future, after all), some really clunky 1980's style game design (instead of defaulting skills, there's a huge flow chart, damage rules are obtuse etc), a magic system that has barely changed at all and some rules that are just plain weird (all metahumans have a chance of being allergic to wood, sunlight etc. No, this isn't mentioned in the fluff at all). It's clunky and awkward even for Shadowrun, but it's very interesting to see how it all began, and it actually explains some fluff parts better than later editions.
Also it has rules for making your own programs and decks from scratch, permanent damage and other stuff that I kinda wish later core rulebooks had.

>rules for making your own programs and decks from scratch
They don't have that in newer editions? Whatta shame.

Depends pretty much entirely on what kind of games you like to play. If you like more abstract, light systems that removes detail in order to be faster and simpler, give Anarchy a go. If you like crunchy games with detailed rules, tons of toys to play with and more structure, stick with 5E. It's all about personal preferences, really.

Anarchy ruined Glitches pretty hard, though.

My understanding is that plenty of non-natives got to stay in NAN because if they got kicked out there would be no one with the technical skills to keep the machines and infrastructure running; these guys eventually formed "Anglo tribes" of their own. Also, there were plenty of guys who got to stay on a one drop policy.

Maybe in some sourcebook, but not in the core rulebooks. It's also the only edition that has illustrations of all the critters included in the book, and more pictures of what different implants, vehicles etc look like than. Which is all covered in source books in later editions, but I still think it's nice to have it in the core book.

It also has some odd details about the races, like that all elves are vegetarians and prefer to live in huts made of living plants, or that dwarves and orks are instinctively drawn to living in caves and basements. A lot of these got retconned in third edition as stereotypes.

Although I do miss that in first edition, all elves were said to have thick, long, glorious glam rocker hair. That was a genetic trait, and it was great.

Also Physical Adepts weren't a thing yet, they got retconned later on as one of those "we've had them all along, we just didn't mention them" things.

I heard 1e was notorious for it's crunch.

It was a mess, but a lot of games from the era were, and they ironed out some of the worst parts pretty quickly. The damage system changed a lot in second edition, to be less awful. The decking rules are also nothing like in fourth and fifth edition.
As I mentioned before, the magic rules are surprisingly very similar. Some bits here and there have changed, but the actual spellcasting mechanics are probably what've changed the least over the years in Shadowrun.

>Although I do miss that in first edition, all elves were said to have thick, long, glorious glam rocker hair. That was a genetic trait, and it was great.
Funny that, there's a bit in Chrome Flesh where Slamm-0! mentions that elf hair is silky.

I guess they never really said it's not canon anymore, but I still miss that they don't point out that long, silky hair with great volume isn't the norm for elves. They basically all looked like David Bowie in Labyrinth, it was great.

Oh, and Qualities weren't a thing back then.

Crap, accidentally double negative.

That isn't the actual fluff tho, that's just something people made up in an attempt to make sense of Shadowrun's nonsensical fluff.

>no rules against putting a ram plate onto an aircraft
What are the odds that someone, somewhere has put a ram plate onto a plane with full intent to use it? And when I say "full intent", I'm not talking about the guy who put one on his plane because there is a non-zero chance that one day, spraying his teeth with silver paint and screaming "WITNESS ME!" as he kamikazes Sirrug, dying in a blaze of glory, will be his best option (though I'm curious if there's guys like that out there too). No, I'm talking about the sort of guy who would consider ramming to be a viable maneuver in typical aerial combats.

Stealing this idea desu

Make it the same type of plane as the one he attacked in EuroAir Flight 329, for irony points.

Test desu

Huh, I didn't know there were still word filters.

What are the "essential" metamagics for a MysAdept? Or is it A-ok to just focus on powerpoints when initiating?

Masking.

Beyond that you can go wild on PP.

Hey guys, how many programs does a commlink have? Have an idea of a guy who has a Dongle'd commlink in order to do a bit of hacking on the side while he's infiltrating solo, or when the decker needs back up, and sticking a rating 6 Agent in there seems much easier than being a good hacker myself (as far as me and my low skills go).

So, do they actually have a Program slot? I've got a transys avalon for the record

Hey, it's that new player that's planned a Minotaur SS from the last thread.

I was wondering if the following attribute points I assigned are a bit too much for my character? Do they seem MinMax-y to you?

BOD 10/11
AGI 4/5
REA 5/6
STR 10/11
WIL 3/6
LOG 2/5
INT 3/6
CHA 1/4
EDG 4/6

Also curious. Do you think a Street Samurai who used to be a beautician before his shop got bought out by a AA-Corp subsidiary is a bit too hammy of a back story for a char? How do you usually play your characters, dark, or more light hearted?

Fuck Canada I miss my high lifestyle condominium.

Stupid Dzoo-noo-qua and his hunting of Triads.

>Do you think a Street Samurai who used to be a beautician before his shop got bought out by a AA-Corp subsidiary is a bit too hammy of a back story for a char?
Well no, but I just don't see how one goes from a beautician with his own shop to a streetsam who runs the shadows for fun and profit. Also god damn, is this a prime runner? How did you get your stats so high?

By RAW, none. A comlink can only run half its device rating in comlink apps, but no cyberprograms.

See if your GM isn't willing to bend the rules a bit. Worst comes to worst, a module with the virtual Machine program in it gives you 2 slots you can use for more than just apps.

You want your BOD and WIL to be on odd numbers, because your condition monitors increase on odds.

You should shift BOD down to 9, and move CHA up to 2. Move REA down to 3, and your INT up to 5. Your dodge pool will stay the same, but your perception will increase.

Unless your ex-Beautician also ran black market goods in the back, I don't see how that prepared them for the crime world.

Hm. Alright. The Virtual machine makes it a little more fragile, but, that's fair.

If I have 2 agents (one in each slot of the virtual machine) can I have one Support the other? or just, like, both of them doing the same thing?

Minotaur starts with 6 STR, and I'm just using the standard 24 attribute points divided weirdly. Just wasn't sure if it was excessive.

>Minotaur starts with 6 STR
6 BOD

Does anyone know where I can find some information on the Seuolpa rings in Seattle?

Yikes, sorry, you're right.

As for the reason they'd become a street samurai, maybe they were just particularly talented with a pistol when they were younger, and now that they're career path has kinda been derailed, you take what assets you can use and try to eat.

>pistols
Mate.

You've got 10 STR. That's 4 points of recoil compensation, and you can actually tote around and use a heavy machine gun effectively. Don't let that go to waste. Get yourself a partial cyberarm with a gyromount, and focus on heavy weapons and automatics. Just make sure that by one means or another, every one of your guns that can do full auto has 3 or more points of recoil compensation built or modded in.

In my game the leafs won in the latest season, but its because of cheating. The players are stealing the Stanley cup now for the rightful owner.

>Do they seem MinMax-y to you?
What's your Initiative?
What's your augments?

Haven't settled on augments. As off the changes I've made, my Initiative is 8.

8+?d6

Oh, nvm.
Okay, so let me tell you something very important.
You're a combat character and combat characters want their Initiative as high as possible. It will let you BTFO the bad guys before they BTFO you. Also if not all bad guys are blown out yet, you can try again later multiple times if your initiative is high enough.

Anyone running a game that needs another player?

You'd be better off using the second VM slot as a rotating slot for situational cyberdeck programs, generally speaking.

I assume 1d6 considering all or almost all of my actions are going to be physical?

So, should I lower my body to 9 and put another point into INI, or should i lower my STR down to 9?

user, have you looked at the Augmentations section of the corebook yet? Your initiative primarily comes from ware, adept powers, magic, or drugs.

Meant another point into REA. I was thinking more about the INI from REA+INT, I'll go read more.

Just get the highest level of Wired Reflexes you can afford and leave your stats alone.

user, go actually read the book. You want at least 3d6 initiative dice on anything intended to be primarily a combat character. That's a chargen minimum for a primary combatant. Only secondary/tertiary combatants can afford less than that.

Unless you have good Initiative, you're bad at combat, no matter what Attributes or dice pools you have.

So do hobgoblins look like goblins or what?

I'd reckon they look like Hobgoblins.

Hobgoblins look like full-sized humans with green skin, pointed ears, sharp teeth, and eyes that are a solid, uniform black.

I like the idea of a country where the political and military power lies outside the cities, and the cities are a permitted merchant class, in the way Mongol Russia was set up.

That's how it is in the Ute Nation, with Las Vegas and its non-native inhabitants being permitted to stay because they'd be bankrupt overnight without that revenue stream.

Stupid question, how interchangeable are the systems ? Is it possible to switch between them in a campaign or a quick way to translate a character from SR 5E to Anarchy ?

>Ute Nation
>he doesn't know

Theres a way of translating content from 5e to Anarchy, but I don't think you can translate characters back without rebuilding the character using karmagen or the like.

>not a single magical skill appears in the skill list of the current Chummer build
Well this makes it kinda hard to stat up a healing shaman.

What are the most important etiquettes in Dragonfall? I don't plan on getting many.

Security and corporate, I think.

Hit Reapply Improvements.

What about non-combat characters?
What would you think of a face that does face stuff as well as you'd like and has 12+3d6?

gotta talk fast

Guarenteed 2 initiative passes, whatever that takes.

So what exactly does a character with high body and low strength look like? Vice versa?

Body and strength are too generalized to give a definite image. Long distance runner and strongman maybe?

>high str
>low body
Body builder. All muscle, no endurance. Probably does sets of 6.

>high body
>low str
Jogger. Can run or dance until the heat death of the universe but couldn't pick up a 10lb weight for his life.

>how does your GM do poker? Is it a roll? Actual luck? what?

Sorry for the late response

My GM treats it as multi-round skill rolls, depending on how you want to tackle each round. He actually uses a program to lay out cards per player, and you can use Intuition to identify bluffs, or use Con to bluff yourself. You can also play strategically and minimize your losses (at the downside of minimizing your gains), or just use Edge and trust in luck. My Face\Gunslinger was all about bluffing and gunduels so I had piles of dice to roll in these kinda situations and tended to baitfish my way into huge pots. Doesn't always work because cards can be assholes like that.

Despite the 2+ million nuyen, he still got his shit stomped. A few of the high rollers hated the idea of some trashy drughead in a ten thousand nuyen suit thinking he could play with the movers and shakers - plus his ork eye candy gf pissed off a senator who had humanis leanings. So after the win, he got dragged into a backroom, drugged, tied to a chair, and beat on until his stun and physical track was mostly full, then dumped in an alley, with his creds and a note to never ever come back.

Such is the life

>high body, low strength
Skinny endurance runner who doesn't lift.

>high strength, low body
Muscular, but flabby.

>high strength, high body
Bearmode strongfat.

Do you live in New Jersey, and bathe frequently?

A friend requested I help him put together a medical mage character, since I'm the autistic system master of the group. Problem is, I have never played shadowrun before, only theorycrafted stuff, and even that was hit or miss.

The specifications he wanted for this character were: shamanic tradition, pacifist, good with medicine, big tits. The GM ruled that, since we're not using the expanded medical rules, the Gifted Healer quality adds a die to first aid tests.

Would you run with Big Tiddy Nurse Mage?

>New Jersey
North or South?

Yekka, what are the chances Chummer will support an autocropping feature for Mugshots in the future?

So, is it plausible to make Surprise attacks in the middle of combat?

Like, I wanted to make a character with high sneaking capabilities, so they can shoot someone (Surprise them, so they can't dodge), and then duck down and hide or something so they can come up somewhere else and attempt to surprise that person with another unseen attack.

Does that work?

So what the hell does an Armor Jacket look like anyway?
A ballistic vest?
Motorcycle jacket?

It can't be a long coat dealio because that's the lined coat, right?

I personally have seen it as
>Armor Vest: Bulletproof vest
>Armor Jacket: Bike vest style

Sure.
If you don't know the enemy's there, how are you going to defend against them just because some other guy's firing a pea shooter at you?

It can be justa 'bout anything, but probably closer to the motorcycle jacket style.

The ballistic vest is probably best represented by the armored vest.

You could probably get a long coat-version of an armored jacket, but the thing would be lined up and filled out enough that you're not getting the lined coat's hiding bonus. (GM may assign a higher cost or availability if they think shenanigans are inbound or to represent the rarity of the style, but probably not that much.)

I imagine it looking like a jacket. There are a bunch of different styles for one so you can imagine whatever you want, whether you want Leon's jacket or something else. But yes, it's not a coat, that's the lined coat's thing. There USED to be armored longcoats but they haven't had those in the rules for a while.

I sure hope your gang is planning on spending a good chunk of those Nuyen on explosives to leave an appropriate response for those guys?

, , Okay, thanks.
Just wondering what the visuals for my character are.

Purely in terms of things that bug me:
>Pacifist healer with 6 ranks in automatics and clubs but nothing in medicine
Que?
A specialisation in Health Spells for Spellcasting is an obvious gimme, for a character that isn't a frontline combatant I'd suggest pistols instead of taking two combat skills, but I guess you could say she's the kind of person that hates the idea of fighting, but knows she has to protect her friends or whatever.
In which section? For the most part it should already be doing it.

Well, not actually autocropping. I actually meant to say the ability to choose which part gets cropped.
Also, the 'print' sheet always shows the full image regardless.

Assorted comments, no particular order

- You aren't quite rule of 12 compliant, and you're only gonna get one initiative pass most of the time. Consider remixing your skill points/attributes to get 12 in your primary skill(s) or bump yourself up to get more than one pass - a few points from clubs into spellcasting, for example.
- Needs a fake sin+licenses: Magic license, driver's license, firearms license at minimum
- Injecting me with nanites? Are you TRYING to give me CFD omae?
- Flavor-wise, even with SnS, the Ingram is some pretty heavy hardware for a devoted pacifist. I kinda feel like a taser might be more appropriate flavor-wise, but the supressive fire abilities are pretty good for low-dice people like this
- GLaKI doesn't make much sense in this build - your dice pools on social skills aren't good enough to really make use of the -2 to modifiers, you'll be struggling to hit the thresholds as-is. I'd say drop it, reallocate points from your 2-point skills into your core skills, and use the karma to buy skill points.
- Make sure to note her bra size and measurements on the character sheet

We reworked the Karma costs for upgrading stuff based on the wonky-ass rewards system for our house game.
How does this sound;
>Each new rank of a Skill costs a number of Karma equal to the rank. You must pay for each level of a Skill when upgrading it multiple times.
>Attributes cost double the rank you are truing to reach.

Kinda inspired by SR:R's simple Karma system.

Are you guys playing a houseruled 5e or something?

Yes.
I mean, it's Shadowrun.
We've been playing it for decades and there's never been an edition that DIDN'T need a shitload of house ruling, why would 5e be any different?

>pacifist
Why does this quality even exist in SR?

Because not all runners are amoral murdering psychopaths?

That first level of Pacifist where you don't start shit unless they start shit and use nonlethal attacks is totally reasonable.
Many professional criminals, even active ones, try to avoid assault charges and murder rape

What's the rewards system?
I'll need to tinker with a bit, but there's no particular reason I can't make it behave the same way the roster does.

I'm using the rewards system given in the SR5 core book.
Our basic houserule always revolves around keeping what works and modifying as little as possible and simplifying overcomplicated bits.
Another example is us removing the ridiculously specialized Matrix sub-system and instead treating the Matrix just like every other part of the game and treating full-Immersion VR same as Astral projection, namely using the same basic rules as everything else (no Marks and Nodes or Grids or Noise or unnecessary nonsense like that beyond fluff things) but happening on it's own "zone" much like Astral Space does.

Anything, but usually obviously armored, and never high fashion. I've had an armored jacket in the following forms at different times:
>motorcycle jacket with obvious panels featuring ballistic plastic inserts
>a zip-up puffy jacket made of a few dozen layers of ballistic fabric and foam
>a medieval-styled brigandine whose plates were steel-coated ceramic and lined with Kevlar
>black, garbage-bag-style PVC poncho covered in ballistic gel packets - like highlighter-neon soy sauce packets stapled all over a trash bag
>a winter jacket with what looked like football pads sewn onto it

So, you know, just whatever. Anyone who can afford one - even non-shadowrunners - tends to own one, so it's not conspicuous or anything. This is a setting where biker gangs shoot at commuter traffic for giggles and devil rats try to race ghouls to see who can ambush you in your parking lot after work. Nobody's going to give a shit if you're wearing an armored jacket and packing a heavy pistol as long as you're not overly overt with them.

Care to explain your matrix then?
How do devices that neutralize noise/abilities that gain marks work in that system?

>a medieval-styled brigandine whose plates were steel-coated ceramic and lined with Kevlar
Just gave me an idea for an NPC.
Thank you.

Matrix Nodes/Websites/Whatever still have to be designed, so that level of planning is still in the game.
Long-term hacks are a thing, and the system rating isn't what you roll against but is the number of Hits you eventually need to make on an Extended test.
Overwatch only exists inside Nodes where access is monitored and you've illegally gained access, rather then anywhere outside of it, and GOD once again is limited to G-Men deckers rather then weird semi-omnipotent security deities.
Noise and Marks and things that affect them are simply ignored entirely, and so far in all five of our sessions (which have included two full VR Decker runs so far) literally nothing about game balance and efficiency has been affected by their removal.

Why remove Noise and Overwatch as-is, anyway?

They were clearly created to "fix" game problems that in nearly two decades of playing SR are largely theoretical and never seem to come up in actual play; namely that Deckers never needed to accompany the group (there were always methods to force that in previous editions, as evidenced by three separate dead Decker's I've played that have been killed on physical runs) and that decking "takes too long", which largely was a problem of the "three rounds to every one round" thing in editions prior to 4e and thus is kind of already fixed.

That sounds a lot more intuitive. Marks have been one of the few things that don't trouble me about the system, actually. What do you do instead to gain control of something? Just a standard hack check against the device?

Actually, the problem that Overwatch is intended to fix is pre-hacking, where a decker takes the time to worm their way into every subsystem of a facility the day before a run and then owns it on the day of. It's an attempt to force people to hack on the fly - during the run itself - instead. It's a clumsy, half-assed fix, but it's the actual reason regardless.