/srg/ - Shadowrun General

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>Welcome back to /srg/, chummer
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>Bioware_or_"Buyer beware!".thread
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>Shoot straight
>Conserve ammo
>And never, ever cut a deal with a dragon

Cyberware edition
What's your favorite? Any you like for fluff purposes? What custom cyberware do you have made?

Other urls found in this thread:

shadowrun.com/forums/discussion/42995/technomancers-in-5th-edition
twitter.com/AnonBabble

My fav is a datajack.

Absolute favorite?
Move by Wire.
Be fast, be deadly, be versatile.

Favorite of all times are cyberlimbs.
They're not very useful unless you have a truckload of money to make them at max attributes.

But I just like the fact that they can look like anything, making them look unique for the character is pretty cool.

So I just woke up and skimmed through the archived last thread, and apparently, 5e is bad at lore and telling me things I need to know? I'm a new player. What is the best way to learn enough about the Shadowrun world to play/run?

What should be your primary/secondary/tertiary skills as a street samurai?
Which are optional and which are 'if you don't have this, you are going to be a shitty street samurai

>primary
Killing shit, gymnastics for dodging, perception because you can't kill what you can't see
>secondary
Intimidation, driving, general athleticism, sneaking
>tertiary
Fluff skills

most of the lore books are in 3e, though some of them (like criminal syndicates) are in 4e

>Primary
Combat Skills, athletics skill groups.
>Secondary
Perception, Driving, sneaking
>Tertiary
Some basic social to not be autistic all the time.

explain how riggers work in 5e like i'm retarded