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>Welcome back to /srg/, chummer
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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

Honestly, depending on what you wanna understand from the setting. The basic lore behind everything, the Sixth Word Almanac (4e) is pretty good.
Then check the recommended movies and books and take a look at them, mostly to get a better feel on how would a runner work in the shadows and what are the inspirations behind everything.
Play the Returns/Dragonfall games for a slightly off-lore (20 years before the 5e timeframe) but good showcase of what being a runner entails.
And honestly, unless you are a GM, get the GM to give you a hand on what you need to know or not. Shadowrun is a flexible game in how you can play it, so make sure your ideas and 'research' fits with the game you will play.

Con, Perception, First Aid needs a few points, no matter your build. And just get whatever you like for the rest, and try to complement your team. As a sam, you have plenty of ways of getting good at anything you want, just some cheap 'ware and a bit of skill investment will make you pretty good at anything you want.

Mechanically or concept wise?

Does anyone else look at certain gear upgrades, consider taking them but then say "nah, if I do that I think my GM can/will just escalate to the point where there's no net benefit for me"? Was thinking about taking Ruthenium Polymer Coating 4 and Thermal Damping 6 on SWAT armor, but those upgrades provide no protection against motion detectors and ultrasound (is there even any armor modifications that provide concealment against motions detectors and/or ultrasound sensors? If there are, I'll have to inform our physical infiltration specialist of them), so at the end of the day a streetsam like me is better off investing in specialized protection, maybe taking a poncho of Thermal Damping for late-night sneaking.

Don't motion detectors and ultrasound sensors still need to roll to detect you?

yeah, for a normal street sam cloaking usually isn't that important, but for a Phys. Infiltrator or a mage it can be a godsend
it depends on what exactly you want to do

I'm looking into being a hacker for my group, but given how there's only 3 of us including me, I want to also have combat skills and at the same time remain concious to use them.

Therefore, I'm wondering what /srg/ thinks is the better AR hacker, decker or technomancer ? What can one do that the other can't ?

They do, but they're not taking any penalties from those armor mods, so it's just you versus the sensors.

what are the other players doing?
And I think both can work: Deckers can spend some nuyen on an Arm of God and provide support that way, while TMs can let the sprites hack and thus focus on the fighting

Sempai. You should roll, like, a bajillion dice with your samurai agility.

Personally, I build my characters with "street survivability" in mind. Corpsec is gonna have all sorts of nasty traps, sensors, drones, and spiders that will almost always detect you at some point. However a majority of the time I can plan for going up against corpsec. Chances are the only time I'm going to go up against corpsec is when I willingly partake in a run that takes me on corp territory. But in my experience, the most dangerous threat isn't corpsec or GOD; its gangers, low-level police, and environmental hazards like basic pollution and predatory urban animals. These things are everywhere and at some point you will get jumped by some out-of-his element asshat who thinks you are a walking cred stick. I build to protect myself from these common dangers instead of trying to be hyper competent in a single aspect of infiltration. I can buy specialized toys to defeat stuff like that on an as-needed basis.

A decker that plans to stay in the van and a face that would be our only meatspace person if I go full VR. Also, i'm not familliar with the Arm of God as we've only used the CRB so far.

a rigger I meant

mechanically

Cyberware edition
What's your favorite?

For practical purposes? Its a toss up between Muscle Replacement and Wired Reflexes

Any you like for fluff purposes?

Bioware fangs. Razormouth is my fetish.

What custom cyberware do you have made?

Modular cyberlimbs so I can go Megaman.

Arm of God is a pimped out cyberarm, with AGI customisation up to your metatype's maximum natural value, and then with enchancement up to your augmented. For a human that means that you can fire a gun with AGI 9

And honestly, Deckers make shit fighters. Do you guys even have a mage? Because from your post it looks like you have no primary roles (Sammy, mage, decker), only secondary (Face, Rigger).

I'd say Decker, with nephritic screen, a...
>we've only used the CRB so far

>why.ARO

The bare minimum you need is the head implant, the Control Rig.
This allows you to plug yourself into devices that are outfitted with a rigger connection and control them with your mind as if they are your own body.
Each level of the Control Rig grants additional dice and limit Boni. Controlling e.g. a car with this stays largely the same as in meatspace, you still roll reaction + skill.

If you want to control multiple Drones or don't want to be jacked into one directly, you need the Rigger Console, which is basically a Cyberdeck, just for Riggers.
You can run software on it that every drone slaved to it can use, without taking up precious slots on the drone and you can issue orders to multiple drones at the same time.

I only have a dice pool of 8 for sneak, actually. I do need to bump that up to 10 since it's a secondary priority, though.

>I can buy specialized toys to defeat stuff like that on an as-needed basis.
I've actually worked out a nice, relatively cheap specialized toy for stealth:
>ghillie suit
>YNT softweave
>Thermal Damping 6

No mages. Nobody was interested in playing one. I don't see how Rigger is a secondary role, but our Face has said he only really gave thought on how to get his Con score high.

And both players and GM in the game have a certain aversion to splats due to other games. Given how most archetypes have their own splat, I don't think that'll change anytime soon.

>Cyberware edition
>What's your favorite? Any you like for fluff purposes? What custom cyberware do you have made?
Can't say I've ever come up with custom stuff, but my favorites are also the ones I like the fluff on: wired reflexes and cyberarm gyromount.

So If two of my players would like to be a vehicle and drone rigger, they'd both need the same Control Rig implant and use Reaction + Skill to control them?

Would they benefit at all from the Logic attribute in either the case of the control rig or the rigger console? Because I think I made a mistake.

Good luck, chummer
you're gonna need it
As said, you either get yourself a Arm of God and Drugs (and hope you don't die from it) or Wired Reflexes/MBW
Or alternatively you go TM, get yourself an AoG and Drugs and just let your Sprites hack for you

>First Aid needs a few points

It's way easier to just get a decent medkit and have that thing make the rolls for you, given that you likely have shit LOG. Nuyen is cheaper than Karma.

The drone rigger doesn't need a control rig, he needs an RCC, and vice versa for the vehicle rigger.

Logic is a good attribute to have as a rigger because (besides being useful for the Mechanic skills you'll need to fix your metal children) it's used for Gunnery when jumped in, and a couple other uses. LOG and REA are the prime rigger attributes.

Go read through the fluff bits of the 4e core book and most of the fluff from the 4e books and that will give you a good rundown of shit you should know.
Sixth World Almanac is great for a rough overview of the world, and if you want specifics on regions get the "Shadows of" books for 3e; Shadows of North America, Shadows of Asia, Shadows of Europe.
Largely everything in the 6thWA is updated from those books and references them quite a bit, such as General Saito's occupation of much of centeral California and how his occupation fell apart between editions, of how the United Kingdom in earlier editions was a ripoff of Orwell's 1984 (complete with a "Lord Protector" office) led by the "New Druidic Movement" until between editions someone decided that was excessively silly and had his regime overthrown, etc.

Help me make a technomancer. Doesnt have to be min-maxed, but what are the must-haves and traps when creating one?

>Help me make a technomancer.
step 1: don't

I know ist overly complicated and after that still kinda subpar, but i still want to try

is there any cyber/bioware that is a must for a street sam, outside of initiative boosting and something to bring your agility/strength up

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

Every thread until you like it.

>VOIDBLACK COATING
>When installed on armor that covers your whole body, it alters the base modifier for visual Perception tests to detect the wearer by –4 in dark or heavily shadowed areas.
Is this even worth getting when Low-Light vision is a thing?

What is your parties living situation like?

Do you live together in a bought building or safehouse, somewhere abandoned, or do you all live separately?

Grab Metatype D, Attributes B, Resonance A, Skills C and resources E. Go elf with the following statspread. Bod3, Agi2, Rea2, Str1 (buy up to 2 with karma), Cha8, Int5, log5, Will5.

Figure the rest out on your own, and good luck.

I've never seen a Shadowrun game where you alllive in the same house. It seems super fucking weird in a modern game where everyone is supposed to be functioning adults (even if you are SINless).

Even functioning adults aren't above living with roommates to cut down the cost of rent, especially nowadays.

But usually the people living with roommates aren't the people with scads of illegal hardware who make tens of thousands of dollars every few weeks committing crimes, and they don't live with their criminal associates.

>But usually the people living with roommates aren't the people with scads of illegal hardware who make tens of thousands of dollars every few weeks committing crimes
Ah, but you forget, they're also spending that money on more illegal hardware, plus repairs and ammo.

Why max Charisma over lets say logic? Are you trying to con your sprites into working with you?

And regular people with roommates are buying cars, paying insurance, dealing with student debt, etc.

If you can't scrape together a few thousand nuyen for a decent place after your first couple of runs, a place of your own where you can set it up however you please and deal with your own situation, you're shitty at financial management. Spending all your money on crime stuff and living with the gang to save rent isn't rollplaying per se, but it is almost certainly a failure of imagination about what your character's long-term goals and short-term comfort are.

As with spirit wranglers, CHA is the prime attribute for dealing with sprites in terms of the number you can register and have on call.

TM player here.
Read it.

Must-haves: Ability to compile a Lv6 Fault Sprite for emergencies and ability to have a stable of at least 4 sprites. Take Ninja Vanish as an emergency GTFO button for when your GM inevitably lands a mark on you. Otaku to Technomancer is highly recommended to resist Fade, along with being an 8 CHA elf if your GM will let you port 4e Streams for Fade-resistance purposes. Remember to have at least one Lv4 Machine sprite with 800 tasks to run exclusively for Smartguns and technical perception boosters, and your party will love you. Make a houserule about Techno noise suppression because it costs Deckers 3 karma worth of cash to not have to ever worry about noise again unless they're in a commercial zone and a meteor just hit. Take Diffusion of Firewall and run it on anything you encounter, then let your Sprite hack it - remember your Sprite has no difficulties hacking while you're sustaining CFs. Take Resonance Spike for an undetectable way to smack Spiders. Remind your GM that complex forms are unrecognizable by non-TMs.

Remember: Unless you absolutely have to, do not do a single standard matrix action with your own brain, you do not want to accumulate OW score as Convergence can legitimately and easily "Rocks Fall" style kill you more times than not. Compiling a Sprite and having the Sprite do the action will always be better than you doing it yourself, because your Sprites are expendable and you are not. Grab the Cleaner Complex Form just incase, spam it, and reboot your brain often. Remember your Sprites have both a separate OW score and Mark set as you, so feel free to send your Crack Sprite out with no fear of the big bad GOD. Never, ever, let people find out you're not a Decker.

A techno plays like a small squadron of matrix ninja zergs. The Spider/Host/Enemy Decker is going to find you, because your Stay Hidden roll is shit, so always use your stealth abilities to kill him before he knows what's going on.

Also, abuse Gremlins. Read the "Every thread until you like it" post, but essentially, a Lv6 machine sprite will frequently roll "It explodes" tier rolls against enemy tech.

>If you can't scrape together a few thousand nuyen for a decent place after your first couple of runs, a place of your own where you can set it up however you please and deal with your own situation, you're shitty at financial management. Spending all your money on crime stuff and living with the gang to save rent isn't rollplaying per se, but it is almost certainly a failure of imagination about what your character's long-term goals and short-term comfort are.
Most runners with the mental stability to be able plan for the long term want to make enough money that they can retire to a permanent Luxury lifestyle, which is 10 million nuyen. If they stow away all the money they have left over after rent, repairs and ammo, it'll take well over a thousand jobs to have enough money to retire. But if they spend that money on new and better toys, then they'll be able to take better paying jobs, to the point that one day they might be able to earn their retirement in a few big runs. Also, the toys are fun to play with and make their job easier.

That's why I said long-term goals AND short-term comfort.

Everyone I know wants to retire one day and live comfortably in their old age, maybe travel fairly often or indulge in their hobbies. However, they are not taking every red cent beyond the necessities and squirrling it away for that, because they know that they are currently alive right now and would like something nice before they're 65. (This goes far more for a runner, who know that they are living the most dangerous life possible and making powerful enemies.)

So they buy a nice leather couch, or guitar lessons, or save up vacation days and take off for somewhere warm. And high on the list of 'things worth spending money on now' is having your own space, in the neighbourhood you like with the decorations and services you want.

I'm not saying, "Don't buy cool stuff to use for running." I'm saying, "Living with the crew as roommates specifically so you can use the saved cash to buy more stuff for running" is something I've never seen in a game, because every character at my tables has a home life I make sure to spend some time on.

>coming up with a setting for a campaign
>cant think of any more cyberpunk sounding names to give to stuff

>CHA is the prime attribute for dealing with sprites in terms of the number you can register and have on call.
Actually it's LOG
>You can register a number of sprites equal to or less than your Logic attribute
5e CRB p256

Yes but that just makes technos even more useless IRL and gives them a shit attack attribute for emergencies
I'd houserule it to CHA personally because that's what most people assume it is anyways

>shit attack attribute
chummer, if you have to attack normally you have done something VERY wrong

Well aware. But it's your emergency self-defense attribute - TMs top out at ~12-16 matrix stealth dice and vs a high level host that's not enough to stay hidden if your GM has the host matrix PER scan idly. Sometimes you're link-locked before you can react.

Feng Shui is huge for Wuxing. Some choice alterations can fuck up their day something shocking - embezzlement, productivity drops, suicides. You'd think Loren was working for them. Hell, Lung has his own group of feng shui commandos called the Discordant Harmony. Think of them as chinese queer eye for the straight guy, but instead of fixing your interior decorating they make sure that your house magically hides your keys and fucks your plumbing and gives you aids.

Wuxing loves to do it to other people, bujt they've been the victim of it too. There's a few runs in other books - bloody business has one, I think - where the whole point is weird feng shui stuff.

If I want to make Golems, am I looking at Homunculi, or something with Posession?

If you want actual Jew golems? Jewish tradition possession. If you just want a little magic due to do stuff for you? Homunculi.

Mainly, I just want to do something with a created type of minion, and play it up as a mage with a focus on Artisan and turning his art into guardians and whatnot.

From a quick look at it, it appears that I'd need to initiate at least once to grab Channeling, and then I can have spirits inhabit prepared vessels.

actually you don't
IIRC Channeling just means that when YOU get possessed by a spirit you get higher control
but every possession magician (and ONLY those with a possession tradition) can immediately let spirits possess things
in fact they have to. Possession-Tradition spirits don't have materialization, instead they have inhibition. To interact with the physical world they have to possess something

That's a homonculous using a specially prepared type of vessel; expensive but doable.

INANIMATE VESSEL
PREPARATION
Preparing a vessel requires a number of radical re-
agents equal to five times the Force of the spirit that
will possess or inhabit the vessel. Preparing a vessel is
done in the same way as a standard preparation, with a
minimum Force equal to the Force of the spirit that will
enter the vessel. This creation is challenging to craft, as
the magician’s Alchemy test must exceed the vessel’s
Object Resistance (p. 295, SR5) or Force, whichever
is greater. Time to complete is ten days minus the net
hits from the Alchemy test (minimum of 1 day). Failure
means that a number of reagents equal to the hits from
the Opposed Test are lost and the magician has to start
again. Requires Channeling (see p. 148).

CHANNELING
When a magician summons a spirit, she may choose to
allow the spirit to possess her instead of allowing the
spirit to exist in the astral plane to either manifest (p.
314, SR5) or materialize (p. 398, SR5). This must be de-
cided at the time of summoning. Treat channeling the
same as if the spirit has the Possession power (p. 197),
with a few exceptions:
• The magician can use her own skills and has mo-
tor control over her body.
• She may relinquish control of her body to the
spirit, but at the cost of a service.
• The magician can use the powers of the spirit,
but at the cost of a service.
• Because two minds inhabit this same body,
Mana spells or powers are resisted by the low-
est Mental attribute of the two. Damage from
Mana spells or powers is applied to both (no
free rides).
• The spirit cannot leave the magician’s body until
either the services are up, the magician dismiss-
es it, or time expires as per the rules of sum-
moned spirits.

So wait, if average lifespan in SR is listed as around 65 years (which is around ten to twenty less then in modern day with decent medical care), does that mean in that mean orks and trolls could potentially live longer with better medical care over time?

Yuh. There are mentions in books of someone orkish pushing 60 pretty hard, so it's clearly not impossible. Just difficult.

Probably, yeah.
Orks and trolls do not usually have the benefit of very good healthcare though, and even metahuman-accepting societies tend to be tumultuous and have difficulties involving economies and healthcare.
But using some real-life medical knowledge, orks and trolls might be able to live a LOT longer, as generally fitter and stronger people with more robust constitutions tend to live longer then less strong and healthy people (logically enough), assuming that said stronger folks don't cause repeated injuries through their lives or do stuff that cause health problems later in life such as abuse drugs or play too much football or whatever.

It's been clarified that orcs and trolls do die earlier than humans given equivalent care. There are a couple orcs that do live longer, but the head of EVO (who has the best possible care) recently retired due to age, around 60 years old. So a bit longer, but not much, considering people can get more than 40 years the average with the right care and genetics.

I'm hoping Bull has a heart attack in the next couple years.

If it's Bull, it doesn't count.
Bull literally had the settings rules rewritten so that orks who goblinze live as long as normal humans because his writer liked his old character a lot, whereas in prior editions no such thing was mentioned at any point.

>But using some real-life medical knowledge, orks and trolls might be able to live a LOT longer, as generally fitter and stronger people with more robust constitutions tend to live longer then less strong and healthy people

If you're trying to apply real world knowledge, the goblinoids have shortened telomeres compared to other metatypes and will always age and die faster than the average human/dwarf/elf. It's how they go from children to big and strong to frail and elderly in such a short timeframe.

>It's been clarified that orcs and trolls do die earlier than humans given equivalent care.

New to SR, but I'm betting I'm probably not the first that's pointed out that that makes absolutely no sense at all.

Hey /srg/

I'm making my second Shadworunner ever, and I just wanted to ask right quick, does anybody have an "idiot's guide to Adepts" laying around?

Like
>how would I want to sort out my metatypes
>what skills are important
>which Adept abilities are vital
>which ones are bad bait
>should I invest in cyberware at all or is max essence a must
>guns, clubs, knives or bare fists, advantages and disadvantages?

Sorry if this is all noobish, but in fairness I am a noob.

It's also why orks would have less Logic, too, or be less smart on average.
The reason humans are born so long before their full physical development cycle is completed is so that we can spend more time learning, which is one of our chief physical advantages.

For point of reference, before I came to consult /srg/, I was considering an adept using an Ares Predator and Combat Knife combination. It felt funny to me, so now I'm asking people with likely more experience than me on the topic.

>>which Adept abilities are vital
Combat Sense, at least one rank. 'Never being surprised' cannot be overstated.

>>should I invest in cyberware at all or is max essence a must
You can minmax muscle augmentation/toner bioware for most str/agi; it trades one point of Essence for way more than 1 pp of benefits

Yeah, I know. But I'm talking about a random in fiction ork. Seattle, I think. Something like "Is pushing 60 pretty hard (She's an ork)."

What's funny is that they previously didn't live as long, and were generally psychotic. Kek.

Butch. But Butch is like, an actual medical doctor so she probably knows how to take care of herself.
And yeah; around 3e they began to realize that they didn't NEED to fastidiously adhere to random fantasy stuff.

Elves used to never eat meat and could not digest it (literally no idea where that comes from BTW, it's not in ANY fantasy book at all), and dwarves were naturally agoraphobic and lived underground.
Then take into account Earthdawn and how it explains literally the ONLY reason dwarves live underground is because of their Kaer and how well they made it, whereas prior to the late Fourth Age they lived above ground like anybody.

Alright, what the fuck is this horseshit?

Core only gives prices for normal reagents, the rules for radical reagents are in SG but zero prices, the prices are in Shadow Spells in a random table in the back of the book but it makes ZERO MENTION ANYWHERE of reagents LITERALLY ANYWHERE ELSE in the entire book at all.

Orichalcum? 140,000 fucking Nuyen, doesn't do anything.

Harvesting an entire dragon corpse? Haha fuck you, less than 1,000 Nuyen worth of shit, when from Dunkelzahn's Will the toenail clippings alone were worth millions.

What the FUCK

To create a F1 Prepared Inanimate Vessel? You need 5 Radical Reagents, which is 50 Refined, which is 500 Raw. If you're harvesting that? You need a total of ONE FUCKING THOUSAND successes. Literally a THOUSAND successes, because you only get 1 reagent per 2 hits, and that's if it's in a fucking area aspected to your tradition. If it's not? You'd need to get 4 hits per 1 reagent, so 2000 total fucking hits.

Even assuming you can cover 12 hectares a day, averaging 4 successes per, that's 24 reagents per day. That's ~20.83 days of harvesting reagents solid, JUST for a F1 Prepared Inanimate Vessel.

THEN you need to refine then, which takes 10 hours per. To turn your 500 Raw to Refined, that's 5,000 hours. To turn that to Radical, it's just 500. If you have, say, 10 alchemy labs, it'll take you about 550 hours. You can do two runs of it per day, so ~225 days, assuming you just buy your hits on your Magic+Alchemy (3) test.

So for almost an entire YEAR of work, you can get a F1 prepared inanimate vessel.

Orcs rolled one bad number on the genetic lottery. They're stronger and heartier than the average human and their genes are dominant, but they burn the wick from both ends at the time. Live fast, die young, chummer!

That's actually what "skrachaa" means in Earthdawn lore; "live fast, die hard".
It literally means "skorcher", but culturally speaking it's a term meaning living your life to the fullest and as awesomely as you could, but the folks with the Or'zet Codeks just thought it would be a cool gang name.

Orks in Earthdawn actually shouted it as a war cry a lot.
>"SKRACHAAAAAAA!!"

>I'm hoping Bull has a heart attack in the next couple years.
The character or the writer?
I'm hoping both

>Orks just like Sirracha sauce a lot
>It's to expensive in the 6th world so they're angry about not having it
>If they eat more sirracha sauce they can live longer

What annoys me is rather then play it up they don't stick with it; whenever it's convienient they ignore it for important (or favorite) characters.
Clockwork for example is an OLD name from 1e days, so even he was running as a snot-nosed 14 year old with no skills as a Rigger even then he'd be over fifty years old, and yet he never ONCE complains about his age.

Combat sense and initiative boosters are must haves. From there it depends entirely on your role, because physads can do more or less anything. I'd only tell you to avoid IPA and to take boost at rank 1 instead.

Orks actually do like spicy food a lot.
Apparently humans eating at the Big Rhino sometimes take antiacids with them to avoid problems.

IPA?

Improved Physical Attribute

See. That's why orks hate megacorps so much. They cut off their source of sirracha and replaced it with soyracha. It's a vital ingredient to their health.

>mfw a legitimate plot point in the Underground turning into a real district is the megas driving out local food producers to build McHugh's

Improved Physical Attribute
at 1 PP it's overpowered as hell
if you have MAG 6 and Attribute Boost 1 you take at worst 1 point damage and boost your attribute by on average 2-3 points.

The writer for me. The character I want to die even MORE horribly for how shit he treated his fellow freelancers.
Like, I want him to piss off Lofwyr, and later we find out he crushed Bull by dropping his giant dragon dick on him and pulping his bones before dissolving the rest in his molten-hot urine.

And instead of being sad about it, everyone in JackPoint agrees he deserved it for being a faggot.
Then FastJack comes back from being crazy just long enough to agree he was a faggot.
Then Glitch digs through old Shadowland posts and confirms that Bull was indeed a faggot.
Then they uncover a final bit of Dunklezhan's will that says Bull is a confirmed faggot.

*overpriced
maybe less coffee and more sleep will do me better

...

While I'm asking questions about Adepts,

What's the advantages to going the "Killing Hands" unarmed strike route? A friend is trying to pressure me into it, but from what I can tell, it's

>Don't need to draw weapons
>Save spare coin you'd spend on melee weapons
>Can't be disarmed, save for folks with sharp objects and tendencies toward puns

>Costs 0.5 pp for Killing Hands that could be spent elsewhere
>My damage will only ever be STR + 1 off Critical Strike

Am I missing anything?

>Muscle Augmentation/Toner
So is that an excuse to have a higher Resources metatype, or should I just save money off runs to get those later on?

Would Improved Reflexes 3 be worth the 3.5 PP, or should I just cut my gains at Improved Reflexes 2? I'm looking at it, and looking back at my 10+4d6 Initiative, and feeling like it might be, but also feeling like I might be walking directly into a trap.

Also, I'd just be a pile of combat, and possibly also a driver if I have the Skill Points left over.

Ah right
I've a physdept infiltrator/burgler atm, a nice healthy 1000 karma.
Synaptic booster 2 , muscle toner 4 and synthcardium 3. Just under 2 essence. And gives a lot more than what 2 magic would give.

Killing Hands is not as good in 5e.

Lemme take a wild stab in the dark. 4e it was crazy, 5e it got fucked?

As it stands right now, initiative is king in combat. If you plan on fighting a lot, take it at rank 3. Remember that Imp Reflexes also raises your reactions, which is a direct addition to your driving dice pools.

Hey, I know I'd kill fuckers for that.
BTW, I love how that one book basically explains that the fact that everyone eats soy, krill, and mycoprotein is bullshit and it's not actually necessary and never has been, but Aztechnology basically invented the myth that it WAS so they could sell shitty food replacements el-cheapo and then artificially Jack up the prices of regular meat.
It even says Tir Tairngire's Willamette Valley farms could feet the entire west coast by THEMSELVES, and currently they actually are (what the famine in Aztlan) which is making Aztechnology nervous.

Yup.
But that's okay, taking a Melee weapon and getting critical strike for that instead gets you much the same thing, and less silly about it too.