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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

Sports edition
What events does your character follow? Is he a Urban Brawl aficionado? Does she really like those super fast bike races? Or does he only view Beach volley ball for the girls?

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>Olympia_2072_Highlights.sim

Did they ever say what happened with those Olympics that were supposed to take place in Seattle?

How hard would it be to steal a suite or extensive set of cyberware from an assembly-line one piece at a time as a factory-employee? I kind of want to make a cyborg Johnny Cash.

And on that subject: What are the more interesting/unique things you've stolen in a campaign?

Hey /srg/ I need help with a villain.
Basically he's an adept with a baseball bat weapon focus. The only problem is that the inherent accuracy of a club is ass. Is there any way to make him an actual threat or should I give up and make a new villain.

>> I want to play the game but reading is hard
>Holy fuck, I know this is bait but you piss me off. Let me explain. The decker / hacker / technomancer / rigger group is like a third of the game. You'll be missing out on things like:
It's an incredibly common decision and the decking rules have been fiddly shit in every edition.

You can easily replace most of the things you're listing with skill tests in hardware, software, computers or cracking.

A third of the fucking game should not consist of the group going out for a beer while you run a solo hacking dungeon with the decker.

People right now think that hacking a computer == computer explodes. Technomancers are one of the most feared 'threats' of the sixth world, purely because they can do things like blow up your commlink with their mind. Admittedly a random civilian or gangbanger might not think to turn off their shit in the heat of the moment and just panic instead, but do you really think that security personnel aren't going to be trained to disable their wireless if shit goes weird, or at least call it in to the rest of their team?

Is it bad GMing that the corporate goons don't just line up in a row for the street samurai to shoot at them once he's revealed as well?

As for Resonance Veil, let's review what you're trying to do. You're connected to the Host, and you've been spotted by the Patrol IC. Normally, Patrol IC only performs a Matrix Perception test once a combat turn, plus some amount depending on the Host's rating. Once you've been spotted, the Patrol IC performs Matrix Perception with initiative pass until it's given a stand down order. Your next turn, you burn a Complex Action to tell the host that, what? You cloned yourself and logged out? Your persona's still connected to the Host, the Patrol IC just has to make a Matrix Perception test on its next turn and go 'Yeah, he's still here boss. Hit him with the tar baby'.

Resonance Veil isn't the same thing as Trid Phantasm largely because of how matrix actions behave. It's a short hop from 'I tell the host that I logged out' to 'I tell the vending machine that I have a balance of a million nuyen on this credstick'.

If your GM is running games in a way that lets you have fun then that's great, but you'd be among the only groups I've heard of that thinks technomancers are fine.

There are four convention missions that involve the 2076 Olympics, far as I know they're not available to civvies yet.

I looked at the dice pools, and some seem fine, others a little low but probably passable. I know the characters from the CRB are fucked but I thought there were fixed versions somewhere.

Help a GM out, chummers.

If you're the GM, fiat that shit. Say that the baseball-bat belonged to a super famous player and the spiritual energies messed with the focii-magic to make it unnaturally accurate.

Well he WAS a super famous player who had his knee shattered by some runners so that could work.

You realize that all that can be done in tandem with the rest of the group running in 5e, right? And that astral combat effectively suffers from the same issues, with the added bonus of not actually being able to attack a projecting mage back as a mundane? At least when a decker or spider is messing around you can just smash their shit.

In shadowrun, any 'dungeon' is actually three levels of dungeon to be tackled. Some provide more or less benefits depending on the run, but one method is likely less protected than the others. If you're sitting around with your thumbs up your ass when your decker is working, that's just proof that they need to carry you anyway.

Attune Item allows him to up the Limit of the bat by a ton.

Name it Limit Breaker.

A Batter?

>And that astral combat effectively suffers from the same issues
>implying any group actually uses astral combat

We stole a 12 foot tall magic mushroom with a radius of 5 meters. And by magic, I don't mean awakened. Our GM was thinking we'd take just as much as we could cram in our van. He did not expect us to pop the roof of the warehouse off like a tin can and airlift the whole goddamn thing out.

Astral combat is really a terrible counter example. There's a reason nobody ever takes that fucking skill.

He used Imbue Item to do the same thing as Attune Item, but to a Focus. And then from there you can also put a few other extras on it.

Like magical blinging out that makes it hard to steal or break because you can't bear to do it.

Or making the thing stronger when berserk (and having them go berserk).

Imbue Item to give it the ability for Deflect Missile to apply to bullets, and his face flashes to Christopher Robin for a split-second. All targets that see him roll to resist his Magic in stun damage.

Does Aztechnology have any current holdings in Seattle?

Am I evil if I use a group of mages whose main tactic is to ooze you and scoop you with a SK industrial strength vacuum cleaner as a recurring enemy composition?

Certainly. The better question is do they have holdings of the type or level that you want to use in a run or set piece or what have you.

I'm asking because I'm currently rolling up a vindictive ex-azzie bloodmage that managed to leave during an assault on the facility he worked at, via faking his own death and fleeing fucking hard.

So, I want to try and avoid the hell out of what Aztechnology has in Seattle, because character reasons and not getting caught.

Sticks even mentions in a 4e book that you were supposed to call a '10-76' if you thought your commlink was hacked, as you were out of the fight and rebooting for a minute.

Did they end up putting Ringu in 5e?

It's terrible until nobody else is using it- then you can't really counter it without a specialist to do so. A bad GM would call that game breaking and send magicians after you all day erryday. A good one can expect you to research your opponent's skillset before a run and plan its use accordingly. Nobody would be dense enough to go after the azzies like that, but the neonet folk might not have the strongest magical security around.

Pretty much every AAA has a somewhat serious presence in Seattle.

You should probably avoid their upper scale restraunt, be careful around Stuffer Shacks and the like (because there's a million names and it' hard to keep track of who owns exactly which one, or if it's a franchise name and so on and more importantly because Aztechnology owns a lot of the people that make the low end food stuffs), and also, obviously, any place with a big A that's not Ares.

Well, he has a cortex bomb already, so that's some essence lost. Get him some cosmetic surgery, maybe even some minor geneware like masque and genewipe to avoid ritual sorcery now and in the future.

There's the pyramid, of course. Aztech owned systems won't constantly be looking for him, but any sort of scan will flip him up. He's probably not SINless, but should be - Aztech would only leave his Corp-SIN active as a way to potentially track him.

If he's ever CAUGHT doing blood sorcery by anyone he'll probably end up either being assumed to still work for th Big A or smacked with a taser and handed over to the draco foundation. That said, depending on how you want to conceal it you have some options. A mysad or melee focused blood sorcerer has plenty of leeway. If you're just asking the party face to let you arse-fuck him with a knife ,you might have issues.

Addendum, because I accidentally repeated an ex- in my mind. Remember that even with the blood mage bounty being more like a most wanted than an actually open bounty, that's still a big-ass target you've got on your back.

The only kind of (extremely technically) blood magic that doesn't do that is overcasting

>He has a cortext-bomb
No, he doesn't.

I'd been planning to roll up a MysAd, but the costs of it are... rather high.

Aztech blood mages generally end up with cortex bombs. Like Iztli. The blood mage bloc doesn't have the power it used to in Aztech.

To the GMs out here, do you have any balance between the influences of Corps and Governments?

Do you prefer to have Corps run everything, with Governments essentially being either puppets or just relics of an older time?

Do you have Governments still remaining as a major power, with the Corps exuding their own, just as powerful influence - often time stepping on each other's toes? Do they never cross paths at all? Are they mutually beneficial to each other?

Do you have Governments, despite the beating they've taken, still be the primary power on the planet, with Corps relying on them directly?

I want to know how other GMs do it.

Government still exists and functions at large in my games, though they don't really come into play unless the runners are in some deep, higher-than-their-paygrade bullshit. Corps, while big fish in the runner's world, still have to play nice with Uncle Sam (or the local equivalent). It helps that corporate interests are usually governmental interests since money and power finds its way into money and power.

Melee weapon accuracy was a mistake

Tell all the ex-freelancers they can have Loren's stuff if they kill and eat him, then bring the german team over?

I like a decent balance between corporations, governments, international organizations, organized crime, rogue states, secret societies, and digital collectives.

newrunner here. Me and my friends were looking for some smoking hot rpg to try and discovered this. We come from a little of D&D and a lot of CofD, what edition should we look for?

5e

You won't be any more comfortable but at least it's what kids talk about now

How allergic are you to loadsarules, and how Atari ST do you like your cyberpunk?

This

as others have said I like it when governments have a role in the grand scheme, there part of the game, sometimes they got the corps by the balls other times its the opposite. depending on the place time and circumstances you can be either working for Mr.Johnson or Johnny G-man or both.

>Tell all the ex-freelancers they can have Loren's stuff if they kill and eat him, then bring the german team over?
I'm okay with this.

We tried exalted 3e, don't know if the rules are heavier there, but eventually we will learn them by heart. How much do the rules stop the flow of narration?

I like to think that technically megacorps are renting/licensing their properties from local nation-states, so they're a bit like probational embassies that will get bulldozed if they don't play nice. Whereas nations are vertically integrated societies that provide all types of services, megacorps tend to create horizontal integrations of various industries to keep themselves as part of the loop without having to maintain the entire loop themselves.

That sounds like an interesting way to make them sort of try to play nice with each other

5e is the easiest to jump right in. Though I'd say stay away from decking/technos since holy shit is that stuff dull at times.

I'm downloading the 5e core right now, is there anything else i should look out for? Gonna probably be the GM

You'll want the core supplement line (Run Faster, Run & Gun, Rigger 5.0, Chrome Flesh, Data Trails, Street Grimoire, and Howling Shadows), though the game is playable without them.

Because 5e's editing is awful, it's easy to miss things, and there's the odd thing missing. Such as the fact that if you run out of boxes on your Stun track (damage is split between Stun and Physical) you're supposed to fall unconscious, which was left out of the core book.

guess i'll have something to read then, thank you user.
I will probably come to post every now and then if I have some doubts (or to greentext some shit That Guy always does)

>anything else i should look out for?
The rules system being a slapdash pile of self-contradicting spaghetti code.

The matrix being very poorly realized in both lore and rules.

Strong incentives to minmax at chargen.

Dnd 3.5 style trap options

Technomancers being crap unless you shamelessly abuse sprites

Literally every other weapon type playing second fiddle to automatics.

Melee weapons having a distinct scarcity of nice things. Firearms get a trillion ways to pump accuracy, deal different types of damage, get extra AP, convert to stun damage almost for free.. but melee gets basically none of that. And Grod help you if you want to specialize in blunt weapons or deal stun damage with melee weapons. Minmaxed unarmed adepts do very well for themselves though.

Well, I wouldn't personally like to see someone in a cyberpunk future run around with his zanpakuto

>It’s vital to note that extreme cyber-implant weapons fully replace one hand of the user, which can make life quite awkward!

What if I put a flametosser in my cyberleg, does it replace the foot?

Would Powerblade/Manablade reasonably count as a Melee Weapon for the Sacrifice Metamagic?

Maybe

Yeah. That's some pretty shitty wording, it really should be any attack that draws blood. Beat someone bloody with your hands, or do physical damage so that they've got broken bones/torn blood vessels? Sure, counts.

The Superbook and Rules Summary PDFs are really good for solidifying your grip on the rules once you've gone through the CRB.

So I want to run a game in the Shadowrun setting, but my group are all fairly new to roleplaying, most of their experience is with DnD. Any recommendations on a good d20 version of Shadowrun?

Either use Shadowrun itself, or just find a different setting. Most of the hacks are garbage, and it's not really that difficult to get into. d20 is cancer anyway.

I got into an argument with one of the freelancers about this a while back; the justification for
Ehhh. They're most accurately energy weapons that use the Blades or Clubs skill, I wouldn't consider them to be capable of drawing blood.
Doesn't exist. Use Anarchy, Blades in the Dark or Interface Zero instead.

Given that Manabolt apparently gives damage like necrotizing diseases by burning your flesh away with pure HATE, they'd probably draw blood?

Shit, Sacrifice just needs "melee weapon" and physical damage.

Also, would you maybe be able to add the ability for Handloads as an ammo option? Maybe a checkbox for them that either gives Handload -AP or Handload +DV?

Justification for...?

Sorry, lost my train of thought and thought I deleted that part. The justification for lower accuracy is supposed to represent the abstracted potential for lethal damage compared to guns or bladed weaponry.

There was a houserule I was experimenting with a while back where you could reduce your dicepool to increase your limit before you rolled. 3 dice == 1 Limit seemed like a sweet spot for risk versus reward, but it lead to a lot of complaints and attempts at backsies.
Bleeding from that sort of thing is secondary to the actual wound; a radiation burn causes bleeding, but that's only because the cell walls are weakened. Honestly, you're either the GM (In which case you can do what you want) or you're a player in a game where you're allowed to be a blood mage/adept (In which case the GM deserves every stupid thing he allows).

Handloads aren't currently in because the way it'd have to interact with weapon bonuses would do terrible things. I gave the spec for what I want from a refactor of the ammo system to one of the other devs a while back, I'll chase up whether he's made any progress on it.

Just get a good sense of where to place the difficulty of your skill tests. A character can typically get 12 dice for their big skills at creation. Each die has about a 1 in 3 chance of a hit, which means a test rating or threshold of about 4 is reasonably difficult for a starting specialist. 1 success should generally be enough to complete mundane tasks, and 6 successes would be the sort of demanding test that really push a new runner (assuming they aren't optimized to do one thing stupidly well.) You'll get a sense for it over time.

that poor poor rear end and shocks

Got a question for you chummers.

The magic resistance quality states that you can buy up to 4 levels, at character creation they cost 6 karma, after they cost 12. The wording on magic resistance however, says that you get the bonus per 6 karma spent, not per level.

RAW, you can max out for +8 to your magic resistance tests after chargen.

Has this been addressed in errata somewhere?

What if you just reduced/removed the Called Shot penalty for melee weapons?

>Two Social Adepts with Leadership specced
>Use Rally on eachother
>As long as their limit is 22+, and they get 22 hits, they net a +1 Initiative every turn
>If they do this, they perform a theoretically infinite amount of actions within 3 seconds

Yeah, infinite initiative loops exist in the system.

All I did in my campaign was make it so that swords and fists are just hyper anime by using block and parry against firearm attacks.

So far, I think it's actually made melee characters really fucking viable.

Wait a minute. LoopS? There's more of this shit?

Is this Shadowrun's version of the infinitely-accelerated free action pebble pass?

Vaguely, yeah.

Much like in real life, yes.

Yeah, one of the easiest to do is an adept with adrenaline boost and perfect time.

I guess exposure is the worst bit of going melee.

Oh, but that one guaranteed kills you.

Nope, each instance of drain is separate, so its just soaking 2 and 3 drain multiple times, and if you're cheesy enough to be using this build, you're cheesy enough that you'll soak it all.

Send help, I need a name for a Face adept with a side of infiltration, and I can't seem to think of anything that actually sounds decent at all.

He's heavily Leadership based both for team-buffing and Commanding Voice, with exceptional dicepools for other social skills, and decent pools for shooting/sneaking/info-gathering.

Your character is more than their job, this isn't D&D. Ask yourself, where does he come from, and where does he go?
Or you could just call him Cotton Eye Joe

I'd advise to stick to the core rulebook only for a couple of sessions, just so that everyone can get the hang of the rules being swamped. Once you're there, add the core supplements.

I've never liked that idea, largely because the Drain takes effect at the start of the next Combat Turn. Theoretically, this means that you can stop time, as eventually everyone will run out of movement and actions aside from you. Provided you never stop using it, you never have to face the drain. It's honestly closer to RAW that it's once per Combat Turn, as bonuses from the same source typically cannot stack.
There's no errata for it, no. Best bet for it to be addressed would be to post on the official forums, assuming they're up.
I guess the major argument against that would whether your GM allows a leader to be subordinate to the person they're trying to lead.

Instantly this guy comes into mind.

youtu.be/6LcQcHfal1o

Anyone got any decent SR gifs of how someone with active wired reflexes/move-by-wire/synaptic boosters would look to normal people? That too fast, too smooth movement?

>Because 5e's editing is awful, it's easy to miss things, and there's the odd thing missing. Such as the fact that if you run out of boxes on your Stun track (damage is split between Stun and Physical) you're supposed to fall unconscious, which was left out of the core book.

How the hell you let out fucking basic CORE MECHANICS out of the goddamn CORE BOOK? Fucking CGL.

If I was to rewrite it now, I'd just say that all melee weapons' accuracy is the character's physical limit plus or minus a number. So maybe a club would be Physical Limit -1, an chair would be -2, a combat knife would be +1, and a katana would be +2.

That way people could still have their katana-wank without making clubs completely nonviable.

It's technically in there, just not in any place you'd expect it. I want to say it's in a bit of 'ware and possibly one other place, but again. It should be in the damage section

It wasn't just left out of the core book, it was left out of the errata too.

Picking colours for your bathroom takes TIME, man.

Thats no true Scotsman

>That way people could still have their katana-wank without making clubs completely nonviable.

What's with CGLs boner for glorius nippon steel anyways? Why would they think that giving a sword a monofilament edge would make it somehow less accurate?

Tradition. It's been some degree of best sword possibly through all the editions.

I'm not going to look at 1e or 2e again. Just the looking I did for delta several threads ago was more than enough. As was the idea of Old School Essence as a house rule for the next time I run.

Cyberpunk in general always has been weaboo to an extent, since when the genre was pioneered Japan's economy was fucking exploding and showed no signs of stopping. Cyberpunk just kind of extrapolated that and assumed that Japanese culture and such spread along with it's economic expansion worldwide.

Whats a good alias for someone who is obsessed with chrome? Not to make themselves stronger or faster, but just getting more and more because they like it aesthetically

Chromehead? Tinman? Essence loss fetishist?

Glint

How does dodge work? Some people around here talk about it like it's a godlike stat, but all I see is dodge for melee defense. How often is someone actually trying to hit you in melee?

What edition?

Immortan [Insert Name or derivative here].

Now, unrelated to that, a look at how the sword v katana situation was in 3e shows that flechettes were also kinda borked back then. Increase the damage code by one against unarmored targets, armored targets get to use ballistic or double impact (whichever is better) to set the difficulty to reduce damage code. With only a few exceptions, double impact means the gun loses a point or two of difficulty on non-layered armor setups.

Those exceptions involve leather, one of the armored clothes items, the ballistic riot shield, and the camo jacket, oddly enough.

I play 5e, was it different/better in 4?

It's easy:
- Get a high base REA and INT
- Get initiative/REA/INT boosting 'ware/powers/magic
- Get the correct quality allowing to substitute WIL for Gymnastics/AGI/CHA (whichever is highest) on full defense test
- Sacrifice one initiative pass each turn systematically to go on full defense.

You should end with a base pool of around 20 to roll against any incoming attack. The only thing which will give you trouble are full retard bursts.

In 4e, it was an actual skill.

In 5E, you roll Reaction + Intuition (which is dodge) to avoid bullets, melee attacks, indirect spells, cars trying to run into you and basically every other unpleasant thing out there. If you get Reaction and Intuition both high enough that their combined value is higher than what most people roll to shoot gun, you're theoretically immune to bullets.