/srg/ - Shadowrun General

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>Drive straight
>Conserve ammo
>Do not buy CGL autosofts
>And never, ever break the toys of a dragon

Rigger Edition
Do you have one?
What do they specialize in?
Do you appreciate them?

Other urls found in this thread:

pastebin.com/u687vu13
randomlists.com/anime
en.wikipedia.org/wiki/List_of_cancer_types
forums.shadowruntabletop.com/index.php?topic=3768.msg221691#msg221691
twitter.com/NSFWRedditImage

Niggers are the most useless archetype in the game. The only time they're relevant is when they're acting as the getaway driver, but that could also be accomplished by the sam or infiltrator, or whoever has enough reaction and driving skill.

Let's start this thread right.

why are you even doing this?
Is it trolling?
Are you a retarded UKIP follower?
both?

He wants his existence to be validated with (You)s

ah, okay

I have one and I call him squishy because he is my squishy.
Stale memes aside, multiple drone rigger who's main trick is an armed swarm of fly spies and had enough luck till now to not encounter a shotgun.
Fights hard, fights smart and is our team leader and does a truckload of legwork.
Not the get away driver, that's me.
Oh boy do I appreciate him.

...but why Nigel? There are a lot of better images you could post to elicit a response from /srg/

>that pic
Remind me, was she first statted for 4e or 5e?

Riggers seem like they can be useful and fun, but I'm still trying to wrap my head around some of the rules and functions of multiple drones, autosofts/programs and how they all function with the differences between autopilot and remote control.

My understanding is, they can have have any number of autosofts/programs installed but can only run so many at once when on autopilot (Can still switch between them w/ a complex action, I guess?)

While remote control lets the connected drones use any running autosofts/programs that are being used on the riggers' RCC (If applicable to their model)

So, how do they effectively switch roles from recon, infiltration, combat etc? Just a ton of soft/program switching?

Dragons did nothing wrong

Our rigger seemed like a waste unless they were a drone swarm. I mean, we rarely had a situation where we were in a high speed chase, and those usually ended with flooring it to the barrens and vanishing into the woodwork. Or a rocket mounted dwarf performing boarding actions on the cop cars.

SR4e specific as thats what my group is playing.

How would you go about building a decker that specs into electronic warfare and facilitating communication, both visual and audio between team mates while denying and countering enemy coms

Since it sound like you want to be an autopilot rigger.
Get a Good RCC and run the programms from there. RCC can run a certain amount of programs friending in service rating and done hardware shenanigans but can storage an infinite amount

For scouting buy a bunch of kamushiwhatsitsname and pack e-war (for perception) and stealth autosoft for then on your RCC, arguably you can run then as a swarn with the swarm program and get +1 dice for perception tests per additional drone in the swarm
For combat I would prefer a Tag Team of a sturdy hitter like a lynx with shotgun and a suppressor like a quadcopter wit Steyr TMP and ammo bin. Quadcopter suppresses the enemy and lynx takes them out.

RCC can run a number of programms depending on it's device rating and done hardware shenanigans.
Never Phonepost omaes.

Not really looking to play a rigger, I'm the DM for SR in my group and I'd like to have a decent grasp on how to at least somewhat effectively help my players with building a good rigger if they decide to play one. I have a bit more of an understanding since I've gone over that section a few times and started visiting here but I'm still kinda lost on a few things. Like, is it a good idea to have multiple different drones running at once with programs on an RCC? Or is it better to stick with controlling one drone group at a time and leaving the rest on autopilot (Situation pending)?

I'm lost, how is the pic referring to?

I don't even live in the UK or know anything about Nigel. I just post it because an user complained about it being posted twice a while ago.

Cinnamon's 5e.
The Scent of Cinnamon, an AI that evolved from a restaurant knowsoft or somesuch. Basically a charisma face.
pastebin.com/u687vu13

...

>that logic+int

"It's cool, guys! He's giving us eight million nuyen each! All we have to do is kill Lofwyr. Twice. I had to give a kidney each as insurance we'd complete the job in the next two hours, though."

So what is the right placement of security cameras in building and where does it makes sense for them to be place?
What about guards and patrols?
Where would motion sensors be used?
Does every infiltrator need matrix support?

>Light Milspec Armor w/ chemical seal and insulation
>long cougar fineblade
>ballistic shield
>heavy crossbow with mono tip bolts
What else does my modern Hedge Knight need?

Motorcycle converted into a walker running a horse personality pilot program

A copy of every vamprie hunter d film/book ever made and an encyclopedic knowledge of.
Cameras are cheap, and wireless. So they can throw up little camera blisters everywhere. They'd be over entrances, sure. Internally, they'd be anywhere sensitive (if a one corporation facility, instead of an office building where space is rented by multiple people/corporations) but not so sensitive they want no risk of observation. Hardwired cameras would be the norm in those areas - probably standard CCTV hooked up to nothing else, with a manual cutout.

Guards are budgetary for the corporation, but for your runners - a full facility should have up to 30 guards. A factory might have a night watchman and some drones on sight, with backup in the form of an on call security company.

Motion sensors are notoriously fucking annoying even for modern guards - they'd be attached to cameras, usually, and pop on. They'd also be places like ducts and sewers, where a camera might not be viable or have a long lifespan.

Not every infiltrator needs matrix support, but it helps. You can get away with sequencers, passkeys, cellular gloves - provided you prepare - and other reasonable tools. Check out the fiction for ma'fan in the back of Runner's Companion for an example. She's basically just a solo adept, crazy prepared.

So, I wanna incorporate Cyberzombies into my 4E game is there a way for Chummer 4th to handle the Cyberzombies rules or should I just addend them afterwards?

nonconductivity is important.

Special > Create Cyberzombie.

Danke danke, that makes life alot easier. Next thing to work on is a Nossie.

Can someone tell me why making a ghoul automatically adds the MAG attribute in chummer? I know they are dual natured, but trying it with banshee on another character didn't make it do that.

Because that's what happens? If it's not doing that for all the infected then someone's fucked something up again.

Hey /srg/, I'm looking for a specific piece of art.
It's of a girl with blonde hair and blue eyes wearing a baseball cap, but the bottom of her face is a flesh-coloured partial cyberskull. She's also got two cyberarms, holding a rifle, which I believe are yellow.
It's just an upper chest shot, from what I can remember.
Please chummers, you're my only hope.

Just tried it with a couple metatypes/infected options, only happened with ghoul. Not exhaustively tested by any means, though.

plz

I know it, but don't have it. Have you checked the image folders in the Mega in the pastebin? I think I remember seeing it in there.

Does anyone have a random table of cancers I can roll on? I just found out what a force 7 nuclear spirit can do to players.

Extra commlinks, agents loaded with 'warez controlled by another agent who sends them out on a verbal command from you to swarm anything wirelessly enabled that you have no marks on.

What you're talking about is pretty standard hacker stuff.

2d6

randomlists.com/anime
just refresh until you see a appropriate one
en.wikipedia.org/wiki/List_of_cancer_types

I found it, thanks user!

What do you guys think of this infiltrator/street samurai combo?

Can adepts get Ally spirits? It feels must more summoner-ish, but I couldn't find any explicit statement.

No. An ally spirit needs you to roll skills adepts don't have access to.

Ask your GM if he'll let you pull it off, but a lot of the powers ally spirits have over regular spirits aren't useful for an adept.

Is there any reason to take a SIN that isn't corporate born, or buy one that is above rating 5? Anything below Corporate Born allows anyone to eyeball your SIN and see your biometrics - at least with CB the only thing that turns up is 'this sin is valid'. At rating 6 fake, your biometrics are in the system and you might as well just have a SIN of your own.

So I've been thinking of making a vehicle rigger for some time now, but I'd really rather have a muscle car or sports car than a van. Is that ever gonna be viable/useful for the team? I just want to drive with a little more style.

Is there a shadowrun version of a PH or something. This setting is really interesting to me and I might wanna get into the game but I wanna see how the game plays first.

Player Handbook? Yeah, Shadowrun Core Rulebook 5 (or 4, if you prefer. There are advantages and disadvantages to both don't you fuckers start.) It's in the pastebin in the OP.

But if you want to see how it plays, I suggest you read it with a YouTube game open or something, because these books range from extra-crunchy to unedited-mess.

>At rating 6 fake, your biometrics are in the system
That's not how I interpret the table of fake Sin details, but you do you

I'll be honest, I can't see how to interpret it as anything else when rating 5 is 'valid biometrics - for someone else'

See, I read that as rating 5 is valid and complete from another person, whereas rating 6 is valid and complete, from multiple sources that match extremely well to yourself, but aren't.

Fair enough, though it'd have to be tweaked - DNA is taken, apparently, according to the paragraph next to it. Fucking 5e.

Want to see something incredibly stupid?
forums.shadowruntabletop.com/index.php?topic=3768.msg221691#msg221691

According to Bull, the vast sin database is mostly for taxation, and certified credsticks are tracked. Crimes? No, we know you're using money to buy drugs from that street dealer, we don't care. Wait, you SOLD drugs? 20 percent tax, please.

My group just decided to run a Shadowrun 4e game. Looks like I'm gonna be making the party Street Sam. Its been a while since I've looked at SR and could use some inspiration. Any one have some cool street samurai/cybered out character art or interesting ideas for the party's combat heavy hitter?

>and certified credsticks are tracked.
The fucking POINT of certified credsticks is that they're not tracked. Your bank account just sees "Transfer to/from cert credstick, X Nuyen" at best. Making them tracked ANY more deeply than that makes the shadow economy harder to justify. Remember, even corps want the shadow economy, otherwise futuristic bearer bonds wouldn't be routinely available.

>Even those certified credsticks get tracked.
And now it's canon. Everything is ruined forever. Thanks, CGL!

Adepts don't get to play with ghosts (except for playing rough).
You could be a MysAd and live out your JoJo fantasies that way, but it costs fuckloads of karma (admittedly for a pretty good combat option). You could also roll with Kabbala or Voodoo to make a face-punching ghost-calling people-possessing cheeseman.

CHOOSE YOUR CHARACTER

The game is Anarchy Reighs, higher-res individual images are in google.

not him but
>Magic fuled face punching
Mages/Shaman never did it for me... but this I like. What combos of spells/powers would work well with a fist to the face style caster? Never looked to far into magic beyond geek the mage fist.

Try the Barehanded Adept quality. Lets an adept cast touch spells equal to half their magic grade, getting more as their magic increases. Uses unarmed combat instead of spellcasting skill.

You can easily do magic-fueled facepunching with the normal adept. Killing hands + elemental strike and your hands (and your enemy's face) are on fire.

For something more fancy, in Forbidden Arcana book there's the new adept archetype that can use touch-range spells. Most of them are standard damage spells (so, pretty meh), but you can do some seriously fun things with it.

Then, we get to mystic adept. MysAds cost huge amounts of karma (as they essentially need to purchase their magic twice), but for that they get unparalleled utility.

First thing first, if you ever take a direct combat spell except for stunball i'll crawl out of your computer screen and personally punch you in the face. Combat is not for adepts (it's not really for the magicians either, except if you seriously minmax, and even then a good machine pistol and decent automatics skill is much cheaper).

Adepts have a good assortment of extrasensory powers, so detection is not really that useful for them. It's still cool, though. Mind Probe is much more effective than torture (some of you will say it's much less fun, and let me tell you - y'all sick puppies) and mindnet is good against asshole GMs who use hackermen to their full potential (for example bricking your commlinks).

Health. If you didn't take heal, you're doing it wrong. It's situational, but you WILL wish you had it when the things go south.
Increase Attribute is a good alternative to adept power and increase reflexes either lets you save some precious power points on adept power of the same name (though you have to cast it first) or get that last initiative die so you can go sanic fast without snorting questionable powders. Oh and you can cast it on your teammates too! There are also analogous decrease spells, but they are less useful as everything in Shadowrun dies FAST.

Illusion. I don't like this school because it's very GM permission-y, but boy, if you use it to full potential the possibilities are endless. (1/2)

Manipulation is best school ever. In history of anything. Control people! Control elements! Create walls! Fly into the air, Wuxia-style (and then Pouncing Dragon the everloving shit out of groundbound peasants)! Turn people into goo, steal their implants, then run (ooh, nasty)! Levitate or Fling people out of the windows! The possibilities are even more endless than with Illusion!

As with magicians, mystic adepts require serious read up on magic, but the key points are:

>Sustaining foci
Lets you keep all these sweet enchantments on you without sending your rolls down the shitter. Beware of addiction!

>Quickening
Lets you keep all these sweet enchantments on you without any other cost beyond some Karma. Yes, it can be dispelled (and a good GM WILL try to), but they're harder to dispel as well!
The only downside is that on astral plane you glow like a christmas tree, so any magical security will see you coming from kilometers away.
You also get squished against magical barriers. My old GM liked to leave mana barriers in elevators. Yes, that one i broke, but it was fucking close.

>Weapon foci
Add their power to your chosen weapon and let you punch ghosts. For some asinine reason your natural weapons can have them, yet unarmed attack cannot. Probably needs errata.

>did I say /2? Surprise, chummer!

Spirits. Admittedly i'm not that well-versed in them, but:

-They're magician #1 combat option. High-force spirits tearing off your opponents' various appendages are scary. With adept, you can join in on the tearing!

-They have their own spells and powers! Ones they can share with you if you welcome them into your body (you spiritual slut)! or they can just use their spells and powers on their own, to a devastating effect.

-The relationship between you and bound/ally spirit is fun to roleplay, even for an autistic munchkin like me.

Oh, I forgot. Possession. Our GM played fast and loose with possession, so, probably, possessing enemies is not AS strong as it was when we played, but you can do some ridiculous things with it, from possessing yourself so spirit could do something you can't, to infiltrating through a possessed mook, to possessing the huge, stupid troll (best targets for possession - huge and stupid) to shoot his own teammates in their backs. Just load up injection darts or capsule rounds with zombie powder and go voodoo people (i don't remember exact vector for zombie powder).

But if you go the possession way, remember that you better be good at it (which is E X T R A R E S O U R C E S in our already starving Karma pool), because if someone resists the possession or breaks your spirit free, you get both an angry enemy AND an angry spirit itching to turn your sorry ass into a hamburger patty.

>First thing first, if you ever take a direct combat spell except for stunball i'll crawl out of your computer screen and personally punch you in the face. Combat is not for adepts (it's not really for the magicians either, except if you seriously minmax, and even then a good machine pistol and decent automatics skill is much cheaper).

That's one of those things that's disappointing in Shadowrun. Combat spells are an entire school of magic you can specialise in...and they suck so very, very hard.

They should replace all Magic schools with Manipulation

I mean, it even does Elemental Stuff better than combat does. It's just so much broader than all the others.

>Things directly related to healing sickness.
>Things directly related to doing damage
>Purely illusionary things.
>Detecting things
>Literally any form of changing one thing into another thing or changing the form or structure of that thing.

They likely should have gone with schools other than 'Health, Combat, Illusion, Detection' as the other three. Like say 'Elementalism' rather than combat.

I don't get it, are you saying I'm an edgelord? A weeb?

So if I find a way to give my motorcycle a pilot rating and a maneuvering autosoft, it can just drive itself right? So I can full auto cars chasing me.

Yes, within some limits. If you ask something too complicated, the Pilot might freeze up.

Hey, Yekka. Clothing and armour tab in chummer is crashing it when I try to access it. Something about ArmorDegradation. Checked on a fresh character as well as our in play one, both crash once out of creation mode and into career.

Love this art. Got any more futuristic yet reto vehicle art?

What are your changes to SR lore?

Mine:
>Ignore 90% of the fluff in 5E, especially the CFD part.
>Radiation spirits aren’t universally toxic and evil, as radiation, like fire is natural and has peacetime, even medical uses. Still, the line between toxic and not toxic radiation spirit is pretty thin and wast majority of mages who can call upon them are toxic.
>Price of Léonization is droping relatively fast as the corps expect to make enormous money out of it when its affordable to poor scum due to economy of scale, young orc can realisticaly expect the treatment to be affordable if he’s middle class when he’s elderly.

Not so much a change as it is an inclusion. David Bowie is still alive and is in fact an immortal elf or possibly the goblin king pretending to be an immortal elf

There any milspec heavy power armor in SR? what skills would be required to operate it and it's weapons systems?

I un-retard most of the magical creatures that have been retarded up for no reason, for one. Like centaurs.

Then I throw in WAY more anime bullshit from metal gear.

And I top it off with a heavy helping of comedically horrible dystopia.

Sorry, it's not nearly that powered.
Think iron man tops. Without the jetpacks and shit.

>is there any [insert highly mechanized infantry thing]
We should just make it a part of the OP by now. If you're looking for anything big-robot, or even modestly-sized robot, it's NOT IN SHADOWRUN

>Not taking ALL robot bodyparts with fuckton of Bulk Modification
>Not becoming a power armor yourself
weak.

Am I incorrect for running headcases as just a traditional zombie scenario, but with nanite enhanced special zombies? And the occasional cybered up corpsec zombie who has a smartlink and autosofts to keep him firing his gun?

I tend to make megacorps a bit less comically evil. Like, corps are still pretty damn evil but most stuff players get hired for is more on the 'morally ambiguous' end and I try to remember that megacorps want to keep making money in the future, so doing good things for good PR is in their own benefits.

I also tend to up the magical a bit. Having the weirder stuff (Like free spirits) be less uncommon, so it's perfectly valid for someone to have contacts in the city spirit community if they want to learn what the word is on magical goings on. That and letting anyone get involved in Metaplanar Quests/Deep Resonance dives if they've got a mage/technomancer to drag them along...99% so that I don't have 'This is going to be the mage and nobody else'.

Be a troll, take a cybertorso as well, a rigger interface, and let the local gnome rig you as a mech

Not completely incorrect. It's supposed to be AI body snatchers, but it's also entirely feasible that said AIs go fucking crazy when forced into meat computers.

>it's NOT IN SHADOWRUN
Why not? It's a system where you have 7 foot tall trolls who could work as actual bulldozers due to their augs, firearms that would make Schwarzenegger in Commando feel emasculated and oh yeah some people can shoot fucking lightning bolts. Why WOULDN'T a major arms manufacturer be interested in producing military grade powered armor suits?

Exactly.

I made a theoretical build like that once. 1600 karma, over 2 000 000 in expenses, but it had 60 defense dice and could suplex a tank. With added protection against hackers,
chem seal and magic resistance 4 he was pretty much a cyberzombie without cyberzombification.

There's already like six other kinds of bodysnatchers, but nothing really acts like an honest to god zombie virus.
Closest I can think of is ghouls, and even then, it's BARELY zombies.

Don't look at me, according to CGL it's badwrongfun

Because wizards could wear them and remove all mundanes. I think that's the only reason.

>but nothing really acts like an honest to god zombie virus.
Unless your GM is like my GM and makes a plot where a cistern of K-10 gets dumped into the small town's water supply and you have to make sure nobody speaks of it.

Two guys from our party retired after that run. One retired himself.

Game! Balance!

Repeat until it finally enters your thick skull that mages are already OP, mages in power armor would be even worse.

The closest you'll ever get is a drone body with the rigger "jumped-in" in a cocoon inside said body. And that's because "jumping-in" prevents using magic.

Wizards can do that butt naked.

I still don't see why I can't create a skyscraper sized prayer wheel (possibly etched with magical materials) to pump out a good juju field throughout my entire arcology.
Or make a ghetto version out of trash cans and stolen foci to improve the luck of my block.

Wuxing does exactly that.

Shit around their buildings is so heavily aspected that pandas start appearing out of thin air when you pass.

So come up with some bullshit reason as to why operating one fucks with your ability to use magic. They've had bigger ass-pulls then that before.

>you have to have Wired Reflexes to interface with the suit

there. done.

shits on bioware pansies too. Where's your synaptic booster NOW, hippie faggot?

As of right now you can use an indirect elemental spell while in one - but that's it. So you'd basically be completely mundane, except with added counterspelling and flamethrowers as a mage in one.

Not wired reflexes. A control rig.

Then it's no different than a rigger riding a drone.

Maybe either rig or reflexes + trodes?

Specialised control rig might be the best option. Normal body goes quiet when you're in one and you only feel the drone instead. So like normal rigging, but without the awareness of your meat self.

my point is that by then it stops being an armor.

The easiest way to fix ALL amor problem is to bring back universal armor encumbrance (and not "STR is how much pairs of armored underwear can you wear while inside of your hardened mil-spec") but
>implying CGL will do that

For heavy armor suits, rigging it does seem like the best (and most practical option) for it to actually work. Having wired reflexes wouldn't do any thing more than granting you the ability to react faster, but if the suit can't move at the speed you can there's going to be some input delay. If it's too heavy or the suit's actuators not as fast as your wired reflexes that lag could make your wired reflexes a moot point.

How did Universal encumbrance work ?

Maximum armor you can wear before you start eating penalties is BOD x 2.

Custom fitted armor is BOD x 3.

That actually made lighter armor worth taking and there was no "wizards in milspec" shit.