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Watch your back.

Shoot straight.

Conserve ammunition.

And never, ever cut a deal with a dragon.
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Did we ever find out if TwoDee is continuing to do Shadowrun Storytime?
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>>24308198
probably tomorrow
Go to bed, it'll come sooner
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>>24308198
I got the impression he wasn't.
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>>24308198
Yup, he's finishing up Shadowrun Storytime 18 and posting it tomorrow afternoon PST.

Not that anyone cares, but I'm finishing up some of my Russia campaign stories as an appetizer for y'all.
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>>24308254
I care Loch.

I care... deeply.
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>>24308254
Glad you got around to it, you still have my undivided attention.
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>>24308254
Yes. Allow me to temporarily escape my "tfw no shadowrun group" feels by living vicariously through you.
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Is there any reason to use the Remington Roomclearer/Spaghettishooter?
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>>24308398
>no Shadowrun group
>an ever-growing roster of characters created with Chummer
>Reading Shadowrun histories for fun
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>>24308449
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>>24308449
>tfw recruiting newb friends for a group even though I'm moving away in June
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So which Megas and AAs do you use the most and in what ways?

I general use Seattle circa 2050s so Renraku is always a factor even though actual runs against the Arcology are really rare.

Ares is pretty active and tends to use runners a lot especially to fill weaknesses (like mages).

Neonet (I retconned the Fuchi breakup to happen earlier because honestly there were too many Japanese Megas in 1e) is pretty active because they don't want Renraku to get ahead.

MCT are active but tend to be racist as fuck, commonly used as enemies

SK is active but almost always through intermediaries. You almost never know you are actually working for Lofwyr.

Azzies are really scary and tend to rely on company men. Be prepared to be fodder on their shadowruns. But they pay really really well.
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>>24308401
It's good for runners with poor trigger discipline.
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>>24308449
>>24308473
> only heard of shadowrun in passing
> friends invite me to play
> now in two shadowrun games as two drastically different characters
> don't even know how to chargen on my own

Work those contacts, anon. You have a Charisma score for a reason..
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>>24308525
B-but muh 2 CHA
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Have the augmented little girls killed everyone yet? Is it safe to come out?
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>>24308525
>Ran Yakumo in Shadowrun
Kitsune free spirit, literally.
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>>24308554
Is enough for 4 points of contacts by any sane DM's houserules. Get to it!
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>>24308401

It's good for killing tons of innocent bystander while still being somewhat easy to conceal.

It's also good against vermin like devil rats actually almost all critters because lol no armor
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>>24308643
Alternately, you can stop using flechette ammo because it got nerfed into the damn ground.
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>>24308687

Well as long as you aren't actually going against crap with any ballistic armor you are pretty safe with spamming flechettes because the +AP doesn't kick in unless they have ballistic armor.

So depending on how your GM views how much regular people wear armor clothes this means the Roomsweeper is good for hostage taking.

Personally I almost never use it as a PC but it's pretty common on mooks
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>>24308525
I'd love too, but my contacts are 3.5/e6/pathfinder devotees
Nothing I do budges the group away from DnD's grapple
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>>24308687
>>24308776
>>24308643
You know what would make Flechettes remotely decent? If the target has no Armor bonus, the +5 AP doesn't apply.
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>>24308968
I figured the flechettes are tiny things that have problems penetrating skin, therefore the +5 AP represented skin's natural protection as an additional layer
Mind you, I'm not quite clear on how flechettes work and what they look like
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>>24308968

You mean like it says on page 162 of 4A?
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>>24308968
>>24309031
Yeah, uh...flechettes only apply to armored targets. Like >>24309033 said.

>A weapon’s Armor Penetration (AP) represents its penetrating ability—its ability to pierce armor. AP modifies a target’s Armor rating when he makes a damage resistance test. Some weapons fare poorly against armor, and so actually raise the value of the armor—if the target is not wearing armor, however, this bonus does not apply. Other weapons are designed to tear through armor, and so reduce its effectiveness. If a weapon’s AP reduces an armor’s rating to 0 or less, the character gets to roll no armor dice on his damage resistance test.
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>>24309031
Flechettes aren't THAT small.
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Alright, this is turning out to be a lot longer than I anticipated, but here's the first little bit:

ShadowRussia- The Runners:

Cowboy: Ork pistol adept obsessed with old American westerns. Leaves an Ace of Spades playing card at the scene of his exploits.

Gunbunny: only non-Russian in the party, a dwarf from the UCAS. Ex-Firewatch pilot. Lotsa guns he moved into Russia without a permit for.

Halflife: ex-military Russian hacker extraordinaire, and voice of reason for the group.

Face: the face. An especially lecherous elf adept with the full range of talking and face-melding powers. Has parents who work for EVO.

Crazy Ivan: chaos mage. That was his entire backstory. Srs.
>>
The new team had just finished their first run (an edited and Euro'd up version of On The Run) and gotten paid 15k apiece.

That might be enough for most of the group, but Gunbunny's still butthurt about being separated from his high-caliber automatics and his snuggly security armor when the group had to drive into Moscow to find the damn disc. He gets his fixer on the horn and asks him to see about getting him authentic licenses for all of his restricted gear.

The fixer comes back in a day or two, saying that he's found someone who will be willing to provide the documentation Gunbunny needs. Gunbunny is to meet Mr. Johnson on the steps outside Smolny Cathedral at 9 a.m.

At 9:05 a.m., Gunbunny is greeted by a black limousine with government plates. A heavy-set bearded man in the back introduces himself as Mr. Johnson and bids him get in. The limo drives around the city while Johnson explains the job, the limo's densiplast ballistic screens preventing them from both seeing out of the limo and from being seen in it.
>>
Johnson explains that the Vory are in a somewhat tenuous position in Europe right now. They're fighting a war with the Alta Commissione for control of criminal activity on the continent, and, outside of Russia, they're losing. To make matters worse, relations between the Vory bosses in St. Petersburg and Moscow are not exactly warm. The St. Petersburg bosses are concerned with the St. Petersburg syndicates, not with helping the syndicates in Moscow or abroad. Naturally, this pisses off Andrei Petschukov, the head boss in Moscow, to no end. There is only one boss in St. Petersburg who will deal with Petschukov- Luka Jankevitch, who oversees the syndicates in Scandinavia and northern Britain. Luka has become a bit of a pariah amongst the St. Petersburg Vory because of this- he and the men under him have started dealing exclusively with Petschukov, much to the irritation of his fellow St. Petersburg Vory.

Still, the Johnson explains, Petschukov is not above trying to extend an olive branch to St. Petersburg. He's sending one of his lieutentants, Vasily Omarevich Moltin, into the city tonight to meet with the St. Petersburg bosses one by one over the weekend. Johnson's employers would like to make sure Moltin never makes those meetings.

Johnson gives Gunbunny a small spray canister, explaining that it contains DNA synthesized from a known Vory thug. Once used, the DNA tags will last for six hours, disguising all of the user's hair, skin cells, even fingerprints, sweat and blood as belonging to the person from whom it was cultured. Johnson tells Gunbunny to go to the roof of a data center opposite Moltin's hotel and pick up the equipment he finds there. In exchange for terminating Moltin, Johnson's employers are prepared to provide Gunbunny with legitimate documentation for as many weapons as he might require. Gunbunny readily agrees, and the limo deposits him outside his safehouse (no mean feat, considering that Gunbunny is Erased).
>>
Gunbunny puts out to a fence for some ganger clothes for the job, and does a quick recon of the hotel and data repository in his streets. The data center has a fire escape allowing for easy access to the roof, but Gunbunny doesn't bother going up there just yet.

At about 9 p.m., Moltin's plane lands. He takes a taxi to his hotel room. Gunbunny changes into his ganger clothes and takes the metro to the hotel square, stopping to use the little boys' room to spray himself with the DNA mask. He climbs up the fire escape of the data center and finds a suitcase hidden on the roof. It's sealed with a biometric maglock that opens to his touch.

Inside, he finds a disassembled Ranger Arms SM-4 Sniper Rifle and a sealed packet of ammunition. In the sealed packet is a clip of EX-Explosive rounds and two empty casings.

By about 9:15, Moltin arrives at the hotel. He takes the elevator up to his room, opens the curtains, and takes two rounds to the head and chest.

Gunbunny collects his casings, and leaves the two spare casings he found in the packet behind. He disassembles the rifle, puts it back in the case, and hoofs it to the metro before the militsiya arrive on the scene.

The next morning, Gunbunny wakes up to find a package on his doormat inside the door containing legitimate licenses for all of his weapons. Also in the package is a card from one "Vladislav" thanking him for his services, and to expect more jobs in the future.

And then Gunbunny realizes that his fingerprints no longer work on the suitcase's maglock.
>>
Meanwhile, across town, Halflife gets a message from his fixer about a job. A prominent Vory member is dead, and Luka Jankevitch wants to find out how and why. The team meets up and drives to the place, Gunbunny sweating bullets in the back of the van the entire time.

Face sneaks into the crime scene to gather clues from Moltin's hotel room while Halflife accesses the grid and tries to determine where the shots came from. Using a mapsoft and some rooftop security camera footage, Halflife finds the roof where the assassin was shooting from, and Cowboy, Gunbunny and Crazy Ivan go up to investigate.

"Oh look, shell casings!" Says Gunbunny.

Crazy Ivan has a moment of clarity, and decides to assense the area. He finds an astral signature. One he's seen before. Cowboy's aura, to be exact. Gunbunny swears profusely on the subvocal channel.
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Cowboy swears up and down that he didn't do it. The facts that A) he has no recollection of shooting Moltin last night and B) has never fired a high-powered rifle in his life and C) didn't leave his customary calling card at the scene allay most of the party's suspicions. Crazy Ivan scrubs the area clean of Cowboy's aura, and the runners resolve to speak of this to no-one.

They meet up with Luka, and Face lies his namesake off to Luka that they don't have an ID on the killer, but they share all the clues they found (the method and location of execution, the high-powered rifle casings). Luka dismissively pays them 5000 nuyen and tells them to get out of his sight.

Later, Halflife decides to look through some of the security camera feeds he pulled during the investigation again. He notices that on the feed where the shooter is briefly visible, the shooter seems much too short to be an Ork.
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>>24308525

>two drastically different characters
That's because Jessica can barely fire a gun.

As an aside: I'm IN two Shadowrun games...and I've still go 'Dammit, I could really go for a third'.

But I guess that's being greedy.
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>>24309966
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>>24308880
Then you start making social rolls until you come up with new ones and let the old ones fade so you don't have to burn XP.
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>>24308968
If the target has no armor bonus, just fucking use regular ammo.
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>>24311120
Better yet, use a better firearm - whether pistol, automatic or rifle.
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Are Stick-n-shock rounds worthwhile investments?
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Whats the best way to make a bishi troll supermodel?
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>>24311917
What are you using them in, and what do you want to happen to the targe?
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>>24311965
Battle Rifle, nonlethally take down a target respectively.
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>>24311979

Very Good. The Ares HVBR is best there (High Velocity lets you make 2 long bursts instead of 2 short bursts) but battle rifles all have good range and burst fire.
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>>24312022
I'm partial to the SIG for some reason, haven't quite figured out why yet.
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>>24311979
The electricity effect is always good, but if the flat 6S damage code isn't an increase, you may want to consider other non-lethal munitions.
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>>24312079
Such as?
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>>24312089

Gel Rounds are pretty good.

The issue is that Gel Rounds don't do as well against armour and don't have the chance to just knock someone out of commission with minimal damage.
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>>24312089
Gel and Capsule are your other options, at 30nY /10. Both use Impact armour and increase the soak pool by +2, but the capsule rounds can deliver chemicals via contact, while gel rounds have -1DV.
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>>24312132
Electrical damage is treated as Stun damage and resisted with half Impact armor (rounded up)—metallic armor, however, offers no protection. The non-conductive armor upgrade adds its full rating to the armor value.
Other factors may modify the target’s damage resistance test at the gamemaster’s choosing, such as lack of grounding (a character flying by levitation spell) or extra conductivity (a character immersed in water).

The struck target must make a Body + Willpower (3) Test. Apply half the character’s Impact armor (round down) and any other dice pool modifiers as noted above to this test. If the target fails, he immediately falls and is incapacitated for a number of Combat Turns equal to 2 + net hits scored on the attack test. Incapacitated characters are prone and unable to take any actions.

Even if the target succeeds, he suffers a –2 dice pool modifier to all action tests due to disorientation from the shock for the same period.

Electronic equipment, vehicles, and drones never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or Armor x 2 (other objects) to resist secondary effects. If they achieve equal or more hits than the attack, they are unaffected. Otherwise, they cease to function for a number of Combat Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).
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>>24312295
Damn. That's pretty nifty.
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>>24312295
TL;DR - Stick'n'Shock rounds are good against all targets, except vehicles with too much armour to bypass.

Other stun ammo will be as good for damage out of some heavy pistols, assault rifles, etc. but won't halve a target's armour.
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>>24312350

Or, to be more precise, SnS is kinda broken because you can just stick a guy with a couple SnS, then go up and slit their throat.
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>>24312404

Not that broken, when capacitor rounds really do that, and the Mage can use Mob Mood to make them commit suicide instead.
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>>24312780
Drain value on Mob Mood is pretty gnarly tho iirc.

Still typing, btw.
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>>24312893
Type faster dammit, this paper isn't gonna put itself off.
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Slightly miffed at being paid such a low fee for legwork, and desperate for more funds, the group reaches out to their contacts for work. Face's fixer comes back with something; an anonymous party at the St. Petersburg Port wants a delivery taken. And he's paying VERY handsomely to see the job done.

The meet is in a run-down dockworker bar simply dubbed VODKA TIME. Our melting pot party (two humans, an ork, an elf and a dwarf) are out of place here amongst the salty trogs that work the dock. Face inquires about meeting Mr. Johnson at the bar, and is told by the bartender drone (the human publican got beat up too easily) that Mr. Johnson will see them in the back.

VODKA TIME's private backroom is just as dirty as the rest of the place, but at least it's quiet and troll-free. The runners have a seat at the worn table, and Johnson enters from a side door. He's rather different than what they were expecting.
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Human, for starters. About 5' 10", and dressed in a burgundy suit. The chrome cyberskull atop his shoulders is a bit more conspicuous. The green AR locusts that flit in and out of the eye sockets, nose and jaw are more worrisome.

"Greetings. I am glad you all were able to come." Johnson intones in a flat, processed voice.

"I have need of capable individuals like yourselves. There is a...sensitive package which I would like delivered to Kronstadt, out in the bay. I have already made arrangements for your transportation to Kronstadt with the package; all you need do is accompany the parcel to its destination. You may experience some difficulty with security. For this, I am prepared to compensate each of you to the tune of forty-five thousand nuyen, paid on completion."

Halflife begins frantic googling as the nuyen signs light up in everyone else's eyes.
>>
Now Kronstadt is a free port a few miles out in the ocean from St. Petersburg proper. Originally an oil rig, it has been converted into a thriving smuggler's hub by the notorious Akula syndicate, an outfit comprised wholly of Russian submarine crews that went rogue after the Euro Wars. There's also a Saeder-Krupp enclave in Kronstadt, where Lofwyr tests new naval hardware.

Halflife already doesn't like this, and makes plain to the rest of the group his gut feeling of turning down Johnsons with Creepy Rating 6 on principle. Face and Gunbunny think he's being a baby, and besides, the money's too good. Face readily accepts Johnson's offer on behalf of the group, without so much as bothering to negotiate.

Johnson directs them to a dockhouse across the street from the bar. Using the access code on the door he's given them, the runners enter and find a trio of Vulkan Electronaut submersibles, charged and ready to launch. The gang piles into their respective craft, despite Halflife's grumbling protestations, and set off. Gunbunny rides solo, as the extra space in his sub is taken up by a large coffinlike metal crate: the runner's charge.

Booting up the sub's mapsoft, the runners find a preset course already laid into the computers. They can literally sit there and the subs will drive themselves right to Kronstadt. "Piece of cake!" Face exclaims.
>>
On the ride over, Halflife does some more googling. Using a still photo snapped via cybereye from the meeting, he cross references Johnson's appearance with news sites and criminal underworld databases. Turns out the Johnson is one Oleg Tukov, a programmer at Renraku in St. Petersburg. And that he was found dead a week ago.

On the final approach to Kronstadt, the three subs are hailed by a pair of vessels. Two Typhoon-III class submarines are demanding to know their business in Akula's waters. Face talks them down over the radio while Halflife takes a quick VR jaunt to assess their matrix architecture. The Kronstadt facility's node network looms ahead, a maze of bright-colored piping like a godawful Windows 95 screensaver. Circling the pipe maze are the nodes of Akula's patrol subs, massive segmented chrome sharks.

The sub captains tell the puny submersibles to proceed to the guest dock for processing. Do not attempt to access the main dock, you will be torpedoed. Do not attempt to access the S-K dock, worse things will be done to you.

The three little submersibles comply and proceed to guest docking. The runners unload themselves and the metal crate. Akula's guards attempt to open the crate, to no avail. They demand the runners open the crate. Gunbunny realizes they weren't given a code to open the crate and starts to worry. Halflife detects no node on the crate, and Crazy Ivan can't see inside the box with his assensing ability. Perplexed, the guards shove the lot of them, crate and all, into a holding room just past the main airlock.
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Just as boredom is about to set in, things begin to escalate. An alarm blares, and a guard over the intercom demands to know why the runners are trying to access the Saeder-Krupp dock.

"We haven't done anything of the sort!" Face blurts.

"Well SOMEbody in that room is certainly trying very hard." The guard retorts over the intercom. "Cease and desist now, or we'll stop you by force."

Halflife looks to the crate, which now has an active node.

Accessing it, he finds something disconcerting. This node's architecture is creepy, with green locusts flitting everywhere. As his persona manifests in the node, Halflife hears a familiar processed voice.

"Such a curious slave. You should know better than to peek at your presents before Christmas. But it doesn't matter now."

"Before I stop you from getting us all killed, mind telling me your name?"

"I am Mantis, dear slave. And don't worry, your usefulness is at an end. Goodbye."

Halflife's AR feed blurs with static as the AI's data bomb crashes the node. Looking around, the hacker sees green AR locusts swarming from the crate and into the walls of the room-- Mantis is already on the move through the pipes.
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The far door to the holding room opens. Armored soldiers with assault rifles file down the hallway and take up positions at the doorway. "Freeze, terrorists!" One yells.

"Nyet, comrade, it is YOU who will be doing the freezing!" Crazy Ivan jeers as he pops the lead soldier with a Force 10 Stunbolt.

The remaining guards act on their training, and promptly perforate the hostile Mage. As Crazy Ivan slumps to the floor, Gunbunny fires over him with his rifle's grenade launcher. The remaining guard begins to withdraw, calling for control to seal off the room.

The metal crate unfolds into a Wuxing Crimson Samurai drone, which begins laying suppressive fire in the room. Cowboy slags the drone with some quick shots from his Warhawks.

The door slams shut, and Akula activates their riot control system. Grates in the floor open and the room begins to flood with seawater. Gunbunny wastes no time, and begins hacking away at the door with his monofilament chainsaw. He cuts a hole through the door big enough to get through, only to find more guards massing at the end of the hallway. More grenades, more holes in walls, more downed guards.

Back in the holding room, the second part of the riot control system deploys. Panels in the floor slide open, revealing numerous small electrodes. The runners still inside the room do the taser dance, and Gunbunny astutely surrenders.
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>>24313478
Don't leave me hanging.
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The runners are taken to the infirmary and held there. Power flickers as a series of explosions rock the facility. Gunbunny sets to work hooking his unconscious chummers up to medkits and AutoDocs. When the runners are (mostly) revived, Crazy Ivan notwithstanding, they are hurried into an interrogation room with an S-K officer.

The S-K Johnson asks for their side of the story, and Halflife happily complies, but not before thumping Face on the head and informing him that he is not allowed to speak at this meeting without his permission. Johnson listens to the tale, then throws in a new tidbit.

Mantis is no longer loose in Kronstadt. It would appear the AI got what it came for-- S-K's new prototype Titan-II nuclear submarine. The multi-million nuyen warship turned itself on and blasted its way out of the dock twenty minutes ago.
>>
Johnson doesn't know what Mantis wants with the sub, and frankly he doesn't care. His only prerogative right now is staying off the dinner menu at Saeder-Krupp HQ, and to do that he needs the sub shut down. When Mantis took the sub he also took out most of the active S-K military personnel and a few Akula subs, so the sad crew of runners is the best hope left.

Stop the Titan or die. That's the deal. Maybe a little draconian, but hey, you know who runs the show, right?

Gunbunny is escorted to the roof, where he hops in an S-K VTOL jetfighter and takes off after the Titan sub, Halflife riding shotgun in the plane's node. Despite the Titan's considerable size, it's a big ocean, and the S-K prototype has state-of-the-art stealth tech, including radar damping, thermal masking, and more.

Not to be deterred, Halflife tries a different tack. Using the plane's sonar, he looks for the water's depth in the narrow straits, then cross references the readings he gets with known depths of those same channels. Sure enough, there's a big honking displacement due north.
>>
Gunbunny streaks towards the target, letting loose a torpedo. The Titan escapes by jamming the torpedo at the last possible second, but the leviathan must rise to the surface to release its air defence drones.

Once in mutual signal range, Halflife opens a channel and tries to reason with the rampant AI while he probes the sub's firewall. They have a nice chat about whether machines ought to run the world on humanity's behalf while Gunbunny maneuvers and dogfights with the sub's missile drones.

Halflife gets past the firewall, and nukes the boat's main node down to Response 1. Mantis responds by using his sole action to purge the Titan-II's ballistic missile arsenal, launching multiple nukes into the Arctic sky.

Gunbunny pulls up, climbing to intercept the missiles. As the plane rockets into the upper atmosphere, Halflife lets the S-K guys know that the sub has surfaced and is probably visible to orbital platforms by now. One hastily -greenlit authorization later, and a Thor Shot glances the Titan's rudder, crippling the rogue sub.
>>
Through some epic chase combat rolls, Gunbunny shoots down all but one of the warheads before they arm on re-entry. The remaining warhead streaks towards the UCAS, where it detonates prematurely high in the night sky over Boston.

With the threat of Mantis gone for now, the runners are free to go. No richer for their troubles, though Gunbunny and Halflife have favors they can call in with Saeder-Krupp in the future. Everyone also gains a point of notoriety.
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Thus ends the story of my Russian Shadowrunners and the AI that tried to end the world. Not the best story, but it's there. I have more stories from this group, but that's all for now.
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>>24313437
>at least its troll-free

dats jus raycis man.
wut ya gots against da bruthas man?!
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Guys.

GUYS

What if... wait, this is good, what if... you took the Vault Hunters, and put them in Shadowrun, with the Trip-Ays as the gun companies!?
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>>24314578
I sure hope you're shitposting.
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Rolled 6, 6, 3 = 15

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Rolled 6, 1, 3 = 10

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>>24314578
So then you're left simply playing Shadowrun with cookie cutter archtypes. The core book gives you enough of them.

I do imagine the weapon personalities ending up like the talking guns in Borderlands though.
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>>24308198
Yeah, a few months ago he had 20 pages typed up, but life got in the way of posting it to /tg/.
>>24308254
Wait, really? When did this news come about?
> Loch
...are you the mage in TwoDee's group?
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>>24314817
TwoDee was actually in the last SR general, unfortunately he didn't have the storytime finished, apparently he's gotten to 30 pages of written material, if I'm remembering the thread correctly.
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>>24314817
Yeah, TwoDee was in the last thread. You didn't see him?
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>>24314923
So, how would you guys run gambling?
I wanted to make a character with maxed Edge, and have him be a gambler (and thus in debt because of running out of edge one day), but I have no clue how to deal with gambling


An extended test pitting edge vs edge+4 (the House stacks the odds in their favour)
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So, anyone looking to form a shadowrun group? i've been having >tfw no shadowrun group as well and i noticed other people do too
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>>24315037
I was considering it, but I'm lousy at GMing online games.
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>>24315037
Try looking in the gamefinder threads, I've managed to find two games.
>>
>>24315037
Never tried the gamefinder threads. I'd be too scared to do an online group, and I imagine most of the time, it'd be at like 3 in the morning.
>>
>>24315092
Same guy from>>24315073, both of the Gamefinder based games that I've found have been at reasonable hours on the weekends and the other players seem to be relatively reasonable and relaxed.
>>
>>24315118
I'm sure the people are sound as, it's more about my personal shyness.

And I'm sure times for the groups would also be reasonable for the group, but timezones and stuff, y'know?
>>
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>>24309917

>Fingerprints no longer work on the maglock.
Brilliant.
>>
>Running two shadowrun groups

>Extremely weak grasp of the mechanics and setting.

Give me your knowledge /tg/
>>
>>24308562
silly, they dont kill people. Its their teddy bears that kill people. Brutally. by maiming them slowly. Like an old rusty meatgrinder that needs to be restarted several times while in process of grinding the meat.
>>
random shadowrun stories

>be ki adept troll
>work halftime as bouncer on troll trash metal concerts
>be also member of a troll gang
>have a nice time at usual
>one day on my way back from work some racist punks think they must mess me up
>shoot me point blank in the back with a shotgun
>me, still deaf from the recent concert, rolls the damage down to nothing
>roll int check to realized what just happened
>fail horribly
>"Oi! Stop pushing!"
>flail wildly
>accidentally punch guy on top of other guys and knock him out flat
>apologize and ask if everything is alright
>still deaf as fuck, cant hear what they are saying, but they are starting to run away carrying the unconcious guy
>look down
>yell "OI! YOU FORGOT YA SHOTGUN"
>try to make sense why they would drop a shotgun
>fail to make any sense of it
>throw shotgun after them, maybe they just didnt hear me, I cant hear myself afterall
>accidentally throw it so hard that I completly demolish one of their motorcycles with it
>go home and water my petunias and pull the wax out of my ears
>realize that sometime during the concert I must have ripped my suit and T-shirt
>>
>>24315190
ok, listen here, if you know this, you cant go wrong... Explosives are more powerful if put in a solid sealed container. a tresor works best. c4 in a tresor will kill anything. same as a grenade in an elevator. Even if the thing in question usually cannot be harmed by grenades, if you explode it in an elevator with it inside, it WILL die
>>
noobish question; how well do you actually see with astral vision as a mage? I know I take -2 on all nonmagical tests with it but could I navigate in the dark with it? Last session I tried doing this but someone brought up the point that if its dark in the material plane, then shouldn't it be dark on the astral as well?
>>
>>24315438
I don't think you could use it as night vision. It really just shows you astral lifeforms,signatures and other magic riff-raff.
>>
>>24315438
A hedgemaze at night? I'd say you can see better
A dark, sterile hallway? Well you can spot the security guard at the other end more clearly, but you'll still trip over the chair in the middle of the floor
>>
>>24314984

Edge is more than that, though. I would personally have it change depending on the game. Maybe even a knowledge or active skill depending. Of course, being able to SPEND edge on those checks means you'll do very well, but 'knowledge skill:card games (poker)' should be the bulk of it, i'd say. Or something to that effect beyond simple edge checks.
>>
>>24315549
How about Gamble as an active skill that uses Edge or Intuition as its base attribute?
>>
>>24315566

Ah, I like that idea. I'd say go with intuition for the most part. "running out of luck", or "spending a bit of luck" sort of thing, seems like something that should be modelled.

The other thing that comes to mind is (again, depending on the game) having say, logic + intuition as the check. Poker's played differently to blackjack, which is played differently to roulette, after all. Different skills, etc.

Your system seems sufficiently elegant, though.
>>
>>24315549
If they want to cheat, they could use Con.
>>
>>24315626

Well that's where the simulationist aspect might throw a wrench into things, because palming as a skill would be great for that. On the other hand, a con check might be a really large part of a style of game like poker where pokerfacing (funny that) is such a large part.
>>
>>24314817
>am I the Mage in TwoDee's group
If only, anon, if only.
>>
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Starting out with a new runner group, and having little time on my hand at the moment, I decided to use some premade adventures for the time being.

So I chose an interesting adventure, called my group for a weekly session and started reading the text. Everything was going smoothly until this hit me. Were Shadowrun premades always.. this.. ronaldwhatthefuckamireading.jpg?
>>
>>24316521
At least you're not dealing with Harlequin.
>>
>>24316521

They vary a lot. Some are further down the whacky aspect, some are quite sedate. It's possible within the setting certainly, I'm sure there's a few otherkinesque mages that'd do stuff like that.
>>
>>24316521
Cybered-up Combat Mage has been an archetypal character for premades for a while now.
>>
If a Fomorian or a Gnome becomes an adept, would their arcane arrester halve the ratings of all their powers like it halves force of spells cast on them?
>>
>>24316576

IIRC there was actually one in the premades in the core book, in the original few editions. Didn't have one in 4th for some reason.
>>
>>24316583

I believe it just halves force of effects against you. Adepts should be fine, I'd say.
>>
>>24316521
Where the fuck did you get that.
>>
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>>24316521
>>
>>24316592

Styrac is in the 4th edition Season 4 premades. Fifth mission, named Smugglers Blues.

The mission itself seems like a blast, getting attacked by cultists and possibly paracritter hounds.
>>
>>24316521
What's this nigger's metatype?
>>
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>>24316521
What the fuck am I supposed to feel?
>>
Derp around.

Shoot anything that moves

Don't bother watching your ammunition

And never think about any consequences
>>
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>>24316521
>>24316642
>>24316592
>>24316700
I guess I'm missing something, so we've got a guy that's is cybered up to be a dino-man, what's the big deal?
>>
>>24316815
Isn't there a problem involving magic 6 and essence 4?
>>
>>24316854

His initiation grade is 2, which allows higher magic attribute or to restore it. It is a huge karmasink, but since the character is not a PC, it can't be thought with karma point rationality.
>>
Watch your belly.
Shoot sideways.
Spend all your ammunition.
And always cut every possible deal with every possible dragon.
>>
>>24316743
>>24316909
>How people ACTUALLY play Shadowrun.
>>
>>24316999
I wish I played with them.
>>
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>>24316999
>Implying.
>>
>>24317057

One thing I've noticed about my group: when the opposition is light to medium toughness, they go full operator.

When the opposition is tough with multiple overlapping everythings, they just go 'fuck it' and mohawk all over everything.
>>
>>24317517
the one true way to run.
>>
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Any advice for my first SR character?
>>
>>24317682
I'm sure these garbage artists have tons of cool wording tricks and stat manipulation whorages to make your game of shadowrun shallow and shitty as fast as metahumanly possible
>>
>>24317682
Your file name lied to me anon, that isn't operator at all.
Also, Sinner is an extremely shitty quality for the BP refund.
>>
>>24317730
B-but 14 Infiltration and -4 to see! What am I missing? Also, how is SINner bad if I just turn everything off and fake everything else?
>>
>>24317766
Well, SINner is bad from a munchkin perspective because there's some seriously bad potential downsides for relatively little gain. Since it's a permanent SIN, anyone who collects biometrics from you can connect you to that SIN, even if you don't use it, so it's easy for them to build up evidence against you that you can't easily distance yourself from.
>>
>>24317682
Can't really say I'm a fan of SMGs, but it seems okay to me.
>>
>>24317888
dual wielding smgs with stick and shocks is fucking brutal, yo. Who cares if the shocks won't kill the enemy if they incapacitate them? Just slice em up once they're done.
>>
>>24317696

What the shit rustled your jimmies?
>>
>>24317920
Pretty sure he's ironic shitposting.
>>
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>>24317598
Well, we have fun with it.
>>24316909
Surprisingly accurate! Being fair, I'm the party face who barely knows which end of a gun is the killy end.
>>
>>24317766

SINner means: "Dear GM, please keep track off all my sloppy decision making, and drop it on me like a ton of Noir Bricks."

This is a good quality for a character that will be in a very short game with players you're already familiar with and have good chemistry - you can go all Enemy Of The State with it.

But not it is not suitable for any player who thinks it won't have MASSIVE consequences.

And that's not even talking about criminal SINs.
>>
>>24318275
>in a very short game

This should read:
>in a very short campaign

The kind where "borrowed time" is permittable too, and rarely irrelevant in events and the tone is full on dystopian/"house always wins"
>>
>>24317682
>Dependant
>SINner
>That'll end well.
You might want to buy some normal clothes, unless you're just planning on wearing the chameleon suit and body armor everywhere. Also, try to focus your skills a bit more.
>>
>>24318355

Dependent is fun if handled correctly but Dependent + SINner is basically going to force you into a white hat only game because yeah physical evidence is a bitch.
>>
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Hey /tg/, I'm going to be playing a game of Shadowrun in a month. While I've played before, I am most likely going to delve into the matrix side of things. My question is, what should I make my character? Technomancer? Hacker? Rigger? I'm pretty sure rigging isn't really an option, because we'll need full-time hacker. What should I focus on? Programs/complex forms that are necessary, skills, and gear would be nice. I've got this PDF someone posted here a while ago, and I've skimmed through it a few times, but I'd like to hear from some people that've played the hacker/techno archetype and succeeded, instead of just read theory.
>>
>>24318533
Depends on how long you thin the game will run, hackers are better in the short-term but in the long game technos are generally better.
>>
>>24318533

Personally I prefer the straight combat hacker package. It's got less growth potential than the TM but honestly most games end before TMs really shine IMHO.

Ork combat hacker is a really efficient build especially if you aren't doing logic+skill hacking.
>>
>>24318571
>>24318582
Hmm.

The game will probably run all summer, as my buddies are returning from college and one of them wants to take up GMing.
>>
>>24318620

Basically the question is do you want to do stuff other than hacking (if the GM is new this is probably a good idea) if so the relatively cheap way of buying a hacker package can leave you with plenty of build points for another "role" like face or secondary shooter.

Another big choice is deciding whether you are going to be a VR based hacker or a AR based hacker. VR hacking is generally a bit more powerful but tends to have the problem of remote hacking which splits the party. AR hackers often can do crap with the rest of the party.
>>
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>>24319029
Doesn't really scream Shadowrun to me, imo.
>>
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>>24319624
Just trying to keep the thread bumped with cyberpunky type stuff.
>>
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I v been giddy as a schoolgirl all day waiting for 2d to show up. Checking this thread every 10 minutes.
>>
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>>24320031

Soon, anon. I said late afternoon PST and I meant it. I have class until then so I can't do anything more than fragmentary phone-posts for now..

>>24317517

This was our final run to a tee.
>>
>>24319029
From blacklight retribution right?
>>
Who is Saeder-Krupp's security subsidiary?
>>
>>24321774
Hungover Lofwyr.
>>
>>24321774

I don't think that a subsidiary like KE has ever been covered in any books but I could be mistaken.
>>
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My group have complained that my spirits are stealing the show for them and I don't wanna be the one whom ruins their enjoyment of the game. My char is mostly a healer magician with Great mother as mentor spirit and we're still kinda low so my spirits get to do a lot of work for us and I use them to solve pretty much any problem that our troll or our driver can't fix.

I've been thinking that maybe I can focus more on my astral walking and have my spirits watch my shoes while I'm on the astral plane, thus making me still useful while not having any spirits steal anyones elses thunder or forcing our face to babysit me.

Any other ways I can work to be an asset without stealing the show? Our party consists of me, elf face (idiot with a heart of gold), troll bruiser (idiot with fists of iron) and human mechanic/rigger (clever guy with mundane driving skills and some matrix skills, also our only gun)
>>
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Just so I'm clear, a character's Mentor Spirit could be like, their ghostly best friend, right? They could be humanlike?

Could a Mentor Spirit materialize under its own power? Or at all?

(pic kinda related, best example of what I'm trying to ask I can think of.)
>>
>>24322129
Mentor spirits are generally much broader than that. I wouldn't say they're that personal, but I wouldn't put it past them. You can have a particular spirit that likes you and you recognize, though.
>>
>>24321774
I don't think they have a large seperate subsidiary in the vein of Knight Errent, but they do still have private forces. SK Prime are their elite troops, approximately equivalent to Ares Firewatch and Renraku Red Samurai.

MET2000 are a big PMC that bases out of germany and iirc SK has a big stake in them.
>>
>>24322129
Yes, you can Shaman King in Shadowrun. One of my players has his grand-grand-grandfather as his mentor spirit that resides in his family heirloom sword and every now and again pops out to check out them ladies or toss out a quip or two.
>>
>>24322129
well, you can't summon it like an ordinary spirit. Or you could summon an aspect of it I pressume...

But yeah, talk it over with your GM, your mentor spirit is pretty much your Grandmother Willow or whatever that helps you get in touch with magic propper.
>>
>>24321975
Perhaps you could give your spirits more discretion and have your group-mates play as the spirits (in addition to their regular characters)? What roles are your spirits filling? Sorry I can't be of more help.
>>
>>24322129

The way I see it done is that a mentor spirit's avatar (not the actual mentor spirit, just a representation of it) is something like a force 15 great spirit.

So you can summon it.

umm.

If you want.
>>
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>>24322234

What if I wanted to BIZARRE things up
>>
>>24322277
I am not sure they want to play my spirits thou, that sounds odd... but it is an interesting idea. So far my spirits have mainly filled a supportive role, using their powers to assist us on runs (like a plant spirit using Silence to help us sneak past ghouls, or a water spirit use Movement to help us outrace a patrol boat. And watcher spirit-couriers to have a somewhat safer conversation when we suspected our phones to be tapped.) but when we plan runs I tend to be a little to eager to suggest "Oh, I have a spirit for that!" OOCly because I want to add everything to the table to make us win. US, it's not about power gaming, I'd hate to see another PC die without me having giving my everything to defend them.

I think I could help my situation a lot by shutting my mouth a little more and not sugesting spirits for everything...
>>
>>24322337
Ally Spirit?

I never read Jojo, what's a Bizarre's schtick?
>>
>>24322337
We went over it in previous generals, but the best approximation to being a Stand user is to have a beefy Ally Spirit. Unfortunately, there's word ally spirits were nerfed recently.
>>
So what are some must do things for a script kiddy hacker?
>>
>>24323504
Stealth 6. Before ANYTHING else.
Beyond that, just make sure your commlink is beefy, you've got plenty of programs, and you've got agents to do all the hard work for you.
>>
>>24323611
Options on firearms? He learned the trade in the military but I'm not sure how much actual combat a cybernetic warfare operative would actually see.
>>
>>24323692
If your GM is like most, he'll see as much as the rest of the group.
>>
>>24323692
Get a rifle and a pistol and some specialized bullets but don't go overboard. At the most all you'll have to do is spray and pray while your gunner covers you.
>>
>>24323692
It might raise an eyebrow from the GM if your hacker has elite-marksman-level firearms skill. In terms of guns something concealable with SnS rounds is a good default. If you need heavier hardware as a hacker, get a drone because you've seriously fucked up somewhere along the line.

>>24320469
This has been my experience with my group as well. There's a Portuguese term, Descenrascano or something like that, which I think applies to SR very well. In essence, the idea is at SR is a game that on the surface is about planning and strategy, but in practice usually ends up being an exercise in improvisation as the group scrambles to get out of whatever cock-up they find themselves in this week.
>>
Hey, does anyone know what's up with India in the Shadowrun world? You'd think that since they never balkanized like China or the US that they'd be one of the most powerful (and certainly the largest) countries on the planet, but I have never seen any mention of them whatsoever outside of 6th World Almanac.
>>
>>24323996
My gut feeling is that Catalyst cares less for actual brown people than their beloved "Orks are the new niggers" subplot.

Or, y'know, VITAS.
>>
There isn't much point to an Adept taking a Mentor Spirit, is there? Since they mostly affect spells, rather than skills or even Adept powers.
>>
>>24323996
Gandhi, Bollywood musicals, and more people than they know what
to do with—that’s about the extent of what much of the world knows
about India.  at’s a shame for a place that has been constantly inhabited
for over 9,000 years. Relative satisfaction with their territory, a
conservative culture, and a forgiving religion has allowed India to  y
under the international radar for much of its recent history, for good
and bad.  e inattention of the rest of the world, however, should not
be confused with inactivity within India’s borders.  e country has
experienced tremendous growth in the past, and the current situation
is one of internal growth and development.
And then other shit
it's in the 6th world almanac
>>
>>24323971
Nothing that extreme just enough to avoid the dreaded pussy can't shoot labeling.
>>24323846
>>24323917
Any good recommendations for good gear.
>>
>>24324097
Ares Predator CW, with Silencer and Improved Rangefinder.

Streetline Special with Burst Fire and a Suppressor. (ask your GM's permission to go overmodding)
>>
A question about the Remington Roomsweeper.

It says that it can be loaded with flechette ammunition, and has a damage code to acommodate that...can't every gun be loaded with flechette ammo? Is the only thing that makes the Roomsweeper special is that when you use flechette, you can adjust the choke?

Or is flechette a seperate option that you can have other ammo types on top of, or what? I really don't understand what makes it special.
>>
>>24324177
I thought the Pred couldn't take a silencer... or am I thinking of the Ruger Superwarhawk
>>
>>24324055
Of the core Mentor Spirits, the following are useful in whole or in part for Adepts:

>Bear
>Cat
>Dark King
>Dragonslayer
>Moon Maiden
>Rat
>Sea
>Seductress
>Thunderbird
>Trickster
>Bull
>Crocodile
>Dragon
>Gryphon
>Owl
>>
So you guys were talking abut flechette ammo earlier,
what do you think of AP flechette.
>>
>>24324227
I see.

I wanted to take Dragonslayer, partly for roleplaying, but I also misread "combat spells" as "combat skills". Bummer.

>>24324215
You're thinking of the Ruger. The Pred can take suppressors.
>>
>>24323996
I think they got hit by VITAS pretty hard. The most notable things I remember about India are the monkey-like dwarf metavariant and the human metavariant with brightly-colored skin and four Shiva-like arms.
>>
>>24308149
guys...I think I just cut a deal with a dragon.
>>
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>>24324290
>>
>>24324290

Roll for anal circumference.
>>
>>24324290
Please go into detail so we can see how badly you screwed up.
>>
>>24324270
Dragonslayer is more for social adepts, or magicians/MysAds that have charisma-based traditions and double as the party face.

A good one for sneaky adepts is Rat, because you reap the full benefits of the spirit, including potentially its major flaw.
>>
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>>24324290
You can't just say that. Where do you think you are? We want dish, son.
>>
>>24324290
...so are you the starter or the dessert?
>>
>>24324215
The Warhawk. Revolvers can't mount silencers, because of the gaps in between the cylinder, frame, and barrel.
>>
>>24315304
You needed an "int" roll to work out that they fired a shotgun at you?
I think im going to call bullshit
>>
>>24324700
He's deaf and took no damage. It's pretty reasonable to think he'd just been shoved hard or something.
>>
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Formerly:
>GM tells us to make using modified categorygen
>about when we're done, tells us to make using modified karmagen
>OK
1 run
>player/GM spat causes severe party turnover (and basically a reboot, though we kept the karma), result: party on left
>>
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>>24324792
>7-9 runs later, 3 weeks ago
>GM decides we've gotten too much karma (~100), nuyen (a hundred K or two)
>decides to reboot, AGAIN
>players must make new characters using modified...BPgen?!
==TRIFECTA==

>we meet up the party, get word on the first run
>meet the Renraku Johnson, on Matrix, who avatars a sharkperson in a snazzy lost-underwater-city nodescape
>Job is techsteal, from a Mitsuhama ex-oil rig 100km off coast. No matrix access, one ship resupplies weekly. Find out what they're doing, bring it back.
>plan run
>do legwork

>This Week, after third rebuild
>GM:"Guys, I'm getting burnt out on Shadowrun."
>>
>>24320469
it's 5:00 PST, should it count as "late"?

this will be the first time I've ever been here for one of these live
>>
>>24324925
Well, you got a good bunch of runs out of the second lot of characters. Why don't one of you guys run after this run is over?
You can always switch back after a couple of runs, there's plenty of reasons for a runner team to shuffle members. Avoid setting up arc/meta-plot and it'll be fine.
>>
>>24324945

Calm your nipples. He'll post it when he'll post it. If he goes to American college, he could have classes until 9 for all we know.
>>
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>>24325191
Party dynamic imploded with the shuffle; GM decides to start a supers game; two players are GMing other games; I'm behind on enough things I don't have time to GM...
>>
Hey guys, got any tips for playing an extremely low Essence character?
>>
>>24325417
Don't get essence drained.
>>
>>24325429
Good advice, but I meant from a roleplaying perspective.
>>
>>24325233
9 would decidedly not be "late afternoon" but instead "evening".
>>24325417
Stay above 1. If not, stay above 0.1. Have a good BOD and maybe WIL, you'll need them to offset your healing penalties. Be hard to hurt.

If you mean roleplaying tips, it depends a bit on WHY you're low-essence. If you're an aug (or drug, or BTL) junkie, treat people as means to getting your next fix, not ends of themselves. If your addiction is more about nihilism, be spaced-out; only occasionally grant people your attention as though you thought they were background objects. Be some sort of crazy. (Look up the cyberpsychosis rules.)
>>
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Hey, guess what?
>>
>>24325551
What?
>>
>>24324925

and yet no one complained loudly about it to the GM, and everyone was more or less okay about it to his face...
>>
>>24325520
The character is an extremely cybered street samurai who didn't ask for this.

>>24325551
Oh sweet Christ. It begins!
>>
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>>24325583
>>24325580


...


>>24325576
>>
>>24325551
Bend looks like a poof?
>>
>>24325607
ALL HANDS ON DECK, MOTHERFUCKERS, THIS IS NOT A DRILL
>>
>>24325583

Treat with thinly-veiled envy-anger because they still have their meatsacks?
>>
Is it possible to have three arms (one obviously being cyber)? My GM mentioned there was something about it in Augmentation but I can't find it.
>>
>>24326055
You can get an articulated weapon arm, or you could take Shiva Arms (RC metagenetic quality) and replace two of your (now) four arms with cyber arms.
>>
So what's better, orthoskin/dermal plating, or bone density/lacing?
>>
>>24326390
Bone Density has the bonus of not being halved by things that halve armour.
Bone Lacing takes middle ground, with some armour and some damage resistance.
Dermal Sheathing has better mod options (like chameleon coating) than Dermal Plating, and has a higher impact rating at r3.

Both bone options do better unarmed damage.
>>
>>24326201
Ah yeah thanks.
>>
Ded thred.
>>
>>24329621
Storytime's over now, so the thread should pick back up.
>>
except
>As usual Shadowrun Storytime doubles as Shadowun General
>>
>>24329968
Well, we'll need some discussion if we want to do something about it. What games are you guys running/in?
>>
>>24330007
Still in research/stumping mode for Gangers of Orkland. Got a decent picture of what the Bay Area looks like in 2075, as well as chargen guidelines and a starter plot to throw out.

Now I just gotta write up a primer for new players that doesn't reek of pretentious wankery like everything else I've done.
>>
>>24330170
I'm setting up an espionage campaign in Austin. Some of the guys were in a different group together, the DM of which is in my group. He ran GURPS with all of the social skills taken out so that the players would have to RP out the social situations, at which time he'd judge their performances.

Needless to say, pretentious wankery would be an improvement for these guys, so I can do what the fuck I want.
>>
>>24330281
I know that feel bro. Currently playing a Texas Ranger in a Deadlands Reloaded game. I'm the only one (GM included) who really knows the Savage Worlds system. And we have a brand new player every week. None of our backstories seem to matter, and the GM can't scale encounters properly so he's resorted to published mods only after two near-TPKs that were only arrested by his own inaction.
>>
>>24330349
Well, that's the kind of DM I'm trying not to be. I'm not really as experienced at the mechanics as I'd hoped I'd be, but there's not much else I can do in a small town. Hopefully, any mistakes can be made up for with attention to detail and good planning. Hopefully.
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>>24329968
The only issue I have with this? People stop talking about SR in order to praise TwoDee repeatedly.

We don't need to pop his head by swelling his ego.
>>
What good are datasofts for if you already have datasearch?
>>
Hey, what megacorps can make cyberzombies, again? I know SK and Aztechnology can, and I seem to remember Evo can, and UO's the only AA that can--but can other AAAs do cybermancy? What about MCT or Ares?
>>
>>24332961
Ease of access, prepaid, (generally) free of bugs / psychotropics / viruses.

... There's a whole host of reasons to have some well-Analysed software of any stripe ready and backed up.
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>>24332984

Theoretically any could. Most don't however just because they don't see it as profitable. Those that do either don't care about it being profitable (Aztechnology as an expansion of blood magic) or likely see it as profitable later.
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>>24335219
SANAKAAAAAAAAN!
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>>24324208
I don't suppose I could ask for a little bit of clarification on this before the thread starts autosaging, could I?
>>
>>24335227
That's funny, I thought it was Battle Angel Alita...guess not.
>>
>>24335379
The Spaghettishooter is horribad, and you should stay away from it.
Also, Flechettes are a separate ammo type
>>
>>24335397
with that hair? No, it's Sana-sana-sanakan.
>>
>>24335515
Fair enough. I'm not exactly familiar with Blame! (in fact, I had to google to see that's what she was from).
>>
hey guys I need some cool tricks to let me make a more powerful character than everyone else in my group because they're all having more fun than me because they're friends
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>>24335590
That's what dumpshock is for mayne.
>>
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>>24335750
>all those scopes instead of smartgun system
>underbarrel flashlight instead of grenade launcher
>trigger not removed for PAN activated shooting
>black instead of neon-pink
0/10, would not murder corpsec with
>>
>>24335934
>Trigger removal
Shig dig.
>>
>>24322129
Kinda tying into this post, could I get some tips on making a good summon-y type magician? Summoning spirits rather than using spells?

Is that even viable?
>>
>>24335978
Sure. Be aware that some spirits (man, guardian, task, plant) are better than others. You may also want to look into possession traditions. The main problem will be that banishing is often a poor skill to invest in when a simple Stunbolt kills spirits just fine.
>>
>>24337071
Doesn't mean they're gonna like you after you took the astral taser to them after you were finished with their services.

>Hey yeah, thanks for coming. *BZZZT*
>Ow, fuck! What the hell dude?
>*BZZZT*
>>
>>24337094
That's true. Spirits don't really like being conjured or bound, do they?

I wouldn't wanna antagonize them further than I have already.
>>
>>24337221
They don't mind being conjured as long as you have a decent reason or request (by their standards). But yeah, binding is a good way to get on the spiritual shitlist, since you are infringing on a spirit's freedom. You keep it up, you can have a "reputation" on the Astral Plane, and spirits will be hard-pressed to work for you.
>>
>>24337221
Depends on the tradition.
IIRC there are theories that non-free spirits don't actually persist, and are created anew with each summoning.
>>
>>24337308

I have a mage who always asks permission of a spirit before binding it into service, and sets out clear and fair contracts with them, and I've not been put on any metaplanar shitlists.
>>
>>24337308
Binding a spirit isn't cause for Spirit Abuse. Re-binding the same spirit over and over would be though.

I had spirits that were willing to perform ordinary services for popcorn in a few of my games,
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>>24338689
You got any more stuff like this?
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Well, since I accidentally another thread because I thought this one was autosaging: Some feedback for some homebrew I'm making, because I think Evo would totally make a living armor system, for science. Feedback more than welcomed. I knwo nothing has ava listed yet, because I'm not sure where I want to put it, but at the very least the armors are going to be milspec scale and the mutations are going to be 10+ and F.

EVO Living Armor System

Tests against body * 4 instead of body *2 or *3.

Leech Symbiont Interface System (required)
.2 essence, 20k nuyen. Allows wearing of Living Armor System. Increases lifestyle costs by 5%. (Does not have standard symbiont lifestyle increase, however)
Light Living Armor
B12/I10, 20k nuyen. 10 mutation points.

Medium Living Armor
B14/I12, 40k nuyen. 15 mutation points.

Heavy Living Armor
B16/I14, 60k nuyen. 20 mutation points.

Living Armor Helmet
B2/I2, 10k nuyen. 5 mutation points, can only take thermographic vision, Glomoss infusion, drug gland, sense booster, biosonar.

Requires at least one hour interfacing each day (to leech off of your own nutrients)

Mutations: each costs 1 mutation point per rating.

Additional Strength: Rating 1-3. (max 1 for light, 2 for medium, 3 for heavy). 10k per rating.

Additional Agility: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.

Additional Reaction: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.

Underwater Operating System: 20k nuyen. Allow armor and wearer to breath underwater, adds +2 to all swimming tests.

Continued in next post.
>>
>>24338762
Sense Booster: Rating 1-3. 15k per rating. +1 per rating to all perception tests. Does not stack with other boosts to perception tests (as from Audio/Visual enhancement, cybernoses, etc)

Drug Gland: 10k. Constantly circulates one dose of specific drug into wearer's body. When taking off suit, take drug crash damage and instantly make addiction roll at +1 difficulty.

Optical Camo: 20k, light/medium only. As ruthenium coating. (Free for helmet if on body)

Civilian Shifting: 20k, Light/medium only. Hide as civilian bio-fashion clothing. (Free for helmet if on body)

Photosynthesis: Rating 1-3. 20k per rating. Reduces need to eat by armor and wearer. Reduces lifestyle cost increases due to the armor by 5% per rating, does not count as a mutation for the purposes of increased lifestyle cost.

Biosonar: 25k. Provides Ultrasound sensor.

Mender Mod: Rating 1-6. 10k per rating. Adds +1 dice to healing tests while wearing armor.

Sanguiphage: Rating 1-3. 20k per rating. The suit survives on blood and often goes berserk at the sight of the stuff, overriding the wearer's desire. Add +1 per rating to Strength, Agility, Reaction, and Willpower for 1d6 x Rating rounds and as long as you have access to a stable source of blood, it can survive off of it indefinitely.

Thermal Control: 20k, light/medium only. Gives -4 penalty to people trying to spot with thermal senses or thermovision. (free on helmet if on body)

Tailored Pheromones: Rating 1-3. 15k per rating. As Bioware.

Silk Gland: 20k. As bioware from augmentation. Can be purchased up to three times.

Continued in next post.
>>
>>24338768

Environmental Seal: 15k. Environmentally seals the armor and provides one hour of internal air. Requires helmet.

Blood Filter: Rating 1-3. 20k per rating. Adds +1 dice per rating on toxin resistance tests.

Advanced Platelet Production: 20k. Any time the wearer suffers 2 or more points of damage, reduce the damage by one point.

Endorphin Release Center: 30k. Wearer ignores all wound penalties while active. Can be active for 5 combat turns every hour.

Glomoss Infusion: 20k. Detects areas of background count up to 200 meters away, alerts when passed through by astral form.

Thermographic Vision: 20k. Grants thermographic vision.

Climbing Claws: 20k. Allows the wearer to grip to walls and ceilings of a porous nature, moving along them at regular speed. Grants a +2 bonus on all other climbing tests.

Continued in next post.
>>
>>24338785

Bioweapons:
Melee:
Claws: DV S/2+3P, AP -, 10k. Blades Skill.
*Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to claws
Arm Blade: DV S/2+4P, AP-1, 20k, replaces hand while deployed. Blades Skill.
Spines: DV S/2+2P, AP -1, 5k, can deliver poison. Unarmed Skill.
*Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
Tentacle: DV S/2+2S, AP+1, Reach 3, 5k, can be added to shoulders. Gets +2 dice bonus on subdual attacks. Unarmed skill.
Eel Glands: DV 6S(e), AP -1/2, 5k. Unarmed Skill.
Club Tail: DV S/2+4P, AP -2. 15k. Club Skill.
Blade Tail: DV S/2+3P, AP -2, Reach 1. 20k. Blades skill.
Horns: DV S/2+3, AP -, 10k. Unarmed Skill. Reduces body by 2 for purposes of knockdown.

Continued in next post.
>>
>>24338790

Ranged: Use Exotic Ranged Weapon (Bioweapon) Skill
Poison Squirt: treat as Super Squirt. 5k.
*Squirt Gland: Produces one dose of specified drug or poison per combat turn. 10k.
Spine Launcher: DV S/2+1P, AP +0, SA, 10k (Light Version) (Heavy Pistol Ranges)
*Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
Spine Thrower: DV S/2+2P, AP -2, SA, 15k (Medium Version) (SMG Ranges)
*Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
Spine Cannon: DV S/2+4P, AP -4, SA, 20k (Heavy Version) (Assault Rifle Ranges)
*Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
Acid Sprayer: DV 8P, AP -1/2, SS, light pistol ranges, 20K, can hit up to 3 people within 1 meter of the initial target. Takes thirty seconds to recharge between shots.
Pistrol Shrimp Claw: DV 8P, AP -1/2, SS, heavy pistol ranges, 20k, checks against body-2 for knockdown.

Spine Weapon Ammo: Each spine weapon generates an internal 'clip' of spines. 40 for light, 20 for medium, and 10 for heavy. These spines regenerate over time: 3 per hour for each armor type.

Every 2 armor mutations (for rated mutations, each rating counts separately) requires you to spend thirty more minutes per day in the armor, as well as increasing lifestyle costs by 5% due to the extra energy you require by fueling your armor. Every 4 augments requires an additional Leech Symbiont Interface System installed.

And done. Finally.
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>>24332779

I agree, even if I personally don't mind the ego-swelling.

As far as discussion goes; I've been working on a street sammy that I want to play if I ever get the chance to play Shadowrun again. The basic premise is that he'd be the somewhat-cheesy Cyberarm Sammy, with a comparatively low amount of actual strength, but with two cyberarms with strength way the hell over his natural limit. Probably an alternating switch-hitter between ranged and melee, whichever is more convenient.

I'd put the points he saves in Strength into a little above average Logic and Charisma.

Then I'd give him Interest: Fashion, Academic Knowledge: Fine Arts, Language: French, put him in a Mortimer of London armored suit, give him distinctive style for a classy lacquered wood finish on his cyberarms, and link all of his sight-based augs up to a monocle.

Codename: Mr. August.
>>
>>24338903
>Wood-finished cyberarms
Why has this never crossed my mind? Now I'm thinking of cyberarms with a marble finish on a dude wearing a Roman toga.
>>
So is Astral Hazing a negative or positive background count?
I ask because I wanted to make a 3-eyed character who's third eye fucked up magic and he was thus was sought after by more than one person who knew about it
(was going to pay positive karma for the quality)
>>
>>24339440

It's negative.
>>
>>24338903
I had a similar idea to this. An Englishman who was born in 1912 and became 100 the same day of the Awakening. Because magic and handwaving, he was given magic by the spirit of Britannia, and set out for a second lifetime adventure in a new world.
Now, 60 years later, Sir Earl Grey ("Earl Grey" being a derogatory nickname he's acquired for his britishness, though he insists he actually a member of the Order of the Bath) is Shadowrunning.
For no real reason other than it being the newest interesting thing. Since they've outlawed going to Africa and shooting the biggest animal you can find, this is the next best thing.
He fought in World War II and Korea, considers himself a proper gentleman, and carries himself as such. He's always willing to lend a helping hand to the kids (and he considers everyone a kid), and can draw upon decades of military knowledge (both from our own age of warfare and the modern age of 2072). The basic concept was trying to figure out a way a WWII vet could still be active in 2072, and play sort of the modern interpretation of Captain America (though somehow, in the process, he turned exceptionally British instead).

I was considering setting him up as a Designated Marksman and recon specialist. Perhaps a former British Commando. Unfortunately, he'd be mostly mundane, with little in the way of actual magic or cybernetics; which isn't very good in Shadowrun.
>>
>>24340175
>spirit of Britannia
The whole country?
>>
>>24340238
The nationalist representation; made into a spirit because magic. Like Columbia or the Statue of Liberty.
>>
>>24340294
So the spirit of British nationalism brought your PC back because you are the most British motherfucker there was that just so happened to turn 100 on the year of awakening.
>>
>>24340329
>you are the most British motherfucker there was
Someone once offered him a hamburger
The character beat them near death with a cane for presenting such vulgar food to a proper English gentleman.
He was never invited to Timmy's birthday party's again
>>
>>24340329
Essentially, yes.
>>
Trying to figure out what the best gun for daily carry is... Right now I have a vz/120 modified with an internal smartgun system, loaded with Ex-Ex and in a concealable holster. Would I be better off carrying something, presumably a holdout, that is immune to MAD scans?
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>>24340595
>Ex-Ex
>daily carry
Whareally?
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>>24340643
I've never played Shadowrun before and it had better stats. Am I going to get fucked up for having explosive boolets?
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>>24340673
Think about what you just asked.
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>>24340690
Woah, I need glasses. I thought explosive rounds were Restricted, not Forbidden. Was gonna just have a license for them.

Forget I said anything about Ex-Ex. MAD immunity, is it important enough to sacrifice a lot of firepower for?
>>
>>24340595
>daily carry
>EXex
Get a taser, you fool.
>>
>>24340772
Not really.
>>
>>24340772
Just get a security 600 and load it with SnS. It's like a taser with light pistol ranges and a 30 round magazine.
>>
>>24340772
I always thought it was a bit silly that MAD scanners were a thing when a large percentage of the population is walking around with metal limbs anyway.
>>
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What spirits would a mage of Nicolas Cage be able to summon? I can only think of a fire spirit that looks like Ghost Rider. Would Cageism be a possession-based tradition, to reflect the movie Face/Off and the mock religion's practice of photoshopping his face into everything, or would a shapeshifting spell or ability suffice? For the purposes of aspected domains, what traditions are most similar to Cageism (I know Cageism is friendly to Pastafarianism)?

I want to create a devout and likely crazy character that takes the mock religion seriously.
>>
>>24338762
>>24338768
>>24338785
>>24338790
>>24338802

So no one has any thoughts or feedback for this living armor stuff?
>>
>>24341866
Is this guy gonna be like The King from Fallout New Vegas? Only instead of The King he's The Cage.
>>
>>24341976
That's a lot of money. Granted, it's for an experimental system I'm still wrapping my head around, but still. Is it even possible to get all the bells and whistles? What would it look like?
>>
>>24341866
Keep in mind that to properly understand a mage school, it has to fully encompass how your character perceives life and the world, just as a shaman is in-tune with nature and a hermetic mage analyzes magic rationally and scientifically. Your character must somehow come to understand that life IS Nicholas Cage (who, for the record, is a relic in the 2070s).
>>
>>24341508
How so? I imagine they'd be MORE important when anyone could conceivably have a hidden compartment for smuggling bombs, assault weapons, data theft tools, etc on their person.
>>
>>24342379
MADs don't detect any of that though. They just tell you "Hey, this asshole has metal on him!" And then you look and the guy's got a cyberarm and you're all "no shit, Sherlock."
>>
>>24342379
It's a metal detector, guy. Every time someone with a big belt buckle, a cyber hand, or whatever walks through it it's gonna scream.
>>
>>24342306

Each mutation (or rating of a mutation) costs 1 mutation point, so you couldn't get all the bells and whistles, no, but on a heavy suit with a helmet you could get a damn good number of them.
>>
>>24342925
What does it look like?
>>
>>24341976
Question:

Do the physical stat increases allow you to exceed the augmented maximum values for stats like Milspec's do?

Cuz if so, I can think of some fun things to do with an adept and a suit of this.
>>
>>24342976

The Light version looks most similar to a symbiont (like Venom)--it's rather thin and is able to 'flow' around your body easily, though in a very thin layer. The Medium version is bulkier, but still mostly mobile and able to shift and move as needed, just not as much, and it's more obviously something fleshy. The Heavy version basically looks like a big, meaty wrapping around your body, very thick armored flesh wrapping around every inch of you. The helmet is similar to whatever variant of armor you have.
>>
>>24343071

That I'm actually still not sure of! Strength, maybe, but I'm unsure if doing agility or reaction would be game-breaking. Honestly, I'm leaning towards 'no breaking augmented caps' for all three--but it would stack with other sources of increased stats.
>>
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>>24343074
>2072+3
>not making heavy symbiont armor look like this

Do you even Japanacorp?
>>
>>24343160

Oh, sure, it can just as easily look like that. I'll remind you EVO's technically a russocorp now, though.
>>
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>>24342334
I know. As He demonstrated during his most recent manifestation on Earth, one should live extravagantly and accept as many jobs as possible. Here's a brief description of the religion about the one true god, Nicolas Cage.
>His light guides us away from the temptation of John Travolta, and saves us from our bees (insect spirits).
>His known prophets are Stephen King, who controls the mind, and M. Night Shyamalan, whose endings are always unforeseen. Follow their instructions, and you may achieve Mitt Romney, a state of eternal salvation and peace.
>He is a sworn enemy of Xenu and his minion Obama, and fights against the aliens with the help of the FSM, commander of pirates.
>Those who follow the faith of Cagenism are usually referred to as Cagenists or Nicolites, although any title that properly professes devotion to Him is permissible.
>Praise Cage! May your Mountain Dew be sweet!
>The words, teachings, and histories of the Cage are found in the Hat. Each chapter of this wondrous script is known as a Cat.
>The Cat of Creation
https://docs.google.com/document/d/1D-2uPpYtf_xSMwuVe7BevUY4kiMvFf4Pf7ErVom2P60/edit
>The Cat of the Hive
https://docs.google.com/document/d/1LaM946pi92KbDQfODVVbbi6bjQlw7iGmSHPjHgen7e8/edit
>The Cat of Decay
https://docs.google.com/document/d/1KfhJW1Fq6qsOhQoQArIzHs3WJQzwbWAFDe_zXGdJl1U/edit
>>
>>24343093

I'd not make it break caps. Agi or Reaction breaking caps could be very game breaking.
>>
>>24343196
That's the mailing address, sure, but the board's still pretty thoroughly Japanese.

>>24343253
This guy has the right idea. Breaking STR caps is okay, as that's just a bit more DV here or there. AGI or REA above augmented max would be insane for the price. Since not even possession spirits can do that normally iirc.
>>
>>24343398
Doesn't change that this whole system is ridonkulously expensive.
>20k (and .2 essence) for the base system (multiplied by however many multiples of 4 of mutations you have)
>20/40/60k for the armor itself (+10k if you want a helmet)
>5-30k for EVERY SINGLE MUTATION POINT (including individual ranks of mutations)
Do the melee/ranged "weapons" count as their own mutations as well or no?
>>
>>24343499
Don't forget the lifestyle cost, either.
>Every 2 armor mutations (for rated mutations, each rating counts separately) requires you to spend thirty more minutes per day in the armor, as well as increasing lifestyle costs by 5% due to the extra energy you require by fueling your armor.
>>
>>24341976
Is the armor kept in its own storage, like tupperware, separate from the interface system -- which is implanted, if the essence cost is to be believed?
>>
>>24343499

Each weapon (and toxin gland--though likely not for the squirt gun, honestly, that should just be one) is a mutation point.

>>24343548

The armor can be stored in any container, it doesn't really leak fluids or anything like that unless injured. And the interface system is indeed a bioware implant, much like a symbiont.

>>24343398

Fair enough. The heavy version will be the Guyver.
>>
>>24343594
>>24343548
Y'know, it occurs to me that this concept is cool, but the rules we have here are just a different version of Milspec armor. That in itself isn't very exciting. We need to go deeper, gentlemen.

Symbiont armor is technically a living creature, yeah? What effect does wearing a living creature have on the wearer's aura? Does it change how the wearer would look on the astral?

What about symbionts that have been tailored to express certain metagenetic qualities?

How much essence does a suit of symbiont armor have? Can you implant symbiont armor with bioware or cyberware?
>>
>>24343906

I will be honest, I was considering making it use essence (4 essence in light, 6 in medium, 8 in heavy. or 3/6/9 or something like that) for the various upgrades and let you install cyber and bioware from a list up to the usual cap.

but as I was working on it, it seemed TO complex, you know? You have to cut a split between uniqueness and usability.
>>
>>24343906
>>24343955

Also, as far as auras: It is a living creature, so it shows up (as an unawakened creature) to astral sight, with an aura similar to the character it's bond to, I'd imagine. Like your soul is wrapped in another, similar soul.

Which, actually, may provide some extra protection against magic, but I'm unsure how to balance it, since the mana-link would have to pass through the armor's essence to get to yours...
>>
>>24343906
>Symbiont armor is technically a living creature, yeah? What effect does wearing a living creature have on the wearer's aura? Does it change how the wearer would look on the astral?
I would imagine the symbiont armor itself might -- MIGHT -- have a presence on the astral. I mean, it is biologic in nature, but it's synthetic, created in an EVO lab. Spirits are gonna look at it and go "whaaaaat the fuck is that?" Then they'll see the astral presense INSIDE the armor and go "whaaaaaaaaat the fuck is that doing in that?"
>>
>>24343955
What about reducing the armor ratings across the board and having the armor come with a certain amount of extra damage boxes and essence per category?

Then you can add a Redlining feature where you can kick the symbiont into fight or flight mode. Armor counts as Hardened Armor, and you ignore stun damage, but you take physical damage every combat turn the armor stays in that state.
>>
Thread is autosaging we need a new one.
>>
>>24344045

That... may work? I'd be unsure how to balance it, honestly--the initial idea was something comparable to milspec that will bypass MAD detectors, in all honesty, and since I might be playtesting this on my players I do not want to make it to TO crazy/out there, for fear of imbalance.
>>
>>24344084
Isn't milspec armor itself kinda ridiculous? I've not looked closely at it.
>>
>>24344084
Milspec is already the upper end of the spectrum. We're dealing in War! levels of retardation here. Go nuts.

Hell, I might even spring this on my Orkland game.
>>
>>24344120

Sorta, but not really--it's GOOD but it's not the be-all, end-all of armor... well, it is, but it's expensive and it only gets really good with even more expensive mods and such.
>>
>>24344143

I, uh, wanted to avoid going full retard/full WAR! here. Balance is an important thing to have in a game, after all.
>>
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I guess a Spirit of Man could appear as the Declaration of Independence or Photoshop [Manipulation], Water Spirit could be Mountain Dew [Healing?], and as stated earlier Ghost Rider for Fire Spirits [Combat].
...
What are the most useful spirits? Does it matter what spell categories they're associated with?
>>
NuThred:
>>24344269



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