Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
sasha_d3ath
Jun 3, 2016

Ban-thing the man-things.

mllaneza posted:

Your current gold standard in 40K is a fan film though, Space Marines as the terrifying murder monsters they're supposed to be to normal humans:

https://www.youtube.com/watch?v=DVXEYksoE6c

I was hesitant to give it a watch because I am SO SICK of Marine Porn that I didn't want to give them even that tiny bit of my time, but if it's goon recommended I might check it out anyway.

eta: Someone suggested Damnation Crusade, which I also haven't read. Is it the Sisters book or is it a Marine book? I feel like there's another Marine book. Bloodquest or some poo poo?

Adbot
ADBOT LOVES YOU

Dawgstar
Jul 15, 2017

Anarchy features not a single pregen made under the rules in the book. It’s quite amazing. Speculation is they were all made under early iterations and nobody cared enough to fix them because again CGL.

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

Dawgstar posted:

Anarchy features not a single pregen made under the rules in the book. It’s quite amazing. Speculation is they were all made under early iterations and nobody cared enough to fix them because again CGL.

That's practically a tradition for Shadowrun at this point. It's rare to see a premade SR character that actually conforms to the rules of the book it's printed in.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5E
Daily Life and Shadowruns.

quote:

As he approached the front of the line, he saw a guy in a battered coat sitting on the curb, begging. Begging from the unemployed, he thought. Nice move. A dwarf with a black beard was standing next to him, hand on his shoulder, consoling him.

Whippet could hear a little of their conversation. “Things can’t stay down forever, right?” the dwarf was saying. “The fact that someone’s hiring is a good sign. They’ll hire some people, those people will spend some money, that will lead to someone else being hired, and so on.”

“I made Ares twenty-five million nuyen,” the beggar said. That shut the dwarf up, and it came close to stopping Whippet in his tracks. He kept his movements slow so he could be sure to hear whatever the guy said next.

“Twenty years in assembly. Ares likes to talk about their handmade grips, and I was one of the guys doing the hand-making on the Predator. It was one of those things where the PR benefit outweighed the savings from having a machine do it, you know? Plus, I’d like to think I brought skill to the job that a machine couldn’t duplicate. “I worked that job for seventy hours a week. After five years, I got two vacation days a year. Eventually, at the end, I had a whole vacation week. I could do ten guns an hour, which meant about seven hundred a week, more than 3,500 guns per year. Sell ’em at 350 nuyen a pop, and that’s about a million and a quarter per year. Twenty years on the job, you got about twenty-five million. And in all that time, they paid me less than half a million total. “Right before my twentieth anniversary, they dumped me. Right on my rear end. Wasn’t a personal call, wasn’t a visit from a supervisor. It was just an ARO that popped up in front of me informing me of my termination. I heard they programmed it the day they hired me. They know, see. They know when the balance kicks in, when it’s cheaper to hire someone newer and less experienced and not worry about turnover costs and what you lose from inexperienced workers. That’s what they cared about, that’s why they fired me.” He smiled an exceptionally tired smile. “So you see, the corps aren’t looking to spread anything around. More money being spent is more they’re gonna keep.” Whippet almost went over to the guy to talk about the ways corps mess with you. But instead he walked on.

Despite all the magic and advanced tech, the world of shadowrun sucks rear end to live in. If you’re lucky, you have a steady job and work 12-16 hours in a totally controlled environment and lifestyle without any major freedoms, earning a wage that’s probably dogshit and just company scrip. If you aren’t, you’re probably heavily impoverished and exploited in different ways, or just an obstacle at best. A lot of the concerns are a little old-fashioned, but they’re still generally the same as we’d have, just more extreme. That’s why you’re a Shadowrunner.

If you need a distraction, the easiest way is online on the Matrix: the omnipresent internet connecting basically everything. Most people stay in Augmented Reality to have a constant overlay of information and access to media. Hackers tend to go full Virtual Reality mode to gently caress around, since it’s faster and more flexible. The internet went wireless pretty recently, and the corps have taken back a lot of control.

Music is still a big deal: they really like rock bands, and punk is still cool. I have absolutely no issue with this, rock on. They also mention a couple other genres, like Orksploitation and Elven Folk. Once again cyberpunk media doesn’t reference the noise-reggae in Gibson, so boo to that. There’s also 3d immersive video and TV called Trideo for some reason, and Sports is very celebrity focused, with lots of social media and branding available. New sports include Urban Brawl, which is corp-sponsored gang warfare basically, and Motorbike Polo.

Food is mostly soy-based: it’s a cheap easy to grow protein source. Most cheapish food is built on it, including stuff like ersatz coffee, and meat is a luxury. Cheap stuff tends to be packed with fake sugar, and franchises like Stuffer Shack sell piles of fast food. That one’s an Aztecnology subsidiary, so don’t get the soylent green burrito.

There’s a bit on sex as well: prostitution is legal and people don’t really care about gender, which is neat. On the other hand, the brothel industry gets pretty messy when enmeshed in dystopian capitalism: they mention things like Bunraku parlors (japanese for Puppet) where the workers are given surgical alterations and personality-changing chips to resemble celebs and similar, which is pretty nasty. Stick to the VR chips that let you get a direct sensory exchange.

Shadowruns have a pretty consistent structure, both in and out of the narrative. First you get your crew and meet up with whoever’s contracting and paying you. Typically this is someone going by Mr Johnson, a professional liason for a corp or similar, who’s in charge of introducing the mission and paying you. They’re notorious for loving you over, always hiding details or having other motives.

Once you have the job, go do some legwork to get information for yourself and a plan. We aren’t playing blades in the dark, so this can take some time, so GM make sure to spice it up a little. Then you go do the thing, then meet up with Mr Johnson and get the rest of your pay, plus whatever bonuses you can squeeze out of him.

Invariably something goes wrong in all this, but whatever. No wonder every shadowrun game is “I spend 3 hours covering my rear end in case the gm fucks me over”.

Runs cover a variety of different goals, though the most common is Take something from someone, whether that’s taking data or prototypes or people. Other common ones are destroying things, killing people, delivery or protecting something. Sometimes you might be more civic minded and help out your community, or it’s done as a distraction.

And that’s basically the setting. There’s more detail on specific things in later sections, but this covers everything the books think you need to know. There’s obviously a lot more than that, but I only care about this book. It’s an interesting dystopia, though it’s basically Cyberpunk 101: Capitalism sucks and conformity hurts the soul, and it’s insanely badass to be a pro criminal. Also magic is there, not really directly touching the cyberpunk setting from what it establishes. Maybe it’s different in Tir Tairngere, but as far as I can tell there’s 5 elves eating soy-noodles and hanging around online while smoking weed there as well.

Next time: the rules begin.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Often that kind of thing happens because minor changes are made to chargen in drafts and the presents are handled by a different writer. Communication: it’s important!

LatwPIAT
Jun 6, 2011

Robindaybird posted:

Shadowrun ended up being one of those things that translates A LOT better as a Video game because all the stupid fiddly bits were either dropped or handled by the computer.

It's really interesting how so many classic TTRPGs really shine when made into computer games. I think some of it comes down to the mechanistic tabletop game DNA, and some of it is probably that most attempts at mechanical simulation are inherently suited to computerizing. (Another thing is that all those difficult and weird parts of RPGs where you're looking at a rule and wondering what the hell the text even means is something a programmer will have run into and then settled on a solution for. There's no room for ambiguity in game programming, so all those problems get sanded off immediately.)

(Actual budgets and decades of institutionalized lessons and best practices also help.)

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5e
The core rules.

This is where it all starts to fall down a little. We’ll skip past the what is an rpg bit, I assume you know the basics, and get to the good stuff.

Your standard test in shadowrun has a couple more things and a lot more dice than a normal test. Typically you add an attribute stat and a skill, and then roll that many six sided dice. Every one that comes up as a 5 or 6 is a Hit. Most tests have a Limit on how many successes you can have, to cut back on the absurd dicepools you were expecting. These either come from gear, or a derived statistic. Each test has a Threshold for how many Hits you need to succeed, and getting over that amount tends to give a benefit. Typical thresholds are 1 for an easy test, 2 for something average, 4 for something hard, and so on.

If you get at least half of your dice as a 1, you Glitch, and something bad happens. This can happen on failures or successes, and if you still roll enough hits you still succeed. There are also Critical Glitches if you get at least half the dice as ones but without any Hits, and those are a lot worse. There’s some guidelines for these, basically ‘Don’t kill the party for these’. You can negate these with Edge, at least. We’ll get to that later.

A lot of tests are Opposed tests, where instead of a threshold, the target rolls as well and the most successes wins. This system loves to do opposed tests whenever it can, which is going to slow things down and add complexity. There’s also Extended tests, where you can roll again and again every set interval until you have enough successes. Your dice pool diminishes by 1 every time you try. This lets you abstract a few things away, but a lot of things are too granular to use this to solve the 'Decker soloing in VR/Mage solo Astral Projecting/Rigger piloting a drone while everyone fucks around' issue. These tests have Glitches work differently, reducing the overall accumulated Hits by a bit.

Teamwork lets everyone roll to see if they help, and each test that gets at least a hit gives an extra dice to the Leader and an increase to the limit by 1. This is capped by the Leader’s skill or attribute, but it’s a pretty huge deal. If you repeat tests, there’s a -2 penalty each time. Normally I go by the Burning Wheel principle of “If you fail, you have to try something else” but time is tight enough that this is fine here.

Time is important: the game advises you its fine to keep as abstract, which it isn’t really, but goes into the general economy. Each action in combat, you can take at least 1 free action (more if it makes sense), either 1 Complex action or two Simple actions. Each turn takes 3 seconds, and you can have more than 1 Action in a turn. We’ll get to that later, Action Economy is going to be a fun thread through this commentary.

We then get into the ingredients of a Character. We won’t be worrying about personalities here, so we jump straight into Races, or Metatypes.

Humans are standard. Common baselines. They get a little extra Edge, which is a drat good deal.
Dwarves are short and tough. They’re viewed as hard workers, which the corps love, but due to their size, they have a little extra cost to their lifestyle for things to get adapted to them.
Elves. Tall, thin, graceful, fast and long-living. People reading this who know Shadowrun are probably clenching their fists. There’s rumors that some elves have been alive for a long time and hid during the long age of no magic somehow. Not sure how that works.
Orks look brutish, with big statures, brows and horns. Often discriminated against for their antisocial, violent behavior, which some of them do, but they’re just as capable of things as humans. Aside from the inherent mechanical disadvantages that would justify the racism somewhat, of course.
Trolls are even more Orky. They tend to have horns and bone spurs around, and are real huge and real tough. Mechanically if you aren’t going for a bruiser type, being a troll is mostly a downside.

You also have attributes. There’s 8 general ones and a few special ones to keep an eye on.

BODY is Constitution. Important, especially since this game doesn’t increase health as easily as other big games.
AGILITY is Dexterity, and is used for every weapon skill and stealth. Do not scrimp on agility.
REACTION is general reflexes, used for initiative, dodging and driving.
STRENGTH is a bit of a damage boost, as well as athletics, swimming and carrying things. Generally not something you’d care about on it’s own.

WILLPOWER is useful for a lot of defensive things, as well as a couple magic abilities. Not something to scrimp on.
LOGIC is used for a lot of technical skills, and is important for some mages and hackers.
INTUITION comes up for a few important tests, like initiative or perception.
CHARISMA is a coverall for social skills, as well as helping some other sorts of mages resist drain.

The special stats include
Essence: Metahumanity points used as a budget for cyberware, and if it goes down, so does your Magic.
MAGIC is raw magical power, used by Mages to cast spells and similar, and for Adepts as they turn their power inwards.
RESONANCE is a special stat for Technomancers that shows how in tune they are with online. Lets pretend Technomancers don’t exist as much as we can, and just think of it as special internet magic for now.

EDGE is a pile of bennies: you get a pool of Edge you can spend to help out with dice rolls. Edge can be a huge help: The main use is to roll your edge in bonus dice with exploding 6s that also means you ignore the Limit on the test, which is a massive deal and lets you pull off near impossible feats. You can also fix glitches, boost your initiative or squeeze in 1 last action before you pass out or die. You can also permanently burn edge to automatically succeed with 4 net hits or to not die. You get these back by GM fiat for good roleplaying, as well as on a critical glitch you don’t negate.

There’s a few other things we’ll get into later: There’s a lot of skills, Contacts you can have, Advantages and Disadvantages, and a lifestyle.

The rules aren't inherently bad at this point, though the dicepools have a lot going on. That said, I'm sure you can see the potential problem areas.

Next time: Lets attempt to create a character and give up or get sidetracked

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

megane posted:

There are a lot of games with a great setting hobbled by terrible mechanics, but do you ever get the reverse? I can't think of any.

I can't think of any where I'd worship the mechanics as a whole, but take, say, Kromore, with its completely terribly written setting... which at the same time also has some of the most simple, concise and usable hacking rules I've ever seen in a game. I can similarly think of a lot of objectively bad and terrible and sometimes even downright disgusting games that I've read where at some point while reading the rules I went: "Huh, THIS bit is actually reasonably inspired."

LatwPIAT posted:

It's really interesting how so many classic TTRPGs really shine when made into computer games. I think some of it comes down to the mechanistic tabletop game DNA, and some of it is probably that most attempts at mechanical simulation are inherently suited to computerizing. (Another thing is that all those difficult and weird parts of RPGs where you're looking at a rule and wondering what the hell the text even means is something a programmer will have run into and then settled on a solution for. There's no room for ambiguity in game programming, so all those problems get sanded off immediately.)

(Actual budgets and decades of institutionalized lessons and best practices also help.)

I'm genuinely surprised that more TTRPG's haven't taken the chance, with more ubiquitous computing, to make their systems more complex and in exchange develop a small app of some sort that you can run on your smartphone or whatever which handles your character and your rolls for you. Like I feel like I can count it on one hand the number of RPG developers who've even put out a character generator, most of them have been fan projects. Get the best of both worlds, computer handles the numbers, but you can still have a GM who can invent new stuff out of whole cloth when necessary.

PurpleXVI fucked around with this message at 08:11 on Oct 18, 2020

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5E
CHARACTER CREATION


Character Creation in Shadowrun 5e is an in-depth, interesting experience that can eat my entire rear end in a top hat. On the plus side, you get a bunch of interesting things to play with, and a big shopping list. On the other hand, it’s a super-complex pile of different things everywhere else in the book. Shopping for cyberarms is my favorite thing in gaming, and I enjoyed parts of the process when I wasn’t going “Wait what the gently caress”, but it’s not exactly elegant, to put it lightly.

First, you need to get a character concept set up: A broad idea of who it’s going to be, both mechanically and in the narrative. There’s a list of Common archetypes, which is useful since there’s no explicit Character Class, though in practice there’s main channels you’ll be going down without extreme crossover. I’ll put them here.

A Face is a social character, doing the talking and negotiation. Classically they have a concealed pistol or two, but primarily they have a high Charisma and Willpower score, and not much augmentation. This mixes well with a few other concepts.

Spellcasters are a broad category: They pack firepower and also deal with magic-related things, like Spirits. They also provide another angle for access: scrying, astral projection, that sort of thing. There’s different Traditions that will want different stats. You need a magic attribute for them and probably want a high one.

Deckers are Hackers, packing a cyberdeck that lets them directly interface with the Matrix. This helps with any sort of tech obstacle, from opening a door to heisting data from virtual space. Hacking isn’t useless in combat: If you have access, you can hack gear on the fly. A similar archetype is the Technomancer, people with strange new abilities to directly interface with the Matrix without technology. You need good logic, intuition and willpower, and if you’re a Decker, a Cyberdeck and Direct Neural Interface.

Riggers are people with a special cybernetic interface that lets them control vehicles and drones with their brain, as well as bringing in a drone or fifteen. Typically they’re a driver and combat engineer, and the drones let them scout and attack very well. You need a Rigger implant, a Rigger command console, and some vehicles and drones, as well as a good Reflex score. I didn’t really understand what they were for till recently. I’m going to go wild when I get to their chapter.

Street Samurai are the equivalent of a fighter or Gunlugger: Heavily invested in combat to just mess up everyone. Stereotypically these guys will lean in on the Samurai side and have a code of honor or something, but mainly you want physical stats up as high as you can, and lots of weapons and enhancements. A magical equivalent is the Adept, someone who turns their magic inwards to get superhuman abilities.

This isn’t everything you can be since it is a classless system. There's stealth experts and whatever a Weapons Specialist is that's different from a street samurai, mix it up between archetypes, or muck around and create something unique, but these are the classics for Shadowrun.

The next step is picking your Priorities. To roughly balance out different aspects of the game, you pick the amount of different resources you get for things from a grid in order of importance, rather than have a consistent amount between each thing when everyone will value them differently: Adepts aren’t going to care about cash much while a Rigger needs to buy a lot of stuff, for example.



This grid is really not presented well, so try to imagine lines between the columns. Once you have your concept, pick what things are important to it. Here’s a couple of useful specifics.

>The number next to the metatype in Column A is the amount of points they get for spending on special attributes: Magic, Edge and Resonance. Column C also comes with Magic or Resonance points potentially, so pick one that gives you your preferred species and enough magic or resonance to max out your stat there, unless you want more Edge or you only want to dip into magic for a couple tricks.
>Stats are very important since they determine limits. You might not want this at max, but you definitely don’t want it low. Skills are also a priority.
>If you’re not a magic user or technomancer, Column C is a freebie to put at the bottom.
>Cash seems incredibly important for tech-focused archetypes and Street Samurai. Going RAW it’s not easy to get cash unless you gently caress around, so it’s best to start with a lot to make sure you have everything you need and more. Gear sets your limits for a lot of things, including attacks, so don’t cheap out unless you have a workaround.

Next part: Stats, Skills and qualities.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Chapter 8: Bazaar, pt. 9



Degenesis Rebirth
Katharsys
Chapter 8: Bazaar


:freep: WEAPONS :freep:

Ammo Types

Yeah, just like that, we go into ammo types. The descriptions are all super dumb.

>.50 GL - “Thunder”: a cartridge so powerful it would tear most weapons apart, so it's used in trade. I guess the author is under some impression that you don't use certain ammo with a gun a because it's too powerful and not because the round doesn't fit into the drat gun.

>.357 – “Brass”:

quote:

In the time of the beast, humans hunted everything with meat on its bones. They mainly used hunting rifles and small pistols of caliber .357.

I dunno if anyone ever called a .357 pistol “small” unironically. The description somewhat accurately states that it's popular for handloading post-Eschaton, with cases found and traded by children (which probably overstates the amount of hunting done in Europe and/or the ability of shells to withstand 500 years of elemental exposure).

>.44 - “Alpine”: mostly comes from a single stash found in Borca 10 years ago.

>5.56x45 MM UEO - “Finger”: the NATO caliber, renamed after NATO went away. Very good against unarmored targets due to all the poor people we're shooting in Operation Bomb Useless dirt et al, but has issues with heavily-armored targets at range.

>High Frequency Full Jacket: same round as above, but coated in Teflon for higher rates of fire of Trailblazer. Yes, they just called rate of fire "frequency." :shepicide:

>High Frequency Hollow Point: “low thrust” version of the above, optimized for damage to unarmored targets.

>Hunter Flechette - “Splitter”: Illegal in war, but used for cop, anti-terror, and bunker duties.

quote:

While regular ammo cartridges can partly be recycled, there is no chance to do so with Flechettes. Once fired, they change shape in the target and become unusable. Furthermore, they perfectly fit in their plastic-clad casings. The precision required for something like that is lost since the catastrophe. Flechettes are considered very rare and are sold at high prices on the mark.

DO THESE FUCKERS THINK THAT CASINGS ARE RELOADED BY PUTTING THE ORIGINAL BULLET BACK IN WHAT THE gently caress :thunkgun:

>4.6x30 MM: doesn't get a stupid moniker, a late NATO/UEO pistol round, found “very close to UEO barricades or barracks”

>9 MM UEO: 9mm, but rare as it was probably discontinued before Eschaton.

>5x30 MM Caseless: the case burns ups as it's made from compressed and hardened powder. Lostech.

>Caliber 12: “only fitting for shotguns,” popular with Scrapper handloaders for experimenting with loads of cum small fish squirrel incendiaries scrap.

>Lead Bullets And Black Powder: turns out, I was an idiot for thinking that lead bullets were made with molds. Real pros do it the industrial way:

quote:

To produce a lead bullet, you need liquid lead and a tower. The lead is poured through a sieve at the top of the tower, takes on its round form while falling, hardens, and pelts onto panels of fabric.

>E-Cubed: Rechargable batteries in “compact cubic form,” it's an undeniable proof that the biggest miracle of pre-Eschaton society was finally achieving standardization. Very expesive on the market as Chroniclers buy up all of them.

A table of ammo power, tech level, and prices follows. We learn that:
*.50 GL is the third most powerful ammo (damage 12) after Flechette (which is apparently 5.56mm and damage 13) and HF Hollow Points (14).
*.357 (6 damage) is weaker than any other round – including lead and blackpower (8 damage)
*Flechette and Caseless are the most expensive ones, at 220 CD and 180 CD respectively. The latter is weaker (8 vs. 11) than regular 5.56 despite being three times as expensive.
*But it's OK, .357 is also more expensive than superior Lead and Caliber 12, though only twice as much.
*E-Cubed is 1000 vs. whatever E-Cubed charging (100 CD) is.
*Arrows are 1 CD per and bolts are 5 CD.

Naturally, from this we move to

Weapon Qualities

Yep, a logical, natural transition.



You write "Kill Em All" on your ammo and you carved "Forgive" on the gun. What's that supposed to be, some kind of sick joke?

>Area Damage (Angle): Template/cone CONUS damage, or, as the book puts it:

quote:

The weapon doesn’t aim directly at an enemy; it covers an area stated in degrees. Everything inside this area can take damage.

It's like they put effort into describing it in the most asinine way, what the gently caress. :psyduck:

>Armor Piercing: overcomes special qualities like “Massive” and “Bulletproof” - wait, is this an exhaustive list? You'd think this would be the place to mention every ignored quality!

>Biometrically Encoded (Difficulty): boring palm scanner that bricks the weapon if you gently caress up too many times while trying to hack it.

>Blunt: especially effective against “Massive” armor.

>Camo: again, this means that the weapon is easy to conceal, unlike the book editor's incompetence. :v:

>Cloud (Radius, Amount of Time): for yon gas grenades. Cumulative damage for those who stay in it unless specified otherwise.

>Dazed (Ego Damage): does Ego damage instead of Flesh, halved by armor unless stated otherwise.

>Deviation: scatters 1D-T meters on success, 2D on failure.

>Double Barreled: fire both for double damage.

>Entanglement: gives penalty to skills requiring movement, has boring long rules for untangling yourself.

>Explosive: “The ammo used detonates in a fireball and destroys everything in a certain radius. Apply the explosion rules.”

How literal is the “destroys everything” bit? CAN IT BE USED ON DISPENSER LOCKS?!?1 :aaaaa:

>Fatal: ignores armor and does straight up Trauma damage – Mortal Wounds, in other words.

Black Market Prices

This is the very natural, obvious place for a side-section on how Cult equipment can only be bought on the black market for a price that factors in the risk of getting, ugh, the fancy scrap stick that Scrappers make.

>Fire hazardous: like explosive, but for fire.

>Fragile: “If at least one 1 is rolled (WHEN???), the weapon shatters.” Still does damage if your attack was successful.

>Impact (Trigger): “This weapon is heavy and drat unwieldy, but in the hands of a pro, it’s a tool of destruction.”

We finally get the conformation that this means that if you don't get (Triggers) on attack, you need to spend an Action to get your grip back – or you can just throw the weapon away and figh with your fists. That's where the Anabaptist hilt-dagger comes in useful.

>Jamming: roll more 1s than 6s on an attack, and you'll have to spend an Action to unjam it.

>Muzzle Loader: takes 2 Actions to reload.

>Out of Control (Difficulty): miss and you'll have to roll to control it – or you'll hit yourself.

>Piercing (Armor Rating): distinct from Armor Piercing, it ignores the stated amount of damage reduction.

>Salvoes (Number of Rounds): full auto: Degenesis edition. Each additional bullet gives +1D to handling and 1 damage (this special damage is split between targets if you target multiple and rounded down.)

quote:

The Hellvetic Slabon targets full automatic fire at a group of Gendos. This will bring him bad reviews later, but not right now; he’s in a panic.

Hellvetic ammo counting: still stupid, but funny in this case.

>Scatter: video game shotgun rules.

>Sensitive: “When a fighter with such a weapon is forced into melee or is attacked (what, at range?), 1T is enough for the opponent to damage the weapon: its handling permanently decreases by 1D.”

Since it doesn't mention anyone actually targetting or hitting the weapon (unlike with exo gas tanks), I have to assume this is the weapon's feelings being hurt. Can be repaired, though botches insult the weapon even more. :smugissar:

>Smooth Running (Triggers): get enough Triggers and you can attack again at -2D. You can chain this as long as you get triggers, but difficulty increases every time.

>Special Damage (Enemy Type, Damage): self-explanatory.

>Standard (Bonus): raise the flag for (Bonus). :patriot:

>Talisman (Bonus): gives more dice for Faith/Willpower tests.

>Terrifying (Difficulty): gun scary, so enemies have to roll Faith/Willpower or get -2D on the next action. It says you can gather you wits next turn... but the description said the -2D only applied to next action, implying that it's not an ongoing effect?

>Thunder Strike: makes animals stampede?

Use of Force

Side section that, once again, tells us that some weapons use BOD+Force, marked as F. If it's divided, you round up.

Next time: Guns don't kill people, nuh-uh, I kill people - with guns

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


An important note for Shadowrun chargen: almost everyone uses Chummer.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




wiegieman posted:

An important note for Shadowrun chargen: almost everyone uses Chummer.

Word. There's no way I'd even consider trying that game back then if it hadn't been for Chummer for 4th ed. Same goes with 5th ed as well.

Zereth
Jul 9, 2003



Wrestlepig posted:

The modern hacks work very well, but the abstraction comes at a cost of having more interesting execution and decision making. I'd love to see the complexity done properly. I like the core of a lot of the systems, as well as poo poo like going through lists and customizing your gear to an absurd degree. Maybe something like the one-roll engine, or just a Heavy pruning of this one.
I wouldn't mind seeing a heist game where knowing what brand of laser tripwires the place you're hitting uses is important, but it'd also need, uh, rules for doing the legwork and investigation to learn this that Shadowrun kinda lacks.

Ratoslov posted:

That's practically a tradition for Shadowrun at this point. It's rare to see a premade SR character that actually conforms to the rules of the book it's printed in.
I think the 5e sam comes out right...

if you use 4e cyberware prices.

Mors Rattus posted:

Often that kind of thing happens because minor changes are made to chargen in drafts and the presents are handled by a different writer. Communication: it’s important!
:hmmyes: The 5e sam is evidence that they changed cyberware prices sometime after the pregens were made. Or at least the sam pregen was.

Wrestlepig posted:

This isn’t everything you can be since it is a classless system. There's stealth experts and whatever a Weapons Specialist is that's different from a street samurai,
IIRC it's "bad".

Midjack
Dec 24, 2007



JcDent posted:

Chapter 8: Bazaar, pt. 9



You write "Kill Em All" on your ammo and you carved "Forgive" on the gun. What's that supposed to be, some kind of sick joke?

I think it’s supposed to be one of those Two-Face from The Dark Knight deals where you load five chambers in the revolver and leave the Forgive one empty, then spin the cylinder and pull the trigger when you have a helpless “sinner” on their knees in front of you because you’re letting a higher power decide.

That section overall has an awful lot of detail written by someone who apparently doesn’t know much about guns.

mellonbread
Dec 20, 2017

megane posted:

There are a lot of games with a great setting hobbled by terrible mechanics, but do you ever get the reverse? I can't think of any.
First example I can think of is Red Markets. Genuinely inspired mechanics for making resource management and economics fun, set in Yet Another Zombie Apocalypse.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer


Buck Rogers XXVc: The 25th Century

Villains: That's gotta be Kane!



“Killer” Kane (nobody knows what his real given name is, Hell, maybe it is Killer) grew up on the ruined streets of Losangelorg. He became a top pilot and fell in with NEO, where he fell in love with Wilma Deering and they had sort of an on-again-off-again thing. At one point he and Wilma were captured by RAM, and in exchange for them letting her “escape”, he offered to join them. At first it was a ruse/sacrifice to save the woman he loved, but eventually Kane decided he liked being on the winning team. He still carries a torch for Wilma but it’s a bit awkward what with the whole being on opposite sides of an interplanetary war.

All romantic sentimentality aside, Kane is a ruthless character, albeit one who honestly believes he’s doing the right thing. He works for RAM still, but is convinced he can make it work for him, and end up on top. He’s naturally got a rivalry with Buck Rogers, and is obsessed with besting him in personal combat. Stat-wise, Kane is an 8th-level rocketjock with high scores in Dexterity and Charisma. He most often operates out of Luna, where he has a fortress, the “Mark of Kane”.

In the comic strips, Cornelius “Killer” Kane was introduced first as a fellow member of the Orgs who sparred with Buck over Wilma, later joining up with the Han. In the 1939 serial he lacked this turncoat history or romantic rivalry and was merely the leader of the super-gangsters of the 25th century; he also showed up in the TV series, but wasn’t the main antagonist. I like this incarnation, it gets back to his roots while adding a few wrinkles.



Ardala Valmar’s family is closely linked with the Holzerheins, who pretty much control RAM. She’s a Martian socialite who works behind the scenes as an information broker. She buys and sells people every day, makes and loses more money in a week than most people see in a lifetime, etc. She even has a private orbital base devoted entirely to monitoring transmissions. She’s got a certain hankering for Buck Rogers, mainly because she can’t have him (she also really hates Wilma as a result.) She’s occasionally entertwined with Kane as well.

Ardala Valmar is an 8th-level Martian Rogue, with an AC of 7 indicating light armor despite the picture saying otherwise. She usually carries a mono knife with a blue laser, though the write-up also indicates poisoned fingernails.

Ardala was originally introduced in the comics as Black Barney’s gal pal. In the TV show, played by Pamela Hensley, Princess Ardala was the major villain of the first season, ruler of the evil Draconian Empire. (She also totally wanted to nail Buck.) This also established her “space bikini” look, in the comic strip she looked more like a gun moll. Here she’s a good potential campaign adversary, though the usual issues of running “seductive” characters at your game table apply.



And finally, the one NPC who doesn’t have any antecedent in previous incarnations of Buck and friends. Simund Holzerhein is the digital incarnation of the businessman who led RAM to its current domination over 100 years ago. His body is in suspended animation and his brain is still technically alive, but the real Holzerhein is all digital baby. He attends all RAM board meetings, and even is sometimes seen walking around the halls of RAM facilities, presumably to scare the gently caress out of peons.

Holzerhein was a total bastard in life, and has become even more so thanks to being severed from the mortal world- not only does he want all the power he can get, he’s becoming something of a sadist. He keeps a low profile, letting subordinates struggle over control of day-to-day affairs, but is actually acutely aware of everything going on in the company at any moment. His major rivalry, naturally, is with Huer.dos, the one entity who might be able to outsmart him at his own game.

Simund Holzerhein is a 10th level Digital Personality, and his stats are largely irrelevant because again, the game doesn’t really have any way for DPs and non-DPs to interact. But the personality notes are valuable. Holzerhein’s the biggest of the Big Bads and it helps to know what the major bad guy wants.

That wraps up the character cards! It’s fun to see these new takes on classic characters; in every case Pondsmith seems to have understood the basic dynamics and translated them to the new setting. As actual NPCs in your game, the villains will probably be more useful than the heroes, and it might have been nice to have stats for the more low-level villains you’re likely to encounter in any given adventure, but a licensed RPG’s gotta have the stats for the licensed characters, that’s a rule or something.

Anyway, after this, we will be looking at spaceships! I’m not sure how many posts it’ll take but it should be fun!

LatwPIAT
Jun 6, 2011

PurpleXVI posted:

I'm genuinely surprised that more TTRPG's haven't taken the chance, with more ubiquitous computing, to make their systems more complex and in exchange develop a small app of some sort that you can run on your smartphone or whatever which handles your character and your rolls for you.

I'm not too surprised. It requires a secondary skill in programming in the app environment, which is going to filter out like... 99.9% of all TTRPG designers?

(And while sometimes it'd be neat to have, the app ecosystem is also literally the devil so I'm sort of content not to have to deal with it.)

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Not to mention it adds a barrier of entry and adds another Required equipment.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten
Plus it's likely to be subject to bitrot when the app stops being maintained.

Open source could theoretically fix that but...

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

wdarkk posted:

Plus it's likely to be subject to bitrot when the app stops being maintained.

Open source could theoretically fix that but...

Digital is the worst format for preservation, it dies out so much faster than books.

Tsilkani
Jul 28, 2013

PurpleXVI posted:

I'm genuinely surprised that more TTRPG's haven't taken the chance, with more ubiquitous computing, to make their systems more complex and in exchange develop a small app of some sort that you can run on your smartphone or whatever which handles your character and your rolls for you. Like I feel like I can count it on one hand the number of RPG developers who've even put out a character generator, most of them have been fan projects. Get the best of both worlds, computer handles the numbers, but you can still have a GM who can invent new stuff out of whole cloth when necessary.

This discussion came up a while back in the chat thread; quite a few people don't like the idea of a game relying on a program or app that isn't guaranteed to keep working after a systems update or the game designer moves on to something else. Just think about the trouble you can have trying to run old programs these days.

Snorb
Nov 19, 2010

Maxwell Lord posted:



Buck Rogers XXVc: The 25th Century

“Killer” Kane (nobody knows what his real given name is, Hell, maybe it is Killer)

The original comics used Cornelius, like you said, so I'd wager his real name is Cornelius. (The other Buck Rogers RPG, High Adventure Cliffhangers, calls him Cornelius "Killer" Kane, but that's based on the comics anyway.)

As an aside, HAC does have what's probably the single silliest/dumbest thing I've ever seen in an RPG. Your team, working for the Orgzones (kinda like NEO, except entirely Earth-based because the game line died before it could get to the starfaring part of the comics) has to meet Kane and give him a specific password. If the PCs are reticent about it, he prompts them twice. If they still don't feel like playing along with the bad guy, he says "I'm sorry. I was expecting a different group of gun-wielding ruffians" before bailing on the PCs (and pissing off their commanding officer.)

(And no, that is not me being sarcastic. That's a direct quote from the book.)

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5e

The next part of character creation is picking out your Attributes, Skills and qualities. It’s in that order in the book, but you’ll want to go for Qualities first, since it’s probably going to impact your other choices.

There are two sorts of Quality: Positive and Negative. Positive qualities cost something called Karma, and negative ones give karma. I’m pretty sure that’s the opposite of hinduism but whatever. You have a max of 25 karma you can take in both flavor of Karma, and it impacts your starting budget of 25 Karma that everyone gets.

Seeing as it’s a merits and flaws system, we’re first going to max out on negatives. Most of the flaws are pretty standard, and I won’t go over everything in detail because I dont want to set a precedent about that.

>Addiction is a big deal, potentially. It can apply to more than just drugs: Getting augmentations, magical foci, better than life chips and some alchemy can also be addictive. It’s not so bad at low levels, but getting it in extreme is a huge deal. This is part of a few balancing mechanics as a sort of budget, so it’s worth mentioning when we get to that.
>Allergy is very gameable for some easy points: The bonus depends on how common the source is and how severe the allergy. Having a moderate reaction to something uncommon, like meat or grass, is an easy 10 points.
>Code of Honor is a classic one and probably the easiest 15 points. You need to set a rule for yourself that costs karma to break, like a particular group that’s off limits (having it just be no Children is probably going to need gm approval). They add a few clauses to complicate things, like increasing awareness for leaving witnesses, and establishing potential Complications and collateral damage. There’s also equivalents like no unpaid kills, or no fighting unarmed people
>Dependents take up your time, increase lifestyle costs and can complicate things. Surprisingly the book doesn’t encourage gms to target them, just use them to cause a little hassle. The more present they are, the more the karma and expenses are.
>Distinctive Style makes you easier to remember or trace. Obviously your character looks cool as gently caress, I’m very suspicious of people who don’t take this.
>Elf and Ork Poser are classics: Your character acts like they’re part of a racial minority, and people will think you’re a moron if they find out. Hey my shadowrun character is rachel dolezal wizard
>You can be Racist, or Incompetent. Please don’t though, unless you’re swinging the Prejudiced flaw to be about Capitalists or something
>SINs are a flaw that can be a big deal, if you have a legitimate record in the global data network, you can be tracked, hassled and identified, and worst of all you have to pay a tax on your gross income, which is actually lower if you have a higher-up corporate SIN.
>Everything else is a difficulty or big barrier to doing a specific thing, mostly something to avoid since they added qualifiers to things to stop a wizard taking “Bad at Coding” or something.

As for positives, you’ll actually want to be a little careful with these. Your budget for qualities is also going to be used for Karma later, which can do a lot of things. That said, there’s definitely stuff to consider.

>Exceptional Attribute is a big deal: It increases a maximum stat by 1, though it doesn’t actually give the stat point. You can use this for Magic or Resonance as well. If you have a lot tied to one stat, this is a slam dunk even at 14 karma.
>Jury Rigger enables you to do quick and dirty mechanics, which is a huge deal on a run. Generally building or tweaking things takes a while. If you’re going to be a Rigger this is probably essential.
>There’s some fun ones for cheap, like Ambidextrous if you want two pistols at once, or Mentor Spirit if you’re Awakened and want a ghost buddy. There’s nothing else worth caring about, generally it’s just +2 dice on a particular test.

Next you should pick your stat budget and get that sorted out. You get a pile of stats based on your pick for column B, and your special stats come from A and C. You’ll want to max out your most important stats, since advancing later is absurdly expensive and the cost scales, while it’s a flat rate here. You’ve played bad rpgs before, you know the deal.

This is a good point to get into detail about Limits. Each character has a Physical, Mental or Social limit capping the amount of Hits you can get on a single check, which is derived from stats. This is both very important, but also not really. Attacks, hacking, driving and other similar stuff will have the Gear set the limit rather than the stat, and it’s rare that you’ll need more than 4 if there’s no opposed roll. Magic gets to set its own limits that are tied to Magic You can also remove the limit with Edge, and you’ll probably have enough spare to cover if that does come up. I may be missing things, of course, but as far as I can tell limits are mainly important if you’re going to be doing general skill checks that get a benefit from more successes and aren’t tied to gear, like medicine or social checks.

Edge, Magic and Resonance are special and get their own budget. Column C gives a starting point for magic, and column A gives you points to spend on increasing that or edge. You either want to max out your magic, or get the one thing you want. You probably want some Edge as well, though you don’t have to go crazy.

Skills have a lot going on. I’m not even going to bother covering every skill unless it comes up. You might start with some skills from column C, but otherwise you get a budget from column D. You might notice there’s two numbers there: The second number is for buying skill packages containing 3 skills that you can advance together. You can also get Specialisations, giving +2 dice to a subset of the category, like taking Katana as a specialisation of Blades. Skills max out at 6 otherwise. You get a free budget of (Intuition+Logic) times two for knowledge skills and extra languages. These tend to be specific, but the budget’s pretty solid for a flavour thing. Keep in mind you can google stuff with your mind or get it installed in your brain.

It's all kind of messy. It all kind of feels like 5 editions of additions getting made, because it is. At least there's a certain logic to it. If you liked 80s design though, you haven't seen anything yet

Next time: Lets Crank off to Gear Porn

feedmegin
Jul 30, 2008

Wrestlepig posted:

There’s a bit on sex as well: prostitution is legal and people don’t really care about gender, which is neat. On the other hand, the brothel industry gets pretty messy when enmeshed in dystopian capitalism: they mention things like Bunraku parlors (japanese for Puppet) where the workers are given surgical alterations and personality-changing chips to resemble celebs and similar, which is pretty nasty.

Tbf this is literally ripped right out of Neuromancer

EthanSteele
Nov 18, 2007

I can hear you
Bunraku parlours are the worst and I haven't been in a Shadowrun game of any edition where after the first one is encountered the general response wasn't "we're coming back to burn this place down one day" which I think is the desired response.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

feedmegin posted:

Tbf this is literally ripped right out of Neuromancer

There's a huge amount of Neuromancer poo poo in shadowrun, I'd be keeping track but I'm halfway through a reread so I'd miss stuff. Rest assured if something is in Neuromancer it's probably in shadowrun outside of specific branding, the Rasta stuff and a super AI (though there probably is somewhere).

E: Shadowrun does have tone issues, but it's well aware that it's a dystopia and that things are very bad due to rampant capitalism.

Wrestlepig fucked around with this message at 00:26 on Oct 19, 2020

Midjack
Dec 24, 2007



feedmegin posted:

Tbf this is literally ripped right out of Neuromancer

Technically “Burning Chrome,” but that short story was a prototype of Neuromancer anyway.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Wrestlepig posted:

There's a huge amount of Neuromancer poo poo in shadowrun, I'd be keeping track but I'm halfway through a reread so I'd miss stuff. Rest assured if something is in Neuromancer it's probably in shadowrun outside of specific branding, the Rasta stuff and a super AI (though there probably is somewhere).

The Renraku arcology got its very own SHODAN a few editions back.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




At least they're a bit subtle about it. Unlike Neotech 2 who just ripped the Blade Runner corporation, Pyramid HQ and all, wholesale without a single attempt to make it sound or look different.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5e.
GEAR part 1.
To understand Shadowrun, we shall first buy a gun. The gear section is at the end of the book, but I’m going to discuss it here since it’s so tied to character creation.

This game loving loves gear. It loves your stuff to be as detailed as possible, and to have a huge pile of poo poo to use on heists, either as new options or investments to protect against obstacles. I love it too, in the same way I love eating an entire pizza. It’s a lot, its gonna cause problems but it’s hard to resist.

Lets go through the process of buying a gun. I haven’t bothered making a whole guy, but lets say we made a street samurai, and he needs to pick a gun. First he needs to find his preferred type of weapon. There’s a few core weapon skills: The more common weapon types are

> Pistols, which are cheap, concealable and accurate. There’s Light Pistols that tend to be accurate and small, Heavy Pistols which hit hard, Holdouts that are very easily concealed, and Tasers for non-lethal use.
>Automatics: Covering machine Pistols, SMGs and Assault Rifles. Probably the most versatile choice.
>Longarms: big, low rate of fire guns like Shotguns and Sniper Rifles.
>Heavy Weapons: big machine guns, Explosive launchers, everything fun and impractical.
>Throwing Weapons: Mostly for grenades, but throwing knives are kind of wild: If you have them connected to you wirelessly you get a dicepool bonus the more you throw. I love dumb cyberpunk

For Melee, you just have Blades for cutting and Clubs for bludgeoning, which includes staves. Some things will tie to unarmed as well. Katanas are almost always the best weapon for anyone interested in being a melee guy, though a polearm or Combat axe has upsides, and a knife is easier to conceal. There’s a couple unarmed options as well: Brass knuckles or shock gloves.

There’s also a lot of Exotic Weapons that get their own skill. Bows and Crossbows are kind of useful: Bows tie directly to Strength so Trolls can be absurdly good archers, but otherwise it’s a flavor choice that might be handy for stealth types. Other than that there’s the classic monofilament whip, squirt guns full of drugs, dart guns that shoot drug injectors and a microwave pain projector. Cute.

We first want to pick the right weapon for him from the list. Every weapon has a set of stats to consider.
Accuracy is an important stat: It acts as a limit on the amount of successes we can get.
The to hit role for every weapon is tied to agility, and extra successes mean extra damage, but we can’t get more hits than the weapon’s Accuracy. So to optimise, (and of course we’re going to optimise, don’t give me so many toys if you don’t want me to play with them) we want to get as much accuracy to stop us from wasting successes. The other stats are the Damage it deals as a baseline, which is either Stun or Physical, and the Armor Penetration that modifies the damage resistance roll, the price, and finally availability.



At character creation, we’re capped at getting things at availability 12, and later on our ability to shop for things is tied to rolling for max availability. Some weapons have a letter R or F next to them. R stands for Restricted: you need a license to carry it around, or a fake one, which is another item. F is Forbidden, which means outright illegal for basically everyone. Some really good choices are forbidden, so it can complicate the choice, but I can’t imagine the license system being relevant often.

Also present is the type and size of the clip: the bigger sorts of clips take longer to reload, but don’t need to as much. Additionally, there’s the fire rates: whether the gun can go full auto, is it burst fire or single shot, semi auto, whatever. The more bullets in play let you reduce enemy defense and do suppressive fire, but there is a recoil system because of course there is. Some melee weapons have reach: more or less reach alters defense a little.

Now that the weapon’s been picked, we get to Customise it. Ranged weapons generally get top, barrel and underbarrel slots for mods, (only the latter if they’re large enough) as well as different ammo types. The biggest one is a Smartgun mod, which gives a lot of benefits if it’s connected to you electronically: You can do things like eject clips and change firing modes with a thought, shoot around corners without poking out, and most importantly a boost to accuracy. If it’s Wireless you get an extra dice to roll, even more if it’s an augmentation that cost essence. You can even get an internal version of the mod, which is pricier and ups the availability, but saves you a slot. There’s also a lot of recoil compensator tools, a silencer, laser sights as a weaker choice than the smartgun and a few holsters with minor concealment or quick-draw benefits. There’s also an option that turns a gun into a turret, which is the only mod that gives interesting options rather than “The gun is better now”.



Shout out to Scopes as well, since they work by giving slots to use with vision enhancements and get modded like eyeware or cyberware. We’ll get to that soon.

There rarely is a Best Gun option: Accuracy does mix things up pretty well. My instinct is to get around a 3rd of what you’ll be rolling as accuracy, probably over by a little for good measure, and then get the most damage you can. Or just get an Ares Alpha, which gets an underslung grenade launcher and smartgun built into it. You might want to buy a violin case too since it’s super illegal, but what more could you want?

Next time: More gear stuff

Wrestlepig fucked around with this message at 04:06 on Oct 19, 2020

Young Freud
Nov 26, 2006

Midjack posted:

Technically “Burning Chrome,” but that short story was a prototype of Neuromancer anyway.

Nah, (spoiler for some triggering content) Molly paid for her enhancements early in her career largely through working in a puppet parlor. It's where she eventually gets into crime, because she came to during a session and murdered someone with her claws.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Young Freud posted:

Nah, (spoiler for some triggering content) Molly paid for her enhancements early in her career largely through working in a puppet parlor. It's where she eventually gets into crime, because she came to during a session and murdered someone with her claws.

More accurately they were using her mods to create snuff porn - which is of course was not what she signed up for - and she offed the people using her like that.

Honestly, I tried reading Neuromancer, and I ended up bouncing half way because I did not care for Case.

Robindaybird fucked around with this message at 04:20 on Oct 19, 2020

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Robindaybird posted:

More accurately they were using her mods to create snuff porn - which is of course was not what she signed up for - and she offed the people using her like that.

Honestly, I tried reading Neuromancer, and I ended up bouncing half way because I did not care for Case.

"Now that," Case said to his glass, all his bitterness suddenly rising in him like bile, "that is so much bullshit."

Midjack
Dec 24, 2007



"Burning Chrome" was written two years before Neuromancer and The House of the Blue Lights is a puppet brothel that Automatic Jack visited after a bad breakup.

LatwPIAT
Jun 6, 2011

Robindaybird posted:

More accurately they were using her mods to create snuff porn - which is of course was not what she signed up for - and she offed the people using her like that.

She only offs the senator who paid for the session. And, lethe, that scene changes so much from when I first read it, in those halcyon days I did not know what snuff meant and hadn't noticed the sentence fragment mentioning a third person. I thought she just cut people as a kind of S/M play and killed the guy because she came too confused, disturbed, and tripping.

Midjack
Dec 24, 2007



LatwPIAT posted:

She only offs the senator who paid for the session. And, lethe, that scene changes so much from when I first read it, in those halcyon days I did not know what snuff meant and hadn't noticed the sentence fragment mentioning a third person. I thought she just cut people as a kind of S/M play and killed the guy because she came too confused, disturbed, and tripping.

I first read it in high school and definitely got more out of it later in life.

LatwPIAT
Jun 6, 2011

Midjack posted:

I first read it in high school and definitely got more out of it later in life.

What I got out of reading it in middle school was mostly an appreciation for leather pants. :shobon:

DicktheCat
Feb 15, 2011

LatwPIAT posted:

What I got out of reading it in middle school was mostly an appreciation for leather pants. :shobon:

Valid.

I like mean cyborg girls too much because of that book

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
SHADOWRUN 5e

Gear part 2: General Rules and Miscellany.

We’ve still got a lot of things we want, and plenty of nuyen to spend. So lets talk gear.

If you’re shopping for black market gear outside of character creation, you need to work a bit, and test Negotiation+Charisma (with a social limit) against the availability rating, and if you succeed, it gets delivered after an amount of time based on the price, faster if you succeeded well. Glitches cause things to get messy, deals to go sour, etc. Contacts can also do the shopping for you, if you have one. You can also fence gear, which is pretty tedious. First you need to do an extended Etiquette + Charisma check to even find a buyer, and then selling is 25% of the listed price, varying up or down based on successes on another opposed test. Alternatively you can get a middleman to handle it for you at a rate of 5% times his loyalty rating. The Face is probably going to want to invest in that.

Concealment is a big deal for some characters and less for others. There’s a few things going on with spotting and hiding gear, with different tests for seeing or patting down, and bigger things make it harder to hide. I feel like most people are just going to try a workaround for the bigger hardware if they’re going in disguise, or ignore this, but it’s treated as a big deal and probably should be. The game is swingy enough somebody’s going to fail if the whole party checks though.

One thing everyone has to consider is The Internet of Things. Everything is wireless capable: Even primitive things will have RFID chips to keep track of data. It’s not always on though: If you turn on the wireless mode, it can benefit from superfast data, which lets you track and get info on it, and a lot of gear gets an extra benefit when set to wireless: Mostly speeding up a few things. The downside is that it makes you vulnerable to hackers, who don’t have to plug in.

It’s a good point to mention an important bit of gear here: the Commlink. It’s kind of like a smartphone, enabling communications, AR and VR Matrix access, and access to media and communications. Most importantly, you can use your Commlink to set up a Personal Area Network: linking your potentially vulnerable devices together so you can use the Commlink’s security instead of the devices. The weakness is that if you can hack the attached device, you get the network as well, but it’s more secure overall. Get your decker to fight off any infiltrators, and you’re probably secure. Maybe bring a backup that’s off grid, just in case. This isn't going to make sense till the hacking chapter.

You’ll want armor, of course. It’s relatively simple: more armor is more dice rolled when reducing damage taken, and if the armor value is higher than the damage, turns it to stun instead of physical. It’s also cheap and generally not an obstacle to anything. Most wearable stuff gives armor and has capacity to upgrade against more exotic obstacles, but a few have a minor bonus as well. You can also grab a helmet and shield for a bit of extra armor. Armor is cheap and important, so everyone should invest.

A fake SIN and licenses is probably essential unless your GM doesn’t care. As a shadowrunner you probably don’t have a legit one, so getting a fake is very important. Unless your GM doesn’t care since it’s a hassle. These have a rating that covers how good they are. You also need an undetermined amount of licenses: To carry guns, one for each restricted bit of gear, being a mage or having particular augments. This is just a tax for anti-GM protection, outside of maybe one comedy scene with a security guard.

This is everything that everyone’s going to keep in mind, but make no mistake, there’s a lot of gear going on. There’s piles of breaking and entering gear, Comms tools, 5 seperate RFID chips, explosives, Credsticks that give a limit of wallet space, programs, software chips for your brain, cutting tools, toolsets, piles of survival gear, vehicles and drones (more on that later), a grappling hook gun with 4 different types of rope, superglue, medical gear, 4 levels of ambulance coverage, 3 different periscopes, and a system for handling Sensors. It’s probably too much, and a lot of it is just “are you insured for this potential obstacle” but I can’t deny the appeal.

Next time: Getting Enhanced.

Adbot
ADBOT LOVES YOU

8one6
May 20, 2012

When in doubt, err on the side of Awesome!

Wrestlepig posted:

SHADOWRUN 5e.
GEAR part 1.
...

For Melee, you just have Blades for cutting and Clubs for bludgeoning, which includes staves. Some things will tie to unarmed as well. Katanas are almost always the best weapon for anyone interested in being a melee guy, though a polearm or Combat axe has upsides, and a knife is easier to conceal. There’s a couple unarmed options as well: Brass knuckles or shock gloves.
...

For the discerning Shadowrunner might I recommend the Victorinox Memory blade concealed in the lining of a belt.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply