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Siegkrow posted:To play Doom ![]()
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# ? Jun 18, 2024 11:08 |
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It is SOP for runners to go after everything they buy with dremel and soldering iron to forcibly remove wireless capability.
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IMJack posted:All that is meant to help the GM design the run. How much of it they choose to use is up to them. My point is that if most of the time players won't encounter the ideal security setup and will instead be up against something riddled with flaws and human error, wouldn't it be better to spend the splatbook's time describing the kind of setup they're going to encounter rather than the kind of setup they aren't?
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It's especially bad with novice STs who will absolutely drown you in ridiculous security measures that would put the highest realistic security to shame, not everyone is a veteran with experience playing the game since 2e especially now that the crpgs gave Shadowrun some new visibility
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Night10194 posted:Why in God's name would you Internet of Things your grenades? Why would anyone HACK my BOMB
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Could've sworn there was a JC Denton smilie.
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Whybird posted:My point is that if most of the time players won't encounter the ideal security setup and will instead be up against something riddled with flaws and human error, wouldn't it be better to spend the splatbook's time describing the kind of setup they're going to encounter rather than the kind of setup they aren't? It depends on what you're trying to provide. Showing over the top examples displays a bunch of potential security devices to be placed/on guard for, but not much on how to break them. Showing realistic examples displays a bunch of ways to break a system, but not many devices meaning the game would get stale pretty fast. Ideally they should be doing a mix of both.
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Siegkrow posted:To play Doom Therefore, challenge site security in deathmatch!
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I thought playing DOOM was how you defeated ICE and hacked the gibson.
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Hacking someone's commlink to put a Doom AR filter over everything is hilarious until the beetlehead that's lost their grip on reality starts shooting.
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IMJack posted:Hacking someone's commlink to put a Doom AR filter over everything is hilarious until the beetlehead that's lost their grip on reality starts shooting. I'm not sure I understand the problem. One of the classic ways to sleaze security is to create a loud distraction, and a pickup game of AR Doom would definitely count.
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But why do AR Doom when you can just do real Doom by actually summoning demons into your facility?
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Slaan posted:But why do AR Doom when you can just do real Doom by actually summoning demons into your facility? Harder to hide from managment that you're playing instead of working.
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The Lone Badger posted:It is SOP for runners to go after everything they buy with dremel and soldering iron to forcibly remove wireless capability. Only if you're willing to tell your Matrix specialist to their face that you don't think they're good enough.
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wiegieman posted:Firstly, because it comes standard and it gives you all sorts of cool airbursting and adjustable delay options. Secondly, because the vast majority of adversaries can't break into a decently protected PAN to set them off, and if they can, they can't do it quickly or without you knowing. A runner team will have a novahot decker who can do it in less than a second, or a technomancer who doesn't have to break into their personal network at all - they have a Complex Form that can give a command to any device. It also (together with biometric gun locks and/or wireless triggers; which are also hilarious for any decent decker) works pretty well for low-tier rent-a-cops whom you expect to only deal with deadbeats, petty criminals and the odd gangbanger. Magni fucked around with this message at 00:04 on Jun 16, 2019 |
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paragon1 posted:Only if you're willing to tell your Matrix specialist to their face that you don't think they're good enough. At least for cyberware I'm absolutely fully willing to tell the decker that I'd rather just not have internet of poo poo features in my eyes than trust the PAN won't be breached ever.
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I hope you like Spam. More seriously: You're locking yourself out of one of the better smartgun options for not a lot of benefit. There's a whole lot of devices any decker can get to that can ruin your day unless you're willing to live in a Faraday cage. Actually no not even then because most bulldozers will have drone controls. There's no real substitute for proper Matrix overwatch when bad actors come calling. And if you've got that you might as well have a wireless liver or whatever. paragon1 fucked around with this message at 04:08 on Jun 16, 2019 |
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Yeah, a good security spider in your building can lock down a team of shadowrunners easily. Unless the face gets to him before work.
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The real thing that makes a spider dangerous is the ability to hit the red alert button on the host. No hacker can win an extended fight with a host once they get spotted, they have to get in and get out.
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I wonder how many Spiders start by trying to cut a deal with obviously prepared intruders:![]() ![]() ![]()
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By popular demand posted:I wonder how many Spiders start by trying to cut a deal with obviously prepared intruders: Diplomacy skill still overpowered I see.
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How do the perfect emotes for that exchange exist
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Is Lowtax a dragon from the future?
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By popular demand posted:Is Lowtax a dragon from the future? The Spine Fund was his own way of holding back The Horrors.
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By popular demand posted:Is Lowtax a dragon from the future? That's Lofwyr. Lowtax is the increased cost of living in a dwarf-accessible neighbourhood.
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I completely spaced the fact that a SIN would be involved in clearing sensors, thanks for the info and elaboration, now where's my tangential lore post about how Wuxing places their mistletoe for Feng Shui based detection or some such amazingly perfect nonsense? Also yeah the book thing seems to be the merit of "Show 300 traps, take your pick" over "Here's 20 traps and common ways to break them"
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Cloudmonkey98 posted:I completely spaced the fact that a SIN would be involved in clearing sensors, thanks for the info and elaboration, now where's my tangential lore post about how Wuxing places their mistletoe for Feng Shui based detection or some such amazingly perfect nonsense? It'd be spoilers for Hong Kong if we ever get there.
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Did you know: A starter adept can cut a motorcycle in half with a sword?
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paragon1 posted:Did you know: A starter adept can cut a motorcycle in half with a sword? Anyone can cut a motorcycle in half with the proper katana. ![]()
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paragon1 posted:Did you know: A starter adept can cut a motorcycle in half with a sword? That's aiming low. A properly powergamed starter adept can carve an armored vehicle like a turkey.
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Yeah but my players keep insisting on having characters that can read and socialize for some weird reason.
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paragon1 posted:Yeah but my players keep insisting on having characters that can read and socialize for some weird reason. RPGs are all about pretending to be something you're not in real life.
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IMJack posted:That's aiming low. A properly powergamed starter adept can carve an armored vehicle like a turkey. I mentioned it in either this thread or the previous one, but 2nd/3rd edition Troll Adepts with Deadly hands (D) were a hell of a drug. Who needs a katana?!
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If we get to HK, I'm going to be so happy because a mandatory upgrade means that it doesn't work for me anymore. In less off topic news, a 1e Adept could also go and get a dozen successes on Stealth rolls as his only magical power and probably be fine. Or go with ten and have some left over for things that aren't being invisible.
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Agnosticnixie posted:It's especially bad with novice STs who will absolutely drown you in ridiculous security measures that would put the highest realistic security to shame, not everyone is a veteran with experience playing the game since 2e especially now that the crpgs gave Shadowrun some new visibility There's a reason there have been multiple attempts (Karma in the Dark and Runners in the Shadows are just the two that I know of) to convert Shadowrun to the same system used by Blades in the Dark, a game about Dishonored-style fantasy heists. Key things are the game's equipment and item mechanics - when you start a mission, you declare whether you're carrying a light, medium or heavy load, which sets an upper limit on your gear, but what your gear actually consists of is undefined until the moment you say you have it. This high society party is actually an underground dueling club? Uhhh good thing I foresaw this and am wearing concealed armor! The game also has a flashback mechanic, where if you run into adverse circumstances, you can spend some stress points to flash back to an alternate way of dealing with the issue. Bump into guards? "Yeah uhhh I scoped out the head of security and bribed him the night before" so that you make an easy social roll instead of some tough combat rolls from being outnumbered.
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That sounds super cool, and very shadowrun appropriate.
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Blades in the Dark is designed specifically for running heists, and wants to skip the planning stage and let the players get right into it. So most preparation happens retroactively.
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Part 47 - Man and Metal![]() ![]() ![]() We've successfully navigated our way through the oppressive corporate halls of the AG Chemie building and reached the heart of all evil, the executive floor. Haushofer's personal office is about to get a little surprise visit. This particular room meanwhile is entirely nondescript and boring, so let's just head for the door. ![]() ![]() ...Maybe the visit will be less of a surprise than we'd initially hoped. ![]() ![]() Nope, though also not terribly surprising considering how frequently we've seen this kind of development on our runs. The only question is whether Herr Schmidt is setting us up or if the building security have managed to figure out what's going on. Either way we didn't come this far just to turn around and head back down now. ![]() If we didn't know the notion to be ridiculous, it'd be easy to conclude that this otherwise unremarkable room with a lot of convenient cover and a spirit summoning spot glowing on the wall was designed to house a firefight somewhere in the near future. ![]() Behind this room's door we immediately find another one, because when you're a big shot executive you gotta show off to the plebeians who can only afford one door. Didn't bother locking either one though, a lot of misplaced faith on nobody ever being able to crack a single 5-digit key code here. ![]() ![]() ...Huh, guess we're here. Figured we'd be in for another lengthy journey like on the previous floor, but this is a welcome development too. ![]() ![]() Bet she don't get one-upped in that particular category very often. ![]() [Dietrich shakes his head.] ![]() ![]() ![]() Hope that's the only snake-like feature here, we're gonna need more than a pair of thick boots if that thing suddenly decides to lunge at us. ![]() That's also a mental image that kinda makes you wish this console was at least a little further away. ![]() Despite the disturbing nature of this thing, "Cyberzombie" is undeniably a pretty metal term. ![]() ![]() ![]() ![]() ![]() ![]() [He steps back, allowing you to return your attention to the control console.] ![]() There's some options here depending on available party members and skills. Had we not done it already, we could extract the Schockwellenreiter's visual data directly from the MKVI here as well. For now though, let's get some details on what precisely we're looking at. ![]() Readme posted:
First time we've seen a person being referred to as a "biological component", and hopefully the last. It being operable via commlink implies even we could do it, should we for some reason feel hesitant about entrusting a nigh-unstoppable killing machine to Blitz's hands. That's all the information the terminal has to offer, but nothing's stopping us from taking a closer look ourselves. We do have someone who knows a thing or two about cyberware installations. ![]() ![]() It is a little hard to miss. ![]() ![]() ![]() ![]() ![]() We kind of figured that might be the case, though things sure would've been simpler had we been wrong. It doesn't technically change anything as far as our mission objective is concerned, but... ![]() [She takes another look at the control module, scowling.] ![]() ![]() ![]() [She falls back to her regular position in the group.] ![]() If she's right, the idea of handing him over to Schmidt or the Black Lodge feels a lot less appealing than before. Now obviously handing over or killing a key person is not something a runner can afford to find too objectionable, but if there really is some poor bastard's awareness kept imprisoned and chemically suppressed in that mutilated body, it's a little harder to pretend like this'll just be a routine job. That being said we do have to make sure, we can't really afford to risk the kind of money we were promised unless it's for a very good reason. ![]() ![]() ![]() Gah, reading auras has not been a pleasant experience lately. But we are not about to get knocked out by something as pathetic as just looking at something. No way. ![]() ![]() ![]() ![]() Messages don't get much clearer than that. Bah, times like these almost make you wish you were the sociopathic mercenary type who aren't dragged down by such meddlesome obstacles as having a conscience. Well, nobody's problems are going to be solved if we leave him here so let's follow Glory's suggestion and first bring him down to the garage, see what can be done when we get there. Not particularly enthused about the idea of piloting this guy though, so we might as well say a quiet prayer and grant Blitz his wish. ![]() ![]() ![]() ![]() Forget it, we hand over a weapon of this magnitude to you for any longer than strictly necessary and we might as well call the Firewing and tell her to chill because we already have the whole "razing down Berlin" business well underway. ![]() ![]() ![]() ![]() Guess someone hasn't really been paying attention again. Eh, maybe better that way. ![]() Incidentally if Glory isn't around, it's possible to get the same kind of insight and come to the same conclusion about the MKVI's nature with Biotech 2. Without either, it's still possible to recognize the inhibitor chip and infer that someone's still home that way, just in less detail. Without Blitz, Drone Control 4 allows for rigging into the MKVI as well. Else it needs to be slaved to a commlink which results in it having 1 AP fewer than it would otherwise. And speaking of... ![]() ![]() Yeah, the MKVI is in our party now and he is monstrously strong. His Strength is completely off the charts, he has no trouble either landing or avoiding hits, and anything less than tank shells would only make him laugh were he not an unholy abomination of flesh and steel trapped in a hell existence of unceasing suffering. Now sure, the Cyberzombie is not gonna be able to help you with your math homework, but if a teacher's giving you trouble he'll have zero issue leveling the school building for you. ![]() Just as advertised it also comes with its very own minigun and a giant axe which for some reason has the damage equivalent of a baseball bat, both tools that complement having 4 AP (3 if not rigged) and the combat stats of the Terminator quite nicely. ![]() And it probably doesn't need to be explicitly mentioned that all the cyberware slots are filled past the normal Essence limit. Nothing especially interesting here as far as the individual pieces are concerned, though "Cyberskull (Obvious)" is kind of funny. That about covers it, so let's start heading back. ![]() Oh hey, it looks like things have gotten livelier out here in the Chamber of Obvious Foreshadowing. Couldn't have seen this coming, huh? ![]() Can't believe it's these wasp-looking clowns again though. You'd think they would've gotten the hint by now. ![]() [The Knight Errant captain pauses a moment before responding. When he speaks, his voice is dripping with scorn.] ![]() ![]() ![]() Admittedly we didn't consider that option, no. But from where we're standing there seems to be one easy solution to that problem. ![]() ![]() ![]() So yeah, the enemy Rigger is capable of making the MKVI change teams which is Bad News, though "at a moment's notice" apparently means "after 2 turns" and also requires that the Rigger is alive. These are pretty significant design flaws when you consider that the purpose of the MKVI is making things extremely not alive at a very high speed. ![]() The Knight Errant have come with a pretty decent crew this time around, they've a little bit of everything and most of their lineup have a source of area damage in the form of either spells or grenades. Grouping up continues to be a bad idea, but it's also a bit hard to avoid since this room is pretty cramped. ![]() Blitz opens the fight by whiffing a 99% chance to confuse the Captain with his fancy new ability, very promising. For some reason controlling the MKVI doesn't reduce his AP the way turning on his drone does which is convenient. ![]() The enemy Mage is both standing on a Leyline and completely exposed, so we don't need to hit up Sun Tzu to figure where to start the killing from. ![]() The bizarrely confident Captain also gets dropped on the first turn, proving that even a foam axe will do the trick so long as you swing it hard enough. And hey, the man himself told us to "try and see what happens" and we have now done exactly that. Hopefully this has been an equally enlightening experience for all of us. ![]() Incidentally the MKVI's axe has the usual set of melee abilities while the minigun comes with two attacks, "fire a lot of bullets" and "fire a shitload of bullets". Which let's face it, do a pretty good job covering most situations where the use of a minigun is applicable. ![]() On the KE turn the Grenadier whiffs their shot but the Enforcer nails us right on the noggin with a concussive grenade. Which is not great because while the MKVI can handle himself fine, we're still a bag of flesh and blood in a cool suit and suddenly a very easy target for the remaining Knight Errants. ![]() The Conjurer (whom the MKVI tried to kill off after taking out the Captain but sadly fell a little short) summons an Inferno to give us additional trouble. "Us" in this case doesn't include the MKVI himself who happily dodges literally every attack both the spirit and the KE try to land on him. Really, the rest of us are only slowing him down here. ![]() The start of our turn comes with a warning that there's one more turn left to take out the Rigger before the MKVI hops over to the other side of the fence. Two turns is an eternity though, and since taking out the Rigger at any point reverts its control back to us we'd pretty much have to actively ignore them for this to become a legitimate problem. ![]() Glory knees the lights out of the Grenadier, allowing us to focus on squishier targets while he takes a nap. Grenadiers have had a lot of trouble actually landing their shots on us but their launchers' damage potential should never be underestimated. ![]() A few minigun bullets and one hearty axe swing later, the MKVI has solved his own problem the only way it knows how. ![]() Unfortunately the same can't be said of our problems. A double crit in the form of a shotgun blast from the Guard and an Acid Bolt from the Conjurer actually manage to take us out for what just might be the first time ever. Back in Seattle this would've been the end of it right here, but on this side of the pond it's nothing our Trauma Kit doesn't immediately solve. Still, a good reminder that getting stunned is just as nasty for us as it is for the enemy. ![]() The unexpected developments continue as the Conjurer who rudely threw acid at us simultaneously loses control of her Inferno, which then expresses its newfound freedom by first lighting half the people in the room on fire and then proceeding to turn its summoner into a pile of ash with Flamethrower. Such is the circle of life. ![]() With the threat of losing control of the MKVI eliminated, winning the fight now is purely a matter of not dying like an idiot... again. Glory and Max whose teamwork has been yielding a lot of good results in recent times continue to do solid work bringing down the Guard. Then the Cyberzombie goes to town. ![]() The stunned Grenadier never had the time to recover, and unfortunately for him this particular alarm clock is a lot better at putting you to sleep for good than at waking you up. ![]() The Enforcer who took part in the assault on our person gets completely obliterated from full health and from across the room with efficiency that a still image wouldn't have done proper justice. ...Maybe this project isn't all bad after all. ![]() The rogue spirit's the last one to go, and that's all she wrote. ![]() ![]() ![]() AG Chemie oughta send us a check for all the field testing we're doing for them, and it's not looking like our prototype knife is done cutting through Knight Errant butter just yet either. Things are about to get messy down on the 24th, and this time it won't be just in the storage closet. -- EXTRAS -- Not that much of interest to show off here, only a couple of interactions with the MKVI that were mentioned but not available to us. First, rigging into the MKVI yourself instead of having Blitz do it: ![]() And second, extracting the Schockwellenreiter's visual data directly from the MKVI: ![]() ![]() ![]()
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# ? Jun 18, 2024 11:08 |
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With the MkVI the big secret is eventually realizing that axe is way, way better at ending hackers asap than the minigun is.
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