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Okay, so I'm trying to revive my Infinity RPG review, and I'm slogging through the first rules chapter, and I'm wondering should I go to the trouble of writing out the various character conditions, or should I just list them and move on?
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# ¿ May 19, 2025 14:31 |
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![]() Alright, so I'm a little behind on getting this out. But it's not dead yet! (Previous posts are here, here, here, here, and here.) Part Four: Rules of Action So, Infinity splits up the action rules into separate modules. The main three in the corebook are Warfare (physical combat), Infowar (hacking), and Psywar (social combat), as well as a section on Vehicles. Later books add in further modules, such as mass combat or spaceship combat. The idea is that all of these modules can be used concurrently, and GMs will mix and match them to create memorable setpieces. The modules have some rules in common, however, and that's what this chapter covers. Rounds Scenes are divided into rounds, representing an amount of time based on the type of action sequence being played out. During a round, each character gets a turn, starting with all of the PCs, followed by any NPCs. The GM also has the option of spending 1 Heat stick an NPCs turn in before a PCs. During a turn, characters can take a Standard Action, a Minor Action, and a Free Action. Standard Actions are usually anything that requires a Skill Test, as well as other actions that take up most of a character's attention. Minor Actions are actions that take some focus, such as moving. Free Actions are anything that could be resolved with little effort, time, or focus. Standard Actions can be exchanged for a Minor Action, and Minor Actions can be exchanged for any number of Free Actions. Characters also have Reactions, triggered by enemies' or allies' actions. Characters can take any number of Reactions, but they cost an increasing amount of Heat: 1 Heat for the first, 2 for the second, etc. Attacks There are 4 ways to attack a target: Melee, Ranged, Infowar(hacking), and Psywar(social). Each attack method has a designated skill used, a range band they operate in, and a damage type. All attacks are Standard Actions, made as D1 tests. If the target decides to perform a Defence Reaction, the test instead becomes a Face-to-Face test, with the defender using the appropriate skill. Physical attacks, if they hit, hit a random body part determined by rolling on a table or rolling special Hit Location dice available, or you can spend 2 Momentum to choose the location struck. ![]() A successful attack inflicts damage. Damage is a combination of a fixed value and a number of Ns. The base damage is modified by various bonuses or penalties, such as extra Ns for having a high rating in the associated Attribute. After adding everything together, roll all of the Ns and add the result to the fixed value for the final damage amount. If any Effects are rolled, all qualities triggered by Effects will activate. The defender then applies their Soak to reduce the damage. Soak comes in two forms, persistent and conditional. Persistent Soak is a fixed value, while conditional Soak is determined by rolling Ns. Soak can reduce the damage of an attack to zero. Any remaining damage after Soak is applied is subtracted from a character's Stress. Each damage type has its own Stress track. Damage is considered incidental unless 5 or more points of damage are inflicted with a single attack, or if the damage brings the character's Stress to zero. If either of these occurs, the character suffers a Harm, or two Harm if both occur. Harm represents serious injuries, and each Harm suffered also inflicts an additional negative effect, determined by the person who inflicted the Harm. Each type of Harm has a list of example negative effects in their respective chapter. 4 Harm os a single type is considered incapacitating, with additional negative effects depending on the type of Harm. NPCs can suffer fewer Harm before being taken out; Troopers have a limit of 1, Elites have a limit of 2, while Nemeses take harm as PCs. ![]() There are multiple ways to recover from damage. Each Harm suffered increases the difficulty of that type of test by 1. Recovery tests represent a character's natural healing, or the self-repair programs of electronic devices. A recovery test can be made during an action scene to recover Stress, or you can spend Momentum or Infinity points to recover 1 or all stress of a particular type respectively. Outside of action scenes, resting for one hour allows for a D1 recovery test for each type of Stress, recovering everything on a success. Doubling the time spent resting reduces the difficulty by 1, to a minimum of D1. Recovering Harm must be done one at a time for each type of Harm, with a D1 test that removes a single Harm if successful. This test takes one day if they are suffering from a single Harm, or a week if they are suffering 2 or more. If a character is suffering multiple types of Harm, they can make recovery tests for each type simultaneously. Momentum can be spent to heal additional Harm during these tests. Treat tests represent professional assistance in fixing damage. Characters can use treat tests to assist characters making recovery tests. During an action scene, a treat test can be made to remove a Harm Effect, but not the Harm itself. Finally, a character can make a D1 treat test to remove one Harm from a patient plus an additional Harm for every Momentum spent. Treat tests made by a character on themselves increase the Difficulty by 1. Conditions The game has various conditions that can affect character during action scenes. While the names may suggest more physical impairments, many conditions can apply in any of the three action modules. Bleeding inflicts random damage that ignores soak at the end of each turn. Burning is similar to Bleeding, but it also inflicts mental damage. Blind and Deafened inflict mental damage in addition to increasing test difficulties. Checked, Hindered, and Stuck all affect character's movement. Dazed, Fatigued, Helpless, Staggered, and Unconscious either increase the difficulty of actions or forbid certain actions. Marked makes it easier to attack an enemy, and Prone makes it more difficult. Stealth Stealth in Infinity can apply to any of the three action modules. Sneaking up on an enemy with knife in hand is treated much the same way as launching a covert hacking attack, or subtly tearing down a person's confidence. At it's core, stealth is handled with three different character states. Revealed is the default state; other people can see them, they can be reacted to normally. Detected means the enemy can't see them, but has a general idea that they are there and where they are. You can attack and react to Detected characters, but the difficulty is increased by 2. Finally, Hidden characters are those the enemy cannot perceive or know they're there. You cannot attack or make Reactions against a Hidden character. The test used for stealth, a D1 Stealth test, is also known as a stealth state test. Any time a stealth state test is failed, the character's stealth state decreases by one step (Hidden>Detected>Revealed). Opponents can make stealth state tests a Face-to-Face test as a Reaction, or use a Standard action on their turn to force a Face-to-Face test. Any time a stealth state test fails, opponents can spend Momentum to move the character directly to Revealed. Stealth state test difficulty can also be modified by environmental factors, or assisted by other characters making distractions. To become Hidden, a Minor Action and a stealth state test is required. Once concealed, the character's actions are divided into three categories, as determined by the GM. Silent actions do not affect the stealth state. Sneaky actions require a Free Action stealth state test after being performed. Noisy actions allow opponents to make a D0 Observation test to reduce the character's stealth state by one, and also allow for Reactions to attempt to further reduce stealth. Characters can spend Momentum to make actions stealthier. Attacking from stealth makes the Exploit action easier and possible as a Free Action. Surprise scenarios, such as ambush, betrayal, or Mexican standoffs, are handled by Face-to-Face tests. Each side nominates a leader who will make the test, while everyone else assists. Each character on the winning side gains 1 Momentum and automatically acts first at the beginning of combat. If appropriate, they are also considered to be in a Hidden stealth state. Momentum Rounding off the chapter is a short table of Momentum spends applicable to any of the action modules. Each individual module chapter will have further options for Momentum. ![]() And that's the basic action rules. It's nice that everything is standardized across the different modules, so you don't have to remember weird little minigames for each type of action. There are, of course, exceptions and corner cases, especially when getting into Infowar and Psywar, but overall it's pretty similar. Next up: Reach out and shoot someone
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![]() Part Five: Warfare Now that we have the basic rules for action scenes, we can focus on the first module, Warfare, for physical conflict. Zones Instead of using grid maps or measured distances, the Infinity RPG abstracts the environment into zones. Zones are based on the terrain and composition of the battlefield, with no set size or shape for each zone. Characters can move within and between these zones as they take their turns. ![]() Range is similarly abstracted, divided into five categories. Range also determines what action is needed to move that far. You can only perform one movement action per turn.
Some attacks have a set range and can only be used at that Range. Other attacks, mostly ranged weapons, have an optimal range. Attacks made outside the optimal range suffer +1 Difficulty for each range band. This does include ranges closer than optimal. Observation tests are also affected by range, with Medium range increasing the Difficulty by 1, Long by 2, and Extreme by 3. Combat Zone Effects Of course, not every zone is going to be empty. Terrain effects add character and individuality to a zone, and make the battlefield more dynamic.
Examples of common combat zones include aquatic terrain (Difficult Terrain, with a complication causing the character to begin to drown), crowds (a combination of Difficult Terrain and Saturation Zone, with rules for panicking crowds if someone is shot), radiation and vacuum (Hazardous Terrain), vertical terrain (Difficult Terrain, with complication on a failure resulting in falling), and white noise (Zero Visibility Zone for high-tech visual aids). Warfare Actions and Reactions In addition at attacks and movement, there are several specific actions that can be taken during Warfare scenes. Many of these actions are also usable in Infowar and Psywar, and will be referenced later.
There are also several standard Reactions for Warfare scenes.
Warfare Wound Effects and Momentum The chapter closes out with sample Wound effects and additional Momentum spends for Warfare.
![]() So this chapter was pretty short, since it was just building on the basic rules from the previous chapter. I do like how zones are handled; it lets you pull maps or floor plans from just about anything and then quickly break up the terrain into a gameable state. There are a lot of things to keep track of, between available actions and Momentum spends, and that's only going to get worse as we add in Infowar and Psywar, but I'm a fan of crunch so it doesn't bother me. (And it's still less to keep track of than the miniatures game.) Next up: Hacking and You
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![]() Part Six: Infowar In the future of Infinity, almost everything is designed to interface with the datasphere. This means hacking can affect almost anything, making it a powerful tool for characters. In game terms, anything that possesses a Firewall rating can be affected by the hacking rules. In some cases, when there is little resistance or danger, a simple Hacking test can be enough to access the device or network in question. For more complex or dangerous hacks, the full Infowar rules are available. These can either be used as part of a Warfare scene, hacking characters within physical range, or remotely hacking into a network, where the conflict takes place using quantronic zones. Quantronic Zones Like Warfare, Infowar uses zones to represent the battlefield; in this case, the network the hacker is attempting to access. Each zone provides access to the files and programs in that zone, just like being in a physical zone provides access to objects in that area. Some objects will have their own Firewall values, and will need to be hacked to access and control them. ![]() Range and movement for quantronic zones are treated the same as physical zones, although most quantronic actions can only be taken at Reach or Close range. (It is possible to extend your reach with repeaters, physical or digital objects that let you act as if you were in a different zone.) "Line of Sight" in quantronic zones is limited to the zone you're in, plus zones up to your Analysis Expertise steps away. Secured zones block line of sight without authentication. Stealth in quantronic zones is countered using the Analysis skill instead of Observation. Locating a Target The first step, of course, is to identify the target. This may require skill tests to figure out exactly where to go to get what you want. After the target is identified, further research can be done in the form of additional skill tests, to generate extra Momentum for the run. These tests can be anything from regular research to social engineering to physical infiltration. The Momentum generated can also be spent to gain additional info on the target, or to acquire authentication for the network. Next it's time to enter the target, via an access point. This is usually a zone the character has physical access to, or simply the easiest zone to access remotely. If the GM is using a preset network, it will usually have one or more access points marked. If there isn't a premade network, the GM can approximate one by assigning the target a Security Rating to determine the number of zones between it and the access point, and then modifying it by distance and a D0 Hacking or Analysis test from the player. Authentication A character's authentication in a system will determine what kind of actions they can do without having to make Hacking tests or inflicting Breaches. Authentication can apply to specific zones, and allow characters to ignore zone effects.
There are multiple methods of authentication available. Knowledge factors include passcodes, security questions, or even specific images or snippets of music. Ownership factors include keycards, RFID chips, and other physical objects. Biometric factors use something inherent to the user, such as DNA sequencing or retinal scans. Cube scans take biometric verification a step further and require checking the subject's thoughts and personality. Multiple options can be combined for two-factor authentication. There are several ways to gain authentication. For knowledge and ownership factors, the easiest option may be to simply steal the required object or data. Other factors might be replicated through technology. Infiltrating the target organization may allow a character to gain legal authentication as well. To spoof a target's authentication, a character can attempt a Hacking or Tech test, depending on the procedure used, or simply inflict a Breach on the target. Authentication can also be gained by hacking the server directly, as a Breach effect. When authentication is gained, it starts with a Quality of 0, which can be improved with Momentum. The Quality rating adds d20s to any Stealth tests made in the system. Quantronic Zone Effects In addition to the zone effects specific to quantronic zones, GMs can use many of the zone effects from the Warfare chapter with a little creative explanation. Terrain tests for quantronic zones would use Hacking, Tech, or Analysis, depending on how the effect is overcome.
Quantronic zone effects can be concealed with a D2 Hacking test. On a success, the effect is hidden with a Difficulty modifier of 0, which can be raised or lowered with Momentum or complications. Finding the hidden effect requires a character to scan the zone and make a D0 Analysis test modified by the Difficulty modifier. Success allows the character to see the effect. Zone effects can also be created on the fly, with the Hacking test varying by zone effect. The same Difficulty can be tested against to destroy zone effects, although enemy hackers can turn it into a Face-to-Face test with a Reaction. Infowar Actions and Reactions The following Warfare actions and reactions can be used during Infowar: Absterge, Assist, Defence, Exploit, Guard, Ready, Recover, Treat, and Withdraw. There are also a few Infowars-specific options.
Infowar Momentum Most Momentum spends in Infowar are by specific program, which can have a variety of effects. Breach Effects [list] [*]Blind: If the target is using Neural equipment, they must make a Resistance or Tech test to avoid becoming Blind. [*]Brain Blast: If the target is using Neural equipment, the hecker can deal a Wound instead of a Breach. [*]Command System: Force the target system to execute a command, such as activating devices, opening doors, or the like. [*]Data Manipulation: Directly access the target's files. Delete, alter, copy, create, and hide information. [*]Disable Function: One program or piece of equipment owned by the target stops working. Anything without the Non-Hackable quality can be affected by this. [*]Lock Connection: The target cannot disconnect from the system. Absterge can be used to clear this. [*]Revoke Authentication: Permanently remove a target's authentication for a system. This persists even after the Breach is healed, until the target is granted authentication again. [*]System Disruption: The target makes all tests using Comms Equipped or Expert gear with +1 Difficulty. [*]Spoof/Sniff: Duplicate the system ID of the target, gaining their authentication. [*]Tag: Allows the hacker to track the tagged target, and use them as a repeater. Another reasonably short chapter. I like how hacking is handled in Infinity; the similarity between Warfare and Infowar means you don't have to learn two wildly different systems as a GM, and hacking can integrate seamlessly into physical combat so the hacker isn't off doing their own thing. Next up: Making friends and enemies
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Tibalt posted:In your experience, Tsilkani, how much of the game happens in each of the three scenes? The different rules are giving me strong Shadowrun vibes, where some characters dominate their preferred type of scene but aren't as helpful in other scenes. If I make a physical combat focused character, am I going to be sitting around waiting for the GM to finish up the hacking part of the adventure with the infowar characters? If they're doing a full remote hacking run from the safety of their own hideout, then yeah, the other characters are going to be twiddling their thumbs. The same is true for the full psywar rules; if the other characters can't contribute at all, then they're going to be bored. The game seems to work best when you blend elements together, having the hacker running through a system while the others defend them from enemy forces inside the target building.
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Sorry for the delay in getting the next Infinity update out, work went to hell because a bunch of our call centers got closed down because of the virus, so I haven't had time during the day to do write-ups. I plan to get it done tomorrow. I have all of the Modiphius 2d20 edition from when they had a bundle sale, and I kind of love the goofy-rear end setting. Just straight up over-the-top dieselpunk .
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Bourne
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Dawgstar posted:Completely insane goblins doing completely insane goblin things are the wind beneath my wings. I couldn't care less about playable orks even if everyone else I know is falling over themselves to praise them, but I will absolutely buy any sourcebook for Soulbound that makes goblins playable.
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Mors Rattus posted:Given how few species Destruction has, the eventual Destruction book will absolutely contain goblins alongside the orcs and ogres and probably giants. That's the dream!
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Tibalt posted:Lancer If the itch bundle was just Lancer by itself for 5 dollars, it would be a ridiculous bargain, and everyone should pick it up. Play Lancer. It's good.
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Night10194 posted:TROIKA! This seems to be the fatal flaw of most OSR games, to me: interesting fluff let down by dire mechanics and/or inherent character disposability. Even stuff like Kevin Crawford's Stars Without Number, which is a well-done book, is so ridiculously lethal it's hard to imagine how you could keep any sort of campaign going without a steady stream of replacement characters. I've been wanting to try Godbound, but I'm worried the same problem exists there.
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Yeah, if you want noncombat to be the focus, make detailed noncombat systems. Stop having an entire chapter about combat while everything else boils down to 'roll a die, pass/fail' and then trying to sell the game as having a heavy diplomatic or exploration focus.
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Falconier111 posted:On the one hand, it’s actually kind of heartening to hear that about the OSR. I mean, intellectually I knew it wasn’t purely a nest of the worst kind of grog but it’s nice to know at last parts of it are capable of supporting human life. Not all of it, obviously, but it’s always nice to have your assumptions turn out to be too cynical. (Possibly literally) Ron Swanson who has somehow been chosen to defend the cosmos.
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Night10194 posted:You also got to keep them away from their shark-shaped spaceship or they'll have more juice than they know what to do with. All the juice. So how are you enjoying Wonderful 101, Night?
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Ithle01 posted:This is also how I feel about a lot of Crawford's work outside of Godbound. It's mechanically well done, but his fluff is a little dull at times and the generic label definitely applies. On the other hand, he almost always makes sure the game works and that there's very little bullshit in them so kudos to Crawford for that. Kevin Crawford is the best designer for an unpleasant system.
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Fivemarks posted:I've been on a Fantasy Craft kick lately, so I was going to do a few posts in here genning up character concepts in the system to show it off. If you've got any concepts you'd want me to try to make, go right ahead and post 'em. At least one soldier of some sort, to show up the sheer badassery of martials.
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Falconier111 posted:Subsector Nonsense I always liked the subsector generation rules in the various space games that have them, it can be fun to sit down and roll out worlds. Some of them could get ridiculously detailed, though.
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Some GURPS templates assume they are going to use all of your points, leaving no customization beyond the choices you make in the template. GURPS Dungeon Fantasy is pretty much that way. They don't expect you to have a lot of leftover points to buy other stuff with.
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Is Monte Cook trying to usurp John Wick as the Godwalker of Smug Game Design? What the gently caress is going on here?
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Joe Slowboat posted:Much like the Greek gods, there's something hosed up about divine punishment that ensures you're a problem for everyone else indefinitely, and even increases your capacity for making life worse for everyone else. See: every cinematic mummy curse.
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I do appreciate the backstory for the Abney Park game boiling down to 'the band went back in time and accidentally hosed things up'.
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sky dorfs or the Gloomspite Gitz
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Gloomspite Gitz, let the goblins shine!
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Gits Gits Gits
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Xiahou Dun posted:But you repeat yourself. Deep dish pizza is a blessing and a joy. ![]()
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NGDBSS posted:What's going on here? It's been years since I stopped paying attention to Dresden Files stuff and I don't remember that bit. And I've never been to Chicago except for the airport. In one of his books Butcher put a massive parking lot next to Wrigley, in defiance of all reality. People still give him a hard time for it.
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Falconier111 posted:No association between the massacre and the heart symbol that I can find. Plus there’s the tommy gun representing organized crime so Are you kidding? They paid for that art once, they are going to ride it into the loving ground. Arkham Horror, Eldritch Horror, and Elder Signs sharing the same characters, monsters, and items means they get triple the value for any piece of art.
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I got to see my favs, let's give the Seraphon fans what they want.
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Ghouls in the cellar totally tanks the resale value, you're better off collecting the homeowner's insurance. Burn it
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PurpleXVI posted:https://www.drivethrurpg.com/product/154755/Vexith-Roleplaying-Game-Core-Rulebook-v11?manufacturers_id=6255 Wrong person, Purple. You want Chris A Field, of Skorched Urf Studios. https://www.drivethrurpg.com/browse/pub/402/Skortched-Urf039-Studios
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Dawgstar posted:There's never been a 'good' edition of Shadowrun. I think you just hit it with a hammer enough until it more or less does what you want and then you suck it up and play with a very rough rule system. For me that was Shadowrun's third edition which I can run but I would never defend it. Everyone seems to have an edition of Shadowrun that works best for them, and no-one agrees on which one that is. For me it's 4th.
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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.
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Ithle01 posted:Riggers were already mentioned. Riggers are one of those things that have varied in power from edition to edition. Sometimes they're ridiculous, sometimes they have to use their actions to make drones do anything and they're not any stronger than someone with exra actions from wired reflexes.
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MJ12 posted:I've actually heard the opposite from people who play Shadowrun a lot - given how hard you want to minmax/specialize your character into their own specific niche, the Gun Dude gets not all that much benefit from a wireless smartgun because they're just outskilling the other guys very hard in the first place and risking a hacker being able to get lucky and eject your magazine or brick your targeting for a few extra dice and points of Accuracy is a risk for not much of a reward. That definitely feels like either a different table approach, or the response to encountering one too many Deckers specifically going after the group's stuff. Besides, the smart answer is to have induction pads in your hands so the Smartlink doesn't have to work on wifi signals anyways. ![]()
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Person of Interest is a goddamn amazing show and more people should watch it.
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Yeah, I've never actually seen someone do the swarm of drones, rather just having a few different go-tos they swap between different situations. I can't strongly recall if prior edition rules didn't support the swarm option as well as 5e seems to.
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Wrestlepig posted:I can definitely see that, the power level of a drone is pretty flat since there's no major customisation and the only obstacle is practicality, stealth and nuyen, so pushing that design is a good idea. Having 3ish drones at once still has issues, but smoothed out combat would solve that more than anything really. I do think the swarm stuff is intentional, seeing as the pregen has 18 different drones, but if they're going for that they course corrected pretty well. I went back and looked at 3rd, and the Drone Rigger archetype in the book has a grand total of 3 drones and one remote controllable car, and only one of the drones is armed. 4th edition, the Drone Rigger has two VTOL recon drones, 4 micro spider recon drones, 4 ball-shaped minidrones with smoke and flashbangs built in, 2 medium crawler drones equipped with explosive ammo LMGs, and two rotor-wing drones with exploding ammo SMGs, as well as a van. So, a lot more drones, but most of them are just different flavors of recon drone. 5th edition, the Drone Rigger is no longer a Dwarf, breaking the streak. Booo! They also have 11 drones, as well as an SUV. The SUV and 4 of the drones are armed, leaving the other 7 drones to serve as various levels of recon. The armed drones range from a roto-drone with a taser, up to a wheeled drone with a MMG with explosive ammo. Also, in true Shadowrun fashion, the weapons listed in the weapons section don't properly match up to all the drones, at least in the copy I'm looking at. So Riggers have definitely gone on to have a lot more drones at their disposal, but not as many armed drones as you'd expect, and they do at least give them a mix of guns to be useful in different situations.
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Bieeanshee posted:I remember flipping through the 1E Rigger's Black Book and thinking, "How cute, it wants to be Car Wars." Both used CF as a measurement, but RBB swore up and down that it meant 'Construction Factor' and not 'cubic feet'. That's what sidecars are for! I got into Shadowrun in 3rd edition, and I remember the Rigger book being glorious nonsense. Make your own Space Shuttle!
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Wrestlepig posted:These are all pretty good but I would like to see a Shadowrun hack that has more complexity to it. There's interesting aspects and gameplay tied to the mechanics, even Shadowrun has done a poor job with them overall. I think something good could be done with Modiphius's 2d20 system, Infinity has it like 2/3rds of the way there already.
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# ¿ May 19, 2025 14:31 |
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Xiahou Dun posted:"Ma cherie." It's feminine. Or "mon cheri" if you meant it masculine. If anyone is going to mix gendered words willy-nilly, it'd be Slaanesh.
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