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91
Rules and such / Banishing and Leaving
« Last post by on (00:27:02/08-14-17) »
When you Banish a Spirit, there's an opportunity to roll Summoning to gain services:

Quote
If you (or another magician) has an action before the spirit departs, you can use Summoning (p. 300) to try to get it to owe you some services.

Has anyone used this before?
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 :o opening Chummer as we speak. 
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Now i want to build a A neon Mohawk, Rocker dwarven astral explorer with a combination weapon focus combat axe and Guitar, so he can ROCK OUT OF THIS WORLD!!!!!!! <Insert bad Axe puns>lool


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Character creation and critique / Re: Mystic Adept Gish (Sum to 10)
« Last post by Marcus on (00:01:36/08-14-17) »

Drake's are absolutely meant to be used, toxic mages have always been listed as "not for PC's", of the other 2 characters I have in Chummer 1 is a vampire, so ya, HMHVV is meant to be used as well, and there is at least one novel where one of the runners was a Wendigo, Sam Verner's sister, IIRC.

No clue what Leeroy Jenkins is.

LOL That's all totally adorable. You really think Chummer is a good place to determine character legality? I can't even breath it's just too funny. Why don't you go read about Wendigo, in SR, and come back tell me they should be playable.

My point wasn't legality, my point was that the rules are totally setup for pcs to be allowed to use. And like I said, there's an example of a Wendigo pc in the novels. If you can't fathom how it would work, well your lack of imagination is not my problem. And drop the condescending attitude or just get out of the thread.

I'm really trying my best. You just say the funnest things.  If a GM wants to get crazy with it, and open up everything, then more power to that GM. But just understand the setting is built around certain norms. Take a look at the official Mission rules, or any of major online games on reddit. They will give you a good frame of reference for the norm of the setting.  If you really want decent examples then take a look at the jack pointers, or a couple of the various character example threads that running around here. Most of the major jack pointers can be found in street legends. I can't say they are all prefect examples or anything as they are all more developed then a starting runner is intended to be.But it's it might be useful to you. I think i've made my point as clearly as can. Good Luck.
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Drake's are absolutely meant to be used, toxic mages have always been listed as "not for PC's", of the other 2 characters I have in Chummer 1 is a vampire, so ya, HMHVV is meant to be used as well, and there is at least one novel where one of the runners was a Wendigo, Sam Verner's sister, IIRC.

No clue what Leeroy Jenkins is.

LOL That's all totally adorable. You really think Chummer is a good place to determine character legality? I can't even breath it's just too funny. Why don't you go read about Wendigo, in SR, and come back tell me they should be playable.

My point wasn't legality, my point was that the rules are totally setup for pcs to be allowed to use. And like I said, there's an example of a Wendigo pc in the novels. If you can't fathom how it would work, well your lack of imagination is not my problem. And drop the condescending attitude or just get out of the thread.
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Character creation and critique / Re: Mystic Adept Gish (Sum to 10)
« Last post by Marcus on (23:23:27/08-13-17) »

Drake's are absolutely meant to be used, toxic mages have always been listed as "not for PC's", of the other 2 characters I have in Chummer 1 is a vampire, so ya, HMHVV is meant to be used as well, and there is at least one novel where one of the runners was a Wendigo, Sam Verner's sister, IIRC.

No clue what Leeroy Jenkins is.

LOL That's all totally adorable. You really think Chummer is a good place to determine character legality? I can't even breath it's just too funny. Why don't you go read about Wendigo, in SR, and come back tell me they should be playable. 


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So, been playing 2 years. I've GMed a few games over the years too. I first became interested in Shadowrun way back when I played the Sega Game. Tried Second edition after that for like... 1 session. I still loved it and I'll be honest when I say that I didn't even know Shadowrun was still alive after 2E. I sort of just assumed that it died. I even missed the Shadowrun FPS game that showed up.

I finally got back into shadowrun with Shadowrun Returns. I even have the engraved USB tag (Unfortunately it doesn't work and I was unable to get a replacement). Since then I've played all the rpg games, and hopped back into the tabletop game. So the extent of my shadowrun experience is in 5e. I've played DnD 3.5, Dark Heresy 2E, World of Darkness, and Only War as well. I'm involved in one of the living communities for SR5 as well.

I've played most types of character over my time. An Orc Face,  Sasquatch Mage Mob Member, Full Body Replacement Street Sam, Old Man Decker, and a few others. Some weirder ones even. Now if I were to say I have a preference it would be a preference against, rather than for. See I like playing just about everything, but when it comes to one archetype I'm a hard sell. Riggers. Now Riggers are cool, I think they're pretty damn fantastic, but I just hate the crap you have to go through to play one. I don't mind playing Rigger combos, so I don't mind a Decker/Rigger with focus on the Decker, but I'm just not into all the micromanagement involved in playing a  rigger personally.

Uh.. Other than that. I'm a guy in his mid 20's. I like playing video games and tabletop. Enjoy a bit of crude humor. I have a day job, and I'm usually free fri-sun. I live on the West Coast of the United States, and I'd love to get involved in a game. I have a good amount of experience with 5E, but I'd be happy to try anything Shadowrun 3E or prior.  Online or Offline does not matter to me.
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I think it was a change in 5th.  It evens out the usefulness of the skill across traditions I think, since most ages will have it at 5.   
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Well, I was asking why astral combat was always recommended against.  Maybe my feelings for it on this character have to do with more breathing room in skills, high Will (astral combat is Will not Log), decent charisma.   With the night int and will, this character would go fast, have the extra pass to full defense with, very accurate and good damage.   I can't build a mage for less than B in skills.  I like to look at a character as having rounded skills, since your face won't always be there, can't ask your decker every time you want to Google something, and you need perception, assensing, and sneak at a minimum on everyone. 


So to bring this back around for the OP, looks like dwarves make good astral comabat specialists due to higher will.

hmm your right, when did that happen?
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Well, I was asking why astral combat was always recommended against.  Maybe my feelings for it on this character have to do with more breathing room in skills, high Will (astral combat is Will not Log), decent charisma.   With the night int and will, this character would go fast, have the extra pass to full defense with, very accurate and good damage.   I can't build a mage for less than B in skills.  I like to look at a character as having rounded skills, since your face won't always be there, can't ask your decker every time you want to Google something, and you need perception, assensing, and sneak at a minimum on everyone. 


So to bring this back around for the OP, looks like dwarves make good astral comabat specialists due to higher will. 
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