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General Discussion / Re: Corporate citizen populations
« Last post by Reaver on Today at 13:47:22 »
If you mean the Corp enclaves, I imagine that are only for Corp employees (they don't, however, have to be citizens), and again probably only for those above an entry level position. So Mary the accountant would be allowed to live in an enclave, while Sally the Janitor would not.

And if that Corp had any racist views (hate Orks, Trolls, etc) then they may be disallowed for that very reason as well.
Gear / Re: Favorite and most stylish blunt weapons
« Last post by Trollzerker on Today at 12:34:30 »
Would have really loved a picture of the osmium mace. With a reach of 2 we can agree that it is a two handed weapon can we not.

Thinking about making a dwarf with high strength swinging around one of these monsters.
I really like seeing builds and have no problem with you using this as a place to link builds.

I think you are handicapping the build with skills A and Attributes F. 4 extra points of charisma and agility allows you to drop your skills significantly while keeping the same dice pools for a lot of rolls. You also missed out on perception.

Does wheelman have to include buying the car, if not a car thief who changes cars every mission might be interesting.
General Discussion / Re: How widespread is CFD?
« Last post by Beta on Today at 12:13:06 »
The other thing about CFD compared to most diseases is that it mostly hits the comparatively well off, as they are most apt to have the tech that makes them susceptible. So the overall rates may be low but the rates among movers and shakers may be quite high.
Errata / Re: The Official Scoop on Official Shadowrun Errata
« Last post by Beta on Today at 12:05:30 »
Submitted everything in the Core Rulebook thread, and had almost all of it approved. I've started marking Provisional items as Official; Ill finish tomorrow.

Thank you s much!
General Discussion / Re: Corporate citizen populations
« Last post by ChewyGranola on Today at 11:18:34 »
Most of those reasons are in line with my own thoughts, as well. And thanks for the insight on cross border working. We donít do a lot of that where I live.

I figured citizenship was for the elite, I just didnít think it was that elite! So the lifestyles talked about in the last corporate book, the one for 4e, do you think that applies to citizens only or employees too? Do non-citizen employees enjoy the same level of benefits and social control, in your opinions?
Catalyst's Shadowrun Products / Re: [SR] Hero Lab
« Last post by AJCarrington on Today at 10:50:51 »
Version 2.11 available. From their forum:

new update of the Shadowrun 5 files is now available through the updates within Hero Lab. This is a bug fix release.

Here's the complete change list:
Enhancements & Changes

    Characters can now be identified as "Neutral", in addition to "Ally" or "Enemy". Neutral characters display in a different color on the Tactical Console.

Bug Fixes

    In advancement mode, when purchasing a vehicle mod whose price calculation incorporates the vehicle attributes, for a vehicle that is a minion of another character, the cost subtracted from the master's cash would not be multiplied by the vehicle attribute, although it looked correct during purchase.
    If more skills points had been assigned than were available, and Hero Lab was determining the most efficient way to spend karma to pay for the excess, specialties on knowledge/language skills could be changed to use karma, even if there were no excess knowledge/language skill points to account for (which would mean that the knowledge skills were actually underspent, even though that was not being reported).
    On a quality that has a long name, and a variable rating, and requires the user to enter some text (for example, the variants of the Poor Self Control - Compulsive quality), the box to enter the text would be hidden, so that the user could not enter the details of exactly what the quality was about.
    The essence costs of the modular connector, hip and modular connector, shoulder were incorrect (0.2 instead of 0.3).
    When adding an augmentation that is not at the standard grade on a character with an essence hole of the right type to be filled with that augmentation, the amount of essence hole that was removed would not include the essence multiplier from the grade of the new augmentation. This was most noticable if you removed a standard grade augmentation, and replaced it with the same thing, but at a better grade - the essence cost of the standard grade would be removed from the essence hole, leaving no essence hole, and then only the higher-grade essence cost of the new augmentation would be subtracted from the character's total essence, leaving the character at a higher total essence than before upgrading the augmentation.
    If a character had multiple medkits, all of them would add their bonuses to the first aid skill as stacking bonuses.
    If a character had a melee weapon that they did not have a corresponding skill for (such as unarmed strike on a character who doesn't train the Unarmed skill), that weapon was being listed in the defenses list for a character, using Agility -1 as the default for that skill. The parry action allows you to add your skill in that weapon to your defense test, but the defaulting rules for skills only apply to normal rolls of that skill, not special cases like this where the skill's rating is being added to a test, so the weapons whose skill you are not trained in are no longer listed as parry options.
    If a character was not trained in the Gymnatics skill, the Dodge option was still being listed among a character's defenses. Dodge adds your rating in the gymnastics skill to your defense dicepool, and skill defaulting only applies to normal rolls of the skill, not uses like this that specifically refer to the skill's rating. So Dodge has now been hidden from a character's list of defenses if the character is not trained in Gymnastics.
    The cost of the No Masters lifestyle quality from Hard Targets was being applied in a non-standard manner.
    When added as an advancement, the Brand Loyalty (Weapons) quality would not apply its bonus.
    The Chameleon Coating mod normally uses the Side mount, but we've allowed it on melee weapons, which won't have a side mount, so when added to a melee weapon, it was reporting an error about the missing mount. This error message has been removed.
    The discount for Household gremlins level 2 was incorrect.
    The Improved Physical Attribute (Strength) adept power was not increasing a character's encumbrance limit.
    For a character with life modules, in certain circumstances, the dicepools from skills were not being transferred at their full value to weapons or to the dicepools listed on individual spells, meaning those items might show a lower dicepool than they should show.
    If the Iron Dragon drone was added through the vehicle tab on a character, the minion would have the stats of a normal Steel Lynx, instead of using the improved Iron Dragon stats.
    On a cybersuite that adds cyberlimbs (such as EVO: InHuman), if you modified the cyberlimbs to add weapons, an error would be reported that you cannot combine a cybersuite with other augmentations, which is correct, but modifications of that suite's own limbs should not count as separate augmentations for that test.
    Laser weapons on a vehicle were not correctly locating a targeting autosoft that was set up for that weapon, so they would show a dicepool of "-".

Data File Authoring

General Discussion / Re: Corporate citizen populations
« Last post by farothel on Today at 04:38:09 »
And there shouldn't be too many issues with non-corporate citizens living on corporate land, or citizens working in another country (which an AAA corp basically is).  In Europe there are many citizens from one country living and working in another country (one of the main issues with the current Brexit negotiations is just how these people will be treated and who has jurisdiction) or citizens living in one country and going to work in another (I've even done that for a couple of months).  So there are probably treaties in place for who pays taxes where, probably between the corporate court and the various nations.

Corporate citizenship is probably, as discussed before, only for the higher ups and certain other important citizens.  People working in secret R&D labs for instance, as by making them citizens, they can be kept on corporate land easier ('no, you're not getting a passport to go to the UCAS, you stay where you are right now').
Rules and such / Re: Berserker Temper
« Last post by SpellBinder on Today at 01:32:40 »
And the poor decker would really drop some mud in their pants as there would be next to nothing to brick that'd stop such a berserker.
I feel bad using this space just as link space... but it is very convenient!   

This build certainly works a lot smoother with beyond-Core resources, but this should cover the bases of: 

Having the dicepools to Face (while still relying on some good roleplaying to get social modifiers) 
Can drive moderately well (along with navigating/tracking/gunnery) 
Can function out of the car (sneaking/shooting/perceiving dice are functional)
Can handle some assensing (as no one else in group is doing anything magic )

Karma expenditures: 10 on Strength, 10 on Logic, 24 on Positive Qualities, 2 on Assensning, 1 on Contacts, 3 on Nuyen, -25 on Negative Qualities = 0 Remaining. 

== Personal Data ==
Street Name:
Name: Unnamed Character
Movement: 8/16 (2m/hit)     Swim: 5 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: -1
Public Awareness: 0
Composure: 6
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 5
Nuyen: 1,805•

== Priorities ==
Metatype: B,3
Attributes: E,0
Special: D,1
Skills: A,4
Resources: C,2

== Attributes ==
BOD: 3
AGI: 2 (4)
REA: 4 (7)
STR: 2
CHA: 3
INT: 6
LOG: 2
WIL: 3
EDG: 3
MAG: 5

== Derived Attributes ==
Essence:                   5.00
Initiative:                13 +4d6
Rigger Initiative:         13 +4d6
Astral Initiative:         12 +3d6
Matrix AR:                 13 +4d6
Matrix Cold:               6 + DP +3d6
Matrix Hot:                6 + DP +4d6
Physical Damage           Track: 10
  Stun Damage           Track: 10

== Limits ==
Physical:                  5
Mental:                    6
   Medkit [+6] (Only for First Aid and Medicine)
   Vision Enhancement [+1] (Only for visual Perception)
Social:                    8
Astral:                    8

== Active Skills ==
Assensing: 1
Automatics: 6  (Machine Pistols)
Con: 6 (Fast Talk)         
Disguise: 6               
Etiquette: 3 (Street)       
Gunnery: 6 (Ballistic)     
Navigation: 4             
Negotiation: 6 (Bargaining)
Palming: 6                 
Pilot Ground Craft: 6 (Wheeled) 
Sneaking: 6             
Survival: 4               
Tracking: 4               

== Knowledge Skills ==
English                  Native
French                   Native
Antiques: 1 (Vintage Cars and Car parts)
Area Knowledge: 1 Seattle (Downtown)
Art: 1 (20th Century Pop Art)
Awakened Hangouts: 1 (Seattle)
Law Enforcement Procedures: 2 (Physical)
Smuggler Routes: 2 
Underworld: 2 (Drag Racing)

== Contacts ==
; Fixer (4, 3)
; Mechanic (2, 1)

== Qualities ==
Astral Beacon
First Impression
Insomnia (Basic)
Low-Light Vision
Mentor Spirit (Chaos)
Prejudiced (Specific, Outspoken) (Magicians)
Quick Healer

== Powers ==
Astral Perception
Combat SenseRating: 1
Improved Potential (Mental)
Improved Potential (Social)
Improved ReflexesRating: 3

== Lifestyle ==
Low (Low) 1 Months

== Cyberware/Bioware ==
Muscle TonerRating 2 (used)
Tailored PheromonesRating 2 (used)

== Armor ==
Actioneer Business Clothes          8
Armor Jacket                       12
Helmet                              2
   + Gas Mask
   + Trodes

== Weapons ==
   + Gas-Vent 3 System
   + Laser Sight
   Pool: 10   Accuracy: 6   DV: 10P   AP: -2   RC: 5
Steyr TMP
   + Gas-Vent 3 System
   + Laser Sight
   Pool: 10 (12)   Accuracy: 5   DV: 7P   AP: -   RC: 5
Survival Knife
   Pool: 3   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 3   Accuracy: 6   DV: 2S   AP: -   RC: 2

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
   + Micro-Transceiver
   + Subvocal Mic
   + Sim Module
   + AR Gloves
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear: Equipped ==
Ammo: Regular Ammo (Machine Pistols) x60
Ammo: Regular Ammo (Assault Rifles) x150
Ammo: Stick-n-Shock (Machine Pistols) x60
Contacts Rating 3
   + Vision Enhancement Rating 1
   + Flare Compensation
   + Image Link
Earbuds Rating 1
   + Sound Link
Fake SIN Rating 4
   + Fake License (Adept License) Rating 4
   + Fake License (Driver's License) Rating 4
   + Fake License (Restricted Bioware License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
   + Fake License (Weapon License) Rating 4
Medkit Rating 6
Survival Kit
Tool Kit (Disguise)
White Noise Generator Rating 6

== Vehicles ==
Ford Americar (Sedan)             
   + Weapon Mount
   + Sensor Array Rating 2
      + Atmosphere Sensor Rating 2
      + Camera Rating 2
      + Omni-directional Microphone Rating 2
      + Olfactory Scanner Rating 2
      + Motion Sensor Rating 2
      + MAD Scanner Rating 2
      + Ultrasound Rating 2
      + Radio Signal Scanner Rating 2
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