Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Gamemasters' Lounge / Re: SnS Rocket?
« Last post by Sphinx on (18:06:09/02-22-18) »
Electricity damage converts to physical when applied to electronic equipment or drones. Any time a drone takes electricity damage, it also takes secondary Matrix damage equal to half the physical damage rounded down. (see "Electricity Damage," SR5, p.171). If a rigger is jumped into the drone, the Matrix damage affects his persona and primary device (commlink or RCC).
12
Levitate is self only, and the reason you don't generally do that, is unless you happen to invisibility or the all concealing shadows to hide in, as your now a floating target for everyone with guns.

Levitate is not self only; the spell description (SR5, p.293) specifically includes levitating an object, an unwilling being, or an object held by a living being, in addition to levitating yourself.
13
Rules and such / Re: Vehicles valid target for Armor spell
« Last post by Marcus on (17:14:34/02-22-18) »

Can, but usually aren't. Objectifying a subject is objectively a suspect thing  ;)

lol  8) Such truth.

14
Rules and such / Re: Vehicles valid target for Armor spell
« Last post by Jack_Spade on (17:12:58/02-22-18) »
P.S. Objects can be subjects, not all subjects are objects.

Can, but usually aren't. Objectifying a subject is objectively a suspect thing  ;)
15
Character creation and critique / Re: Mercenary Mystic Adept
« Last post by ShadowcatX on (16:41:24/02-22-18) »
Sioux tradition, reflavored as Cherokee. And I get what you're saying, and I think you're right. I hoped B skills would do more, but I guess I should be more realistic about what's going on with dice pools rather than just being excited to have the skill in general.

For stealth, he can always summon a spirit and have it use concealment.

For the piloting rolls, I doubt it will come up often, the group has a rigger, hopefully if an important driving roll comes up he'll be making it, I'm just a fan of providing my own transportation when I can.
16
Rules and such / Re: Lifestyle ratings
« Last post by JoeNapalm on (16:41:07/02-22-18) »
Joe, I think 4E's Runner's Companion (p. 154-8) has what you're looking for. Each rating (squatter/street/low/etc.) gets about a paragraph of description for each lifestyle category (comforts, entertainment, necessities, neighborhood, security), plus examples for each combination. I find it hugely helpful; I just reread it a week ago for a new character I was making.

Thanks. I'll take a look, sounds like exactly what I wanted.

[EDIT]

Yes, that's what I was looking for. Must have remembered it from SR4A days and thought I'd seen it in SR5 somewhere.

It's all well-and-good to have a DV mod and all that -- but when you want to know if your character can shower regularly, or has furniture, that doesn't really help.

-Jn-
17
Character creation and critique / Re: Mercenary Mystic Adept
« Last post by Tecumseh on (16:38:12/02-22-18) »
I buy an attribute to 2 with 10 karma on almost every character, but I didn't suggest it here because of the karma constraints on a mystic adept. It's certainly viable, especially here with the house rule for increased chargen karma, but the question is more about opportunity cost: what positive qualities are you giving up, and what would they add either mechanically or in terms of flavor.

Reaction 3 (5) would be fine. Presuming you're running around with Intuition 8, your base Initiative is currently 3d6+14, for an average of 24.5. Dropping 1 point from that is a minimal loss. Your odds of a third pass drop from 91% to 84%, but getting a third pass five times out of six is still great. Your odds of getting Initiative 26 - three passes plus a -5 interrupt action - drop from 38% to 26%. You don't have the skillset to take advantage of dodge/block/parry, but Hit the Dirt and Run For Your Life are still hugely valuable.

Similarly, it would change your average dodge pool from (Reaction 6 + Intuition 8 + Combat Sense 1) 15 dice to 14 dice, which is still excellent and better than 98% of the competition.

If you want to maximize the odds of getting a third pass, or a third pass plus an interrupt, then pick up Adrenaline Boost for 0.25 PP. You can use it situationally when the +2 Initiative will take you over the desired threshold. Even with Reaction 3 (5), that would boost your odds of Initiative 21 to 95% and Initiative 26 to 50%.

Your Pilot Groundcraft pool would drop from 7 (9) to 6 (8). That's a larger drop, percentage-wise, but how frequently that test will occur depends on your campaign and GM. I don't get into many car/bike chases so it wouldn't affect me much, but maybe your group likes the rolling shootouts.
18
Character creation and critique / Re: Mercenary Mystic Adept
« Last post by Marcus on (16:25:34/02-22-18) »
I think your gesture at filling in the gap are little too light (Most run in the 4 die area,) i'd accept failure on half, move that half to boost the other half, get those to 6 and you should functional. There are other ways to increase stealth the simplest answer is swap out mob control for some variant of invisibility, yes that isn't prefect but it's a basic step in the right direction.

I do think a character without qualities is very incomplete. Qualities tell you lot about character what the player wants it to do.  I'm assuming this character is running chaos magic or another int tradition. 

Beyond that and the need for a bunch basic gear, I think this will work fine.
19
General Discussion / Re: Chummer for 5th Edition
« Last post by warderbrad on (16:23:29/02-22-18) »
I made a character and ran him in a couple of games.  I edited the calendar and such today and after saving the program crashes when I try and open the file.  Is there any suggested ways to diagnose the problem with the file.  Other files open correctly.
20
Rules and such / Re: Vehicles valid target for Armor spell
« Last post by ShadowcatX on (16:21:01/02-22-18) »
My thought process is this: It isn't covered in the rules, nor the errata. That puts it firmly in GM call territory, which of course is an unhelpful answer. So all that will be set aside.

I'm torn between three ideas. I think magic targeting a person should always get a resistance roll. I'm also of the opinion that one should be a fan of the player characters. Finally, precedence.

Let me talk about precedence first. The Reinforce spell has been mentioned, and it seemingly does not need to overcome object resistance. On the flip side, increase gear limits does need to overcome object resistance. Two positive spells that effect items, totally different answers. Precedence is worthless (thanks catalyst).

At the end of the day I think I would probably allow the armor move once, with the understanding that after that, it would require overcoming object resistance. Likewise I would say beneficial spells grant a resistance roll. Finally, I would ask why we're not playing Shadowrun in the Sprawl, or 6th World or Karma in the Dark...

P.S. Objects can be subjects, not all subjects are objects.
Pages: 1 [2] 3 4 ... 10