Shadowrun

Shadowrun General => Gear => Topic started by: Lighthouse on <11-27-14/1337:44>

Title: Pacifist
Post by: Lighthouse on <11-27-14/1337:44>
Would you recommend a tranq pistol with narcojet? or a stun gun?
Title: Re: Pacifist
Post by: Michael Chandra on <11-27-14/1350:26>
Stun gun, since that also works against drones and spirits.
Title: Re: Pacifist
Post by: Lighthouse on <11-27-14/1505:26>
Goodcall. Just realized it uses the pistol skill as well.
Title: Re: Pacifist
Post by: Imveros on <11-27-14/2301:37>
you can also use capsule rounds + DMSO + Narcoject and turn any gun you want into a non lethal weapon. You can avoid costly exotic weapon proficiency that way if you don't mind the light pistol ranges on capsule rounds
Title: Re: Pacifist
Post by: 8-bit on <11-27-14/2312:25>
Or a good ol' magician with the Magic Fingers and Fling spells; and the Narcoject and Laes drugs. Fling a hypodermic needle into an unarmored spot, Magic fingers the needle away; end result is usually an unconscious person with no obvious traces. And then you have a whole slew of magic to work with that is not lethal.

Although, I'm not sure by the OP if the character is mundane or not, so that might not work.
Title: Re: Pacifist
Post by: Rift_0f_Bladz on <11-27-14/2331:58>
Taser or warhawk with stick n shock (still nonlethal).
Title: Re: Pacifist
Post by: SnowDragon on <11-28-14/0128:53>
8-bit, being impaled by a needle, no matter how small, still breaks the skin and would leave a noticable bruise...

Just saying~  ;)
Title: Re: Pacifist
Post by: Lucean on <11-28-14/0139:58>
Authorative tone, if you want to be really pacifistic.
Title: Re: Pacifist
Post by: 8-bit on <11-28-14/1147:12>
8-bit, being impaled by a needle, no matter how small, still breaks the skin and would leave a noticable bruise...

Just saying~  ;)

When people run over to see if Joe the security guard is hurt, they look for bullet holes, or other more noticeable things. They generally don't notice the tiny puncture mark with a small bruise at the bottom of their ankle. The point is that, compared to 99% of other things, it is a much less noticeable trick, unless they run a toxin scan for drugs, of course.
Title: Re: Pacifist
Post by: ZeConster on <11-28-14/1156:04>
you can also use capsule rounds + DMSO + Narcoject and turn any gun you want into a non lethal weapon. You can avoid costly exotic weapon proficiency that way if you don't mind the light pistol ranges on capsule rounds
The problem with capsule rounds is toxins are relatively slow - more often than not, the enemy will still be able to shoot at you for 1-2 IPs.
(On a side-note: I co-GM'd a session where the players had to recapture a bunch of paracritters. The group sniper went first when they encountered a big elephant-like critter, got lucky on the shot, and ended up knocking it out with the Stun damage from the round itself.)
Title: Re: Pacifist
Post by: Imveros on <11-28-14/1453:30>
you can also use capsule rounds + DMSO + Narcoject and turn any gun you want into a non lethal weapon. You can avoid costly exotic weapon proficiency that way if you don't mind the light pistol ranges on capsule rounds
The problem with capsule rounds is toxins are relatively slow - more often than not, the enemy will still be able to shoot at you for 1-2 IPs.
(On a side-note: I co-GM'd a session where the players had to recapture a bunch of paracritters. The group sniper went first when they encountered a big elephant-like critter, got lucky on the shot, and ended up knocking it out with the Stun damage from the round itself.)

yup thats why i said to use narcoject. It has an effect of instant and quite a large amount of stun damage

SR Core 410
Quote
Narcoject
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 15
Effect: Stun Damage
A common tranquilizer, narcoject is typically used
with dart guns. It has no side effects.

you just need the DMSO to make it a contact poison and you're off to the races
Title: Re: Pacifist
Post by: ZeConster on <11-28-14/1501:39>
you can also use capsule rounds + DMSO + Narcoject and turn any gun you want into a non lethal weapon. You can avoid costly exotic weapon proficiency that way if you don't mind the light pistol ranges on capsule rounds
The problem with capsule rounds is toxins are relatively slow - more often than not, the enemy will still be able to shoot at you for 1-2 IPs.
(On a side-note: I co-GM'd a session where the players had to recapture a bunch of paracritters. The group sniper went first when they encountered a big elephant-like critter, got lucky on the shot, and ended up knocking it out with the Stun damage from the round itself.)
yup thats why i said to use narcoject. It has an effect of instant and quite a large amount of stun damage
"Immediate" for a toxin is still "at the end of the Combat Turn in which you're exposed to it", though:
Quote from: SR5 Core, Page 408
Speed: This determines how quickly the victim suffers the toxinís Effect. These effects are always applied at the end of a Combat Turn.
Immediate means the Effect is applied at the end of the same Combat Turn in which the victim is exposed.
A Speed of 1 Combat Turn means the Effect is applied at the end of the next Combat Turn, and so on.
Title: Re: Pacifist
Post by: Michael Chandra on <11-28-14/1838:16>
Should I add that to Easily Missed Rules?
Title: Re: Pacifist
Post by: JackVII on <11-28-14/1928:35>
Yup, it's definitely not immediately obvious. :D
Title: Re: Pacifist
Post by: Imveros on <11-28-14/2352:42>
Should I add that to Easily Missed Rules?

yup you should. I've never noticed that rule before ~_~

My decker has been getting away with Super Narcoject for months now  :-[
Title: Re: Pacifist
Post by: Shaidar on <11-29-14/0408:11>
Should I add that to Easily Missed Rules?

yup you should. I've never noticed that rule before ~_~

My decker has been getting away with Super Narcoject for months now  :-[

An obvious strength design flaw that the manufacturer modified in later supply production runs.
Title: Re: Pacifist
Post by: Michael Chandra on <11-29-14/0529:41>
'Aight, since I got someone agreeing, namely Imveros, there we go. ^_^

Heh, nice one Shaidar. ^_^ Just like the accidental Gauss Rifle shipment to Weapons Worlds.
Title: Re: Pacifist
Post by: The other Bandit on <11-29-14/0616:52>

And I was too-freaking-late!!! When I got there they were all gone!

Would have been such a pretty wallhanger, plus keep the neighbours quiet.

Heard that the shipping manager got canned (like ... literaly) and an intern at Weapons World got extracted by Ares, seems he had been playing a little matrix mumbo-jumbo with the centralised purchasing software.
Title: Re: Pacifist
Post by: Tarislar on <11-29-14/1516:30>
Would you recommend a tranq pistol with narcojet? or a stun gun?
I would recommend an Ares Alpha with Gel Rounds, Stick-n-Shock Rounds, Flash Bang Grenades & CS-Gas Grenades.........


WHAT?? Stop looking at me like that !!  There's No Physical Damage !!!  Its a perfectly acceptable weapon for a Pacifist!!!!   :o

Title: Re: Pacifist
Post by: The other Bandit on <11-29-14/1601:32>
Would you recommend a tranq pistol with narcojet? or a stun gun?
I would recommend an Ares Alpha with Gel Rounds, Stick-n-Shock Rounds, Flash Bang Grenades & CS-Gas Grenades.........


WHAT?? Stop looking at me like that !!  There's No Physical Damage !!!  Its a perfectly acceptable weapon for a Pacifist!!!!   :o


Now THATS my kind of pacifist!
Title: Re: Pacifist
Post by: Lighthouse on <12-02-14/1317:32>
Yes. I was going to go with a handgun being a decker but ares alpha with nonlethal rounds and flashbang grenades. Yeah.
Title: Re: Pacifist
Post by: MijRai on <12-02-14/1349:39>
Maybe try unarmed combat and slap-patches with your drug of choice?  Lots of non-lethal grappling moves on top of patches works pretty well. 
Title: Re: Pacifist
Post by: Lucean on <12-03-14/0119:11>
Requiring to get into close combat for a pacifist sounds unusual to me. Requiring a called shot more often than not for applying the patch negates the bonus for touch attacks. And not to forget the actions they get before the toxin is coming to action.
Gel rounds look so much better to me in comparison.
Title: Re: Pacifist
Post by: Acolyte on <12-04-14/2122:34>
Hey, they pass a fist at you, you pass one right back.....

Seriously, though, look at MA's like Aikido. Imagine a simple wrist lock, then wirelessly activating your shock gloves. Repeat as needed.

For ranged I like stick and shock or gel rounds in a nice big gun of some sort.

   - Shane
Title: Re: Pacifist
Post by: Rift_0f_Bladz on <12-04-14/2232:19>
Aikido is a great example of a pacifist martial art. Plus, the idea of either a grapple/subdue action or throw fallowed up by shock gloves sounds perfect for your pint sized Aikido expert.
Title: Re: Pacifist
Post by: KabalahRaith on <07-18-21/1448:08>
So, for Pacifist level 3 in Firing Squad of 6WE, You are allowed to do Stun damage, but if it spills over into Physical because the Stun Condition Monitor fills, does that mean you lose the ability to earn and use Edge for 24 hours for violating your code?
"You may not knowingly take actions that would result in inflicting Physical damage to a target, but you may still take actions that would result in inflicting Stun damage to a target." Firing Squad excerpt.
So, the easy answer would be to say No as a general rule, otherwise this level is meaningless.  However, if people kept abusing it, i.e. Use 4 point Edge Boost to add Edge to dice and full dice pool to rock a Clout spell against a target you have previously hit hard with a stun spell and fairly sure he is on his last legs, and you score 14 hits and he only resists 2, and only has 9 blocks of Physical Condition Monitor at full, and you just put him down for the count with 1 block of Overflow.