Shadowrun
Shadowrun Play => Shadowrun: Anarchy => Topic started by: Gingivitis on <10-04-16/0109:56>
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This is a document that I have used with my players for our SR:Anarchy runs.
https://www.dropbox.com/s/3h7srg2ztynm7l0/Anarchy%20Narration%20Aid.pdf?dl=0 (https://www.dropbox.com/s/3h7srg2ztynm7l0/Anarchy%20Narration%20Aid.pdf?dl=0) Old.
https://www.dropbox.com/s/8awm1b59mt38hy6/Anarchy%20Narration%20Aid%20%26%20Ref.pdf?dl=0 New!
This Narration Aid has some assumptions and a few renamed items:
- Assumes Cinematic Narration, p. 54
- Assumes Cooldown Rules, p. 57
- Assumes use of multiple Shadow Amps on a single test (as confirmed in other forums)
- Assumes Surprise Threat can introduce any threat (NPC or obstacle)
- Assumes First Aid can also fix armor and Matrix damage
- Renames Malfunction to Frag it/Jam it; synonymous with cooldown
- Renames A dish best served cold to Get Revenge
- Names a few uses of Plot Points not listed but still described in later chapters
- Assumes you are using NPC Threats from http://forums.shadowruntabletop.com/index.php?topic=25126.0 (http://forums.shadowruntabletop.com/index.php?topic=25126.0)
[Edit] Added second page with sample tests.
- House Rule counterspelling combat spells as your Sorcery + Willpower Taking the hit instead of other defenses (spend a Plot Point)
- Assumes 6P or 5S/AA as the new spell default, p. 207
- Assumes 8 opposing dice is average for most effect spells
- House Rule Matrix damage is Logic/2 (like cyber-punching) because base damage for cyber combat is not described
- House Rule Threading (Tasking) base damage is 5S (like spells)
- House Rule counterspelling effect spells as a contest of Sorcery + Willpower
- Assumes summoning Spirits (or compiling Sprites) has easy, average, and very hard levels of difficulty
- Assumes banishing Spirits (or decompiling Sprites) uses Willpower + Edge (or Firewall + Edge) as defense
[Edit] Added a third page with Attribute Tests and a number of examples of Living Dangerously to simulate certain exciting actions from SR5.
- Assumes Falling is a Strength + Agility test.
- House Rule Living Dangerously to Suppressing Fire, Overcasting, Dive for Cover, etc.
- House Rule Montage Rules for stylized Legwork and Investigation.
- House Rule Flashback Rules for stylized Flashbacks and Preparation.
[Edit] Added a fourth page with Opposing Dice Difficulties, Environmental Modifiers, Environmental Effects. Also added rules for using Montages. Re-arranged things to fit better if printing 2-to-a-page.
- House Rule Simple Hits can be used for tests for NPCs interacting with the environment or with other NPCs. Keeps rolling against yourself to a minimum.
- Assumes some sample environmental modifiers including Cover, Concealment, Distraction, Disorientation, etc.
- House Rule Lava/Magma to the Universal Game System rules for Lava/Magma.
- Assumes Cold and Fire environmental effects.
Let me know what you think?
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I like this. I wil l get some great use out of this. I also noticed the +1 die for pre-Edging, which is a reasonable buff to that weaker option.
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I like it too.
I made a thing like this for my group when we started SR5, but it was too crowded despite my best efforts and basically no one learned anything from it - this, thanks to the elegance of Anarchy, will definitely be useful to them though.
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I'll upload the back page (hopefully tonight). It includes all of the action tests in their most basic form and the basic results of those tests. Obviously that page has some assumptions as well since some mechanics are not well discussed in Anarchy. Like counterspelling, conjuring/compiling opposition dice, and cybercombat damage.
[Edit] Added second page to the original DL
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I updated the Anarchy Narrative Aid (it helped a lot, btw in my game tonight).
-Changed the background to a more simple grey (when I converted from Word to PDF, the background did some weird zebra shit. Hard to read. Now it's better).
-Adjusted some phrasing regarding Shadow Amps after clarification from the author of that section of Anarchy and their intent.
Enjoy.
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I just wanted to thank you for sharing this, the compile/decompile notes will help my deckers keep track of their actions.
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Anarchy Narration Aid Edits
Like the Narration Aid I previously posted, it has some assumptions and a few renamed items:
- Cinematic Initiative (p. 54); Cooldowns (p. 57); "First Aid" can repair Armor/Matrix damage too; "Malfunction" is renamed "Frag it/jam it"; "A dish best served cold" is renamed "Get revenge."
- Matrix Attack has a damage value of [Logic/2], basically like cyber-punching. This because the book has no mention of how to calculate Matrix damage.
- Threading Attack (Resonance Spike) has a damage of 5S. This is to match the errata for spell damage basics as 6P or 5S/AA.
- Counterspelling a combat spell allows the sorcerer to use Sorcery + Willpower instead of normal defense by spending a Plot Point. The counterspell Takes the hit, basically.
- Counterspelling an effect spell is a test between Sorcery + Willpower of casters..
- Spirits use Willpower + Edge to defend. Defense dice are not specified in the book, and Will +Cha is too high in my experience.
- Sprites use Logic + Edge to defend. Same as above.
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This is a great breakdown. Thank you for sharing it.
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I came looking for this, but unfortunately the dropbox link seems to be dead? (I got a 'no document here, someone might have moved it' type of error message). Is there a new link?
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Sorry. New link up now. It looks like it's working again.
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Thanks!
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Added a third page with attribute tests and a number of examples of Living Dangerously to simulate certain exciting actions from SR5.
I posted the Living Dangerously ideas here: http://forums.shadowruntabletop.com/index.php?topic=25429.0 (http://forums.shadowruntabletop.com/index.php?topic=25429.0)
Let me know what you think.
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Added a fourth page with opposing dice difficulties, common environment modifiers, environmental effects. Filled the third page with Montage rules.
I posted the Montage Rule ideas here: http://forums.shadowruntabletop.com/index.php?topic=25475.0 (http://forums.shadowruntabletop.com/index.php?topic=25475.0)
Let me know what you think.
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This summary is highly useful and will see use in my future game sessions! Perhaps Catalyst Game Labs might consider the contents of this Narration Aid to be added as an appendix in their next update of the PDF version of Shadowrun: Anarchy.
Thank you for your work and effort, Gingivitis!
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These are fantastic and I will be using them in my upcoming SRA game.
Any thoughts on Deckers and bricking gear, weapons, and/or cyberware?
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For simple device bricking, I have been just using the difficulty level opposing dice. Easy (4) for a gun. Average ( 8 ) for cyberware. And so on... You judge the difficulty like you judge the difficulty of anything else (i.e. whatever makes sense and whatever will make a better story).
I have been making this one, all or nothing action, rather than several incremental damaging attempts. I didn't want to give guns/gear CMs.
I work drones a little differently. The book says vehicles dont have CMs; they only have Armor. So I took the CMs off of the Enemy Drones NPC entries (you can see these in the Anarchy Threats thread). Basically I use cybercombat damage to drones like any other damage. So one player might shoot a drone and take half the armor off and the decker can dataspike the drone and finish it off. If you think that weakens drones a bit, then just add more drones. I use Logic for opposing dice, so usually 6. You might add a Firewall if you want. I find it unnecessary.
Basically whereever the rules are unclear, I try to use existing Anarchy rules rather than creating new mechanics.
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For simple device bricking, I have been just using the difficulty level opposing dice. Easy (4) for a gun. Average (8) for cyberware. And so on... You judge the difficulty like you judge the difficulty of anything else (i.e. whatever makes sense and whatever will make a better story).
I have been making this one, all or nothing action, rather than several incremental damaging attempts. I didn't want to give guns/gear CMs.
I agree with this a lot. I went with it like any other Hacking Test, modified by range, but required the expenditure of a Plot Point if the roll is successful. Once the point is spent the piece of gear/cyberware can't be used for the remainder of the scene. I didn't feel quite right allowing deckers to just completely screw over a street sam's Shadow Amp. Requiring a plot point forced them to be judicious about doing this - but still gave them ample moments to shine.
I basically did the same thing you did w/ Drones.