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41
General Discussion / Re: Magic tech
« Last post by DaedalusPrime on <05-28-24/1128:37> »
One of the tenants of Shadowrun is the separation between Magic and technology. I've put variations of this type of technology that broke a lot of shadowrun rules, including teleportation tech, personal force shields, and phasing technology. It was done back in the 2e days, and looking back, it felt a little gimmicky, but at the the same time, it reflected the campaign I was running at the time.
A player was given a mcguffin that broke down and stored the basic elements of magic, which was given to him, by his father, post mortem. It included the research that explained the breakdown, capture, and storage of the "magic molecule". Every Corporation that new of its existence wanted the device, including the research lab that it originated from, which already made deals with Renraku... It was a fun cat and mouse campaign that broke all the magic-tech Shadowrun rules.
42
General Discussion / Re: Magic tech
« Last post by whitelaughter on <05-22-24/2254:47> »
Something I would expect to see more of is permanent Analyse Device spells on useful pieces of equipment.
43
General Discussion / Re: What is your favorite Insect Spirit?
« Last post by whitelaughter on <05-22-24/2248:30> »
Worth noting that in most editions, you can give an Ally any powers of any spirit you can summon. So if you have the True Name of a Free Mantis spirit, you can give your Ally the ability to *eat* insect spirits.

Of course, the spirit isn't going to be happy with you having its' name, so best to pay it for the privilege of having the anme while you make the Ally and then giving up the name.
44
Would love to eventually form an in person Sixth World group, I will GM if no one else will.  Message me, I hope we can find a reasonable sized group of people to Run the Shadows!

Jason
45
Gear / Re: SR6: Ultra-glide Lube
« Last post by cuidaBeja on <05-21-24/1950:39> »
Yeah that seems about right
Maybe a premium version can have its effect fade on a gas attack table timeline. Chemically feasible and corporately responsible
46
Gear / Re: SR6: Ultra-glide Lube
« Last post by FastJack on <05-21-24/0741:18> »
Just take a Chemical grenade (Firing Squad, p. 36) and replace the Corrosive effect and damage with the following:

Code: [Select]
      DV GZ              DV Close        DV Near    Blast
Immobilized/Prone     Dazed, Hobbled     Hobbled     15m
47
Gear / SR6: Ultra-glide Lube
« Last post by Tai-Pan on <05-20-24/2230:51> »
Iíve been a bit out of the loop for a bit have Lube Grenades been phased out this edition?
48
Forum Business / Re: Testing...
« Last post by Reaver on <05-14-24/1938:09> »
Have to admit, I was getting nervous....
49
Forum Business / Re: Testing...
« Last post by Xenon on <05-14-24/1841:49> »
w00t

Welcome back online!
50
Errata / Re: Emerald City Errata
« Last post by KarmaInferno on <05-14-24/0200:44> »
Pg 72 - "Council Island Access" quality lists two levels, but only gives game mechanics for one.
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