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31
If the awakened are already gods, there's not a ton you can do, but here are some things that help:
Transhumanism: 5th and 6th edition have this optional rule where mundanes can do something similar to initiation that gives them an additional 1.0 essence hole capacity for augments.  Karma cost is on the same scale as magic initiation.  This is probably a better plan than cutting Essence costs.

If you're playing 5th edition, you can make high Force spirits more difficult to summon by letting them roll Forcex2 to resist instead of Force.

Let players trade karma for nuyen at a rate of 1 karma for $2000 when buying gear and augments.  That helps mundanes afford advancements quicker.

When vehicles and drones have their condition monitor filled, call them disabled and fixable instead of destroyed.  That helps lower the upkeep cost of riggers.

32
Hello all happy Chummers.

In our campaign which has run for a bunch of years and now we are starting to end up with magic users (different types) on all different positions due to their superiority compared to other chars.

The question has come up to rework cybernetics and/or magic rules to make cybernetics a bit more powerful compared to magic.
We had one idea about halving the essence cost for cybernetics.
One idea was to limit how cool you are as a mage when the char is created (to elevate a newly rolled cybernetics chars power).
Even eliminating essence completely has been discussed.

Then one thing hit us... Has anyone else encountered the same problem and have some tips for us to basically make cybernetics and magic a bit more level in power.

One good comment from our discussion was:
Your street samurai has an awesome cybernetic arm with his smartlink while his friend the mage is a half god with his huge amount of spells and his capacity.

Any thoughts to help us?

Edit: incorrect spelling.
33
Rules and such / Re: Body Shop: Cyborgs
« Last post by KarmaInferno on <09-12-23/0043:03> »
Something I noticed about the Cybernetic Shell - the sentence "The Physical attributes of a shell can be modified and upgraded similar to cyberlimbs".

Cyberlimbs have Agility and Strength ratings, which can each be increased for 1 Capacity and 5000₯ per point.

Cybernetic Shells have all four Attributes, Body, Agility, Reaction, and Strength. Can all four be increased in this way, or just Agility and Strength?


-k
34
Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <09-11-23/2156:10> »

[pg177] Cranial Containment Unit - Mentions a commlink is included, but not what model or rating.
35
General Discussion / An Updated April Fools’ Repository
« Last post by JanessaVR on <09-11-23/1624:00> »
Many of these have gone missing over the years, so I've compiled all the ones I can find.


The Wiki

April Fools' Page


My Collection

2004 – Shadowrun d20  |  Picture
2005 – Shadowrun 5
2006 – Cyberpirates! of the Caribbean Coast CSG & RPG
2007 – ?
2008 – Runner’s Companion Preview
2009 – BattleRun: Best Ever, An Eighth World Adventure
2010 – Shadowrun, Gibson Edition
2011 – A lost Shadowrun movie?
2012 – Street Legends: Home Edition | Missions: Free Taiwan
2013 – Rigger 4
2014 – ?
2015 – Missions: Friendship Is Tragic
2016 – Missions: UnCONventional Warfare
2017 – Missions: Scene It All Before
2018 – ?
2019 – ?
2020 – BattleRun II: The Quest for the Thing
2021 – ?
2022 – ?
2023 – Who Drek'd in the Sprawl?

36
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by KarmaInferno on <09-11-23/1432:55> »
Yeah, as I said, making the Mounts and Connectors 1 Capacity each would have mitigated this.

You can still use Bulk Modification, which in 6E is apparently available for Synthetic Limbs as well, and has no effect of the appearance of the limb.
37
Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <09-11-23/1429:29> »

[pg 148] Nano-Critter Cyberlimbs - most of the cyberlimb gear on the chart has Nuyen costs in both the Availability and Cost columns.
38
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by MercilessMing on <09-11-23/0959:43> »
Quote
This basically leaves just one ynused Capacity for other stuff.


Thus defeating the ENTIRE PURPOSE of modular limbs.  Great job all involved.

Now do the same thing with a synthetic arm:

Synthetic arms have 8 capacity.  A modular synthetic arm spends [2] on a connector and has 6 cap left over for mods.  To attach a modular forearm, you would need to spend [5] for the forearm cap and [2] for the mount, for a total of [7]. 

There isn't enough space in a synthetic arm even for the connectors to make this happen.
39
General Gaming / Re: Shadowrun: Takedown Boardgame
« Last post by MercilessMing on <09-11-23/0955:48> »
a Disian chimera monster thing
40
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by KarmaInferno on <09-11-23/0117:52> »
SRM addressed this by requiring a Mount on the upstream side and a Connector on the downstream side. "Upstream" being toward the body and "downstream" away. (My term, not SRM's) But they also gave the Mount a Capacity cost, and had any downstream partial cyberlimbs reduce the upstream part's Capacity by their Capacity. Downstream parts do not cost any further Essence as that was paid for by the full limb.

So a modular Obvious Cyberarm would have an Essence Cost of 1.0 and Capacity 15, of which 2 Capacity is eaten by the Connector. The arm connects to a Modular Mount costing 0.4 Essence.

Adding a modular Cyberforearm to this limb would eat a further 10 Capacity for the forearm and 2 Capacity for another Mount. This basically leaves just one ynused Capacity for other stuff. The modular forearm itself has a Capacity of 10 of which 2 is eaten by the Connector. No further Essence is consumed.

Adding a modular Cyberhand similarly consumes 4 Capacity from the Cyberforearm plus 2 Capacity for the Mount. The Cyberhand has the standard 4 Capacity, but has two of that eaten by the Connector. Again, no further Essence is lost.

Interestingly, if you have a Cyber Torso you are attaching this all to, you save on the Essence cost of the first upstream Mount, instead eating Capacity from the Torso.

I would have liked the Capacity Cost of Mounts and Connectors to be reduced to 1 each, but I can live with 2.

My new question is - the Bulk Modification cyberlimb modification in 6E can add up to 4 Capacity to a cyberlimb OR partial cyberlimb. This is a change from 5E, where it had less effect on partial limbs. Does this mean each part (upper arm, lower arm, and hand) can each have 4 additional Capacity? Or can Bulk Modification only be applied once per limb, regardless of how many modular sections make up that limb?

-k
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