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I didn't notice he had that.. but even so.. I probably wouldn't. It's a big investment when you could just initiate later for the same price. (yes I know that doesn't count the +1 to actually MAG, but that really doesn't mean much).
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Gamemasters' Lounge / Need Help With Interaction Time
« Last post by Clyax113_S._Xaces on (22:48:15/01-22-19) »
I'm trying to convert the Payday 2 drill system loosely into a Shadowrun campaign about pulling off heists (thus the Payday 2 inspired mechanics), and I'm wondering how to change the amount of time a drill would take to finish so it doesn't take forever, yet it still remains balanced.   For example the most basic drill in Payday takes 3 minutes to drill a standard safe door open.  Let's say the group enters combat and then sets up the drill.  I obviously shouldn't make 60 initiative passes.  Drills in Payday can take 3 minutes for standard safes, 6 minutes for a standard bank vault, 5 for a big bank vault but with a bigger drill, and 7 for the largest vaults and the largest drills. 

Also a vault can be partially open by, say, having the first door to the vault room be opened without the alarm going off while the actual vault is closed.  If the alarm where to go off now the group would be prevented from opening the vault due to the alarm going off and locking the vault down (standard bank security measure), so all normal methods of opening the vault (keys, pass-codes, forensics) are rendered useless. 

Lastly it could be that the group sets up a drill in stealth and the alarm goes off after.  If the drill only took 3 initiative passes, to lower the loud drill time, then the drill would be done in 9 seconds, and the group would want to just rush the safe/vault every mission as opposed to using their resources, and that just doesn't seem rightly fair for a standard safe or above, does it?  I'm ignoring stealth drill times as, unless something happens where the alarm has the potential to go off or the police called, we can just skip that amount of time if the players aren't doing anything.

How long should I let the drill run if the alarm is off and combatants are enroute to keep the game fair (that is if the team decides to use drills and doesn't try to open the safe/vault some other way in either loud or stealth)?  I do believe, as punishment for letting the alarm go off, or for not using their brains and trying to open a safe/vault door by searching for keys, shutting down electronic locks, etc., that trying to brute force your way into a safe should take some long amount of time.  In addition I believe that being forced to take the long way, drilling, should be one of a small number of options if the alarm goes off and the safe/vault isn't open yet as part of that punishment.  What do you say in your experience in Shadowrun?
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Character creation and critique / Re: Spiritual sniper adept - rookie
« Last post by Marcus on (22:40:15/01-22-19) »
I think exceptional attribute magic does work, but I'll check the core and make sure i'm not dreaming that.

NEVER NEVER NEVER NEVER have a mono-whip and pool that is in easy glitch range.
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Character creation and critique / Ex-cop Magic Hater
« Last post by Desiani on (22:27:05/01-22-19) »
Due to some unfortunate misunderstandings during a few arrests with various awakened being 'profiled and targeted' Mister Mirror was fired from his police job dishonorably. Mr. Mirror himself is Awakened but isn't quite the same as everyone else. He can't use most of the skills that his former awakened buddies on the force could and they treated him oddly since all the magic used against him, both for harm or aid, never seemed to stick. The nickname given to him was Mr. Mirror by he ex-wife who he met on the Anti-Magic squad of the department. 

Ever since his dismissal he has grown to loathe other awakened and started running to keep himself afloat. While he dislikes that he is awakened he has vowed to use his odd quirks to the benefits of those he once hunted in the shadows.

I've never built a Mystic Adept before so be honest! :D Is there anything I can do to improve being Anti-mage? I went red tradition because he has meshed well with animals and has a knack for summoning beast spirits. :D

== Personal Data ==
Name: Unnamed Character                 Alias: Mister Mirror Mysad
Human                                   
Movement:8/16 (2m/hit)                           
Swim:3.5 (1m/hit)                           
                                        Composure: 9
Street Cred: 0                          Judge Intentions: 8
Notoriety: 1                            Lift/Carry: 6(45 kg/30 kg)
Public Awareness: 0                     Memory: 9
Karma: 0                                Nuyen:6,000
Age:                                    Skin:
Eyes:                                   Hair:
Primary Arm: Right                     

== Priorities ==
Metatype: D,1
Attributes: A,4
Special: B,3
Skills: C,2
Resources: E,0

== Attributes ==
BOD: 3                                  CHA: 3
AGI: 4                                  INT: 5                                 
REA: 5(8)       LOG: 3
STR: 3                                  WIL: 6
EDG: 3                                  MAG: 6

== Derived Attributes
Essence: 6.00                           Initiative:          13 +4d6
Physical Damage Track: 10               Rigger Initiative:   13 +4d6
Stun Damage Track: 11                   Astral Initiative:   10 +3d6
Physical: 6                             Matrix AR:           13 +4d6
Mental: 6                               Matrix Cold:         5 + DP +3d6
Social: 6                               Matrix Hot:          5 + DP +4d6
Astral: 6

== Active Skills ==
Animal Handling                         Base:2 + Karma:0 =2  Pool:5
Arcana                                  Base:3 + Karma:0 =3  Pool:6
Assensing                               Base:4 + Karma:0 =4  Pool:9
Banishing                               Base:2 + Karma:0 =2  Pool:8
Con                                     Base:2 + Karma:0 =2  Pool:5
Counterspelling                         Base:6 + Karma:0 =6  Pool:12
Disguise                                Base:2 + Karma:0 =2  Pool:7
Gymnastics                              Base:1 + Karma:0 =1  Pool:5
Navigation                              Base:1 + Karma:0 =1  Pool:6
Negotiation                             Base:2 + Karma:0 =2  Pool:5
Palming                                 Base:1 + Karma:0 =1  Pool:5
Perception                              Base:1 + Karma:0 =1  Pool:6
Pilot Ground Craft                      Base:1 + Karma:0 =1  Pool:9
Pistols                                 Base:1 + Karma:0 =1  Pool:5
Running                                 Base:1 + Karma:0 =1  Pool:4
Sneaking                                Base:3 + Karma:0 =3  Pool:7
Summoning                               Base:6 + Karma:0 =6  Pool:12
Survival                                Base:1 + Karma:0 =1  Pool:7
Swimming                                Base:1 + Karma:0 =1  Pool:4
Tracking                                Base:1 + Karma:0 =1  Pool:6

== Knowledge Skills ==
English                                 Native
Spell Formulae                          Base:3 + Karma:0 =3  Pool:8
Critters                                Base:2 + Karma:0 =2  Pool:7
Law Enforcement Procedures (Professional)Base:4 + Karma:0 =4  Pool:7
Law Enforcement Procedures (Street)     Base:4 + Karma:0 =4  Pool:9
Megacorp Law (Street)                   Base:3 + Karma:0 =3  Pool:8

== Qualities ==
Allergy (Common, Moderate) (Flowers)
Astral Chameleon
Disgraced (2)
Magic Resistance ((Null Wizard))
Mystic Adept
Null Wizard
Prejudiced (Specific, Biased) (Awakened)
Spirit Bane (Plant)
Spirit Whisperer

== Tradition ==
Red Magic,Resist Drain with 11

== Spells ==
Astral Armor                  DV: F-2
Astral Disruption             DV: F-2
Attune Animal (Dogs)          DV: Special
Claw                          DV: F
Compel Truth                  DV: F-1
Create Ally Spirit            DV: Special
Fling                         DV: F-2
Heal                          DV: F-4
Manabolt                      DV: F-3

== Powers ==
Astral Perception
Combat SenseRating: 1
Improved ReflexesRating: 3
Spell ResistanceRating: 2

== Weapons ==
Unarmed Attack
   Pool: 3      Accuracy: 6     DV: 3S       AP: -     RC: 2
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Living Campaign Discussion / Re: Designer Drugs.and the latest FAQ
« Last post by Hobbes on (19:56:26/01-22-19) »
That was my reading.  Connection 5 Street Doc gets you the good stuff.  Could be one of the Missions contacts.  Could be one you made up.
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Character creation and critique / Re: Spiritual sniper adept - rookie
« Last post by Overbyte on (17:14:24/01-22-19) »
Well I don't have time to do a complete analysis but there are a bunch of things that stand out.
First, you can't have MAG 7 at char gen.
Move one point of REA into BOD (its better to have odd BOD numbers)
Second, most people will tell you that you want to focus your skills into a few areas rather than spreading yourself too thin.
In that regard I recommend: Longarms 6, Assensing 6, Blades 6, Astral Combat 6, and forget the rest of the weapons.
If you want to track people astrally then your Assensing specialization should be in Astral Signatures, not Auras I would think.
Boost your Tracking, Sneaking and Perception.
Take Critical Strike for Blades.
Dump Danger Sense, Attribute Boost: REA and AGI.
Dump Software, Con, Swimming and First Aid.

NOTE: If you want little one point skills, best to buy them with Karma at 2 points each. Try to move all your one pointers into Karma buys so you can buy large stacks of the skills you really want/need.
7
Paid essence for what to work? DNI?

The only time the rules specify that you must have an implant is for the dice pool bonus. If you have the implanted eyeware the bonus is +2, otherwise it is +1.

Edit: The gear listing for trodes says "this electrode-and-ultrasound net gives you a direct neural interface" and comments that it is for people too squeamish to get an implant.
8
Unfortunately the rules specifically state that you must have paid essence for it to work.
9
This is my first character, can you guys steer me in the right direction?  I wanted to make someone who is deadly at long range and able to scout and survive well in the astral plane.  He can track well in the astral plane thanks to an urgent search for a missing family member that he believes may be awakened, who he has been hunting for for 18 months to try and recover them.  Thank you in advance!

== Info ==
Name: Tate                        Alias:
Human, M                          Movement: 12/24
5'11", 168                        Composure: 7
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 6 (30 kg/20 kg)
Public Awareness: 0               Memory: 10
Karma: 0                          Nuyen: 125
Age: 39                           Skin: Light
Eyes: Brown                       Hair: Dark Brown

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000
Bonus Skill: Astral Combat

== Attributes ==
BOD: 4                            CHA: 2
AGI: 6                            INT: 5
REA: 5 (7)                        LOG: 3
STR: 2                            WIL: 5
EDG: 2                            MAG: 7

== Derived Attributes ==
Essence: 6                        Initiative:           10 (12) + 3d6
Physical Damage Track: 10         Rigger Init:          12 + 3d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 5                       Matrix AR Init:       12 + 3d6
Mental: 6                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 5                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 6

== Active Skills ==
Assensing (Aura Reading)          Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Astral Combat ([Weapon Focus Type]) Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Automatics                        Base: 1  + Karma: 0  = 1   Pool: 7
Blades                            Base: 1  + Karma: 0  = 1   Pool: 7
Con                               Base: 1  + Karma: 0  = 1   Pool: 5
Escape Artist                     Base: 1  + Karma: 0  = 1   Pool: 7
Exotic Melee Weapon (Monofilament Whip) Base: 2  + Karma: 0  = 2   Pool: 8
First Aid (Resuscitation)         Base: 2  + Karma: 0  = 2   Pool: 5 (7)
Gymnastics                        Base: 3  + Karma: 0  = 3   Pool: 9
Longarms (Sniper Rifles)          Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Navigation                        Base: 2  + Karma: 0  = 2   Pool: 7
Perception (Visual)               Base: 3  + Karma: 0  = 3   Pool: 8 (10)
Pistols                           Base: 1  + Karma: 0  = 1   Pool: 7
Running                           Base: 3  + Karma: 0  = 3   Pool: 5
Sneaking                          Base: 3  + Karma: 0  = 3   Pool: 9
Software                          Base: 0  + Karma: 6  = 6   Pool: 9
Survival                          Base: 2  + Karma: 0  = 2   Pool: 7
Swimming                          Base: 3  + Karma: 0  = 3   Pool: 5
Tracking                          Base: 2  + Karma: 0  = 2   Pool: 7

== Knowledge Skills ==
Area Knowledge: Seattle           Base: 2  + Karma: 0  = 2   Pool: 7
Combat Tactics                    Base: 2  + Karma: 0  = 2   Pool: 5
Firearms                          Base: 2  + Karma: 0  = 2   Pool: 5
Gangs                             Base: 2  + Karma: 0  = 2   Pool: 7
Small Unit Tactics                Base: 2  + Karma: 0  = 2   Pool: 7
Spirits                           Base: 3  + Karma: 0  = 3   Pool: 6
Sprawl Life                       Base: 1  + Karma: 0  = 1   Pool: 6
Street Drugs                      Base: 2  + Karma: 0  = 2   Pool: 7

== Contacts ==
(CON: 1, LOY: 1)
Cooper (Fixer), Seattle (CON: 1, LOY: 1)

== Qualities ==
Addiction (Mild) (Psyche)
Adept
Allergy (Common, Moderate) (Shellfish Allergy)
Exceptional Attribute (MAG)
Mentor Spirit (Dragonslayer)
Photographic Memory
Prejudiced (Common, Biased) (Metahumans with Augmentations)

== Powers ==
Astral Perception
Attribute Boost (AGI) Rating: 1
Attribute Boost (REA) Rating: 1
Combat Sense Rating: 1
Critical Strike (Astral Combat)
Danger Sense Rating: 1
Enhanced Accuracy (skill) (Longarms)
Improved Ability (skill) (Longarms) Rating: 1
Improved Reflexes 2
Mystic Armor Rating: 2
Spell Resistance Rating: 1

== Lifestyles ==
Low (Low)  1 months

== Armor ==
Armor Jacket                        12
Clothing                            0

== Weapons ==
Ares Predator V
   +Smartgun System, Internal
   Pool: 7        Accuracy: 7     DV: 8P       AP: -1    RC: 2
Combat Knife
   Pool: 7        Accuracy: 6     DV: 4P       AP: -3    RC: 2
Defiance T-250
   Pool: 13       Accuracy: 5     DV: 10P      AP: -1    RC: 2
Monofilament Whip
   Pool: 8        Accuracy: 5     DV: 12P      AP: -8    RC: 2
Ruger 101
   +Imaging Scope
   +Shock Pad
   +Stock
   Pool: 13 (15)  Accuracy: 7     DV: 11P      AP: -3    RC: 3
Unarmed Attack
   Pool: 5        Accuracy: 5     DV: 2S       AP: -     RC: 2

== Gear ==
Ammo: APDS (Sniper Rifles) x50
Ammo: Flechette Rounds (Sniper Rifles) x50
Ammo: Regular Ammo (Sniper Rifles) x200
Ammo: Regular Ammo (Shotguns) x50
Ammo: Regular Ammo (Heavy Pistols) x50
Contacts Rating 3
Medkit Supplies
Psyche x3
Spare Clip (Ruger 101) x6
Speed Loader (Ruger 101)
Survival Kit
Weapon Focus (Bonded Foci) (Monofilament Whip) Rating 1

== Concept ==
Physical adept firearms specialist with astral combat secondary.
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Play-by-Post / Re: Jialong Data Haven
« Last post by adzling on (12:26:16/01-22-19) »
xclnt background post. +1 karma!
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