Shadowrun

Shadowrun Play => Shadowrun: Anarchy => Topic started by: cssmythe3 on <02-09-18/1424:19>

Title: Short Time Lurker / First Time questions
Post by: cssmythe3 on <02-09-18/1424:19>
Starting our first session soon and I have come up with a first batch of questions:

1) Amps that add to logic / agility related rolls: do they add to perception and defense as well?

2) Does stun overflow to physical like in 5E? For everying two boxes of stun past a full condition monitor, does it translate into physical damage?

3) Too get a drone that can attack, do I have to spend amps for the drone and then burn a weapon choice for the drone gun too?

-Brooklyn Gamer dad, returning to shadowrun after last playing 2nd edition
Title: Re: Short Time Lurker / First Time questions
Post by: Gingivitis on <02-09-18/1543:57>
Welcome back to the Shadows and welcome to Anarchy!

1) Yes, those are Logic and/or Agility-related Tests.

2) Stun damage does not, strictly speaking, translate into Physical damage. You can try it and see if you like it (I have not found it necessary).  Once your last Stun CM box (or circle) is filled, you are Staggered and are pretty much down. If you get hit with more Stun you are Knocked Out and are definitely down but not dead. I posted some GM Screens/Narration Aid earlier, it has some alternate rules for KO/Death that you might like.

3) Yes, Amp for the drone and burn a weapon OR take a weapon Amp like "Drone/Vehicle-mounted Machine Gun". Whichever you want.
Title: Re: Short Time Lurker / First Time questions
Post by: Carmody on <02-12-18/1009:18>
Hi

1) I tend to rule based on the description of the amp, if the amp has a good reason to improve perception and defense then yes, otherwise no. This is especially true for Amps that provide bonus to Agility tests, because there are so many of them that I usually ask my players to narrow them for some specific usage. This is for balance purpose.
Title: Re: Short Time Lurker / First Time questions
Post by: Gingivitis on <02-12-18/1924:38>
Agreed, the GM and player work together to create Shadow Amps. A lot of GMs, myself included, tone down some of the very powerful Amps like:

- Cyberarms (+ to Agility-related Tests) changes to (+ to Agility-related Attacks) because how does having robot arms help you sneak around in the dark or help you pilot a drone or jump from roof top to roof top.

So if you think an Amp which is a narrative concept and a character defining trait would not work (or should not work) in certain Tests, make it so and talk it out with your player or GM.