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General Discussion / Alternate SR Universe – The Wayward Earth
« Last post by JanessaVR on <09-07-23/1648:56> »
What if there were no survivors from the Fourth Age?

This is a radical take on an alternate Sixth World.  In canon, it helped a lot that Big D went on live TV and explained what the hell was going on after the Awakening.  And if not for Thais, there would have been no Great Ghost Dance.  So that’s this world.  The Awakening comes around and no one alive has a damn clue what all this magic stuff is and why babies are suddenly being born with pointy ears.

This world is our Earth, up until December 21st, 2012 when everything changes.  I call this one The Wayward Earth.

What I have right now is more of an outline and I’d like to solicit comments.

Overview of Changes

•   No Dunkelzahn means that no one goes on TV and tells everyone about the mana cycles and what’s going on now.
•   No Thais means no Great Ghost Dance (though with the point of divergence being in late 2012, there are no Native Americans in concentration camps, either).
•   No Great Ghost Dance means no spike in the mana level so Goblinization would be a more gradual process and there wouldn’t be Bridges to let the Horrors in early.  The Invae and Shedim should also be kept at bay for much longer.
•   No immortal elves means that neither Tír Tairngire nor Tír na nÓg will come about.  There’s also no Harlequin, for good or ill.
•   No Lofwyr means no Saeder-Krupp, or any of the other shenanigans he got up to.
•   No Hestaby means that Mount Shasta stays a ski resort.
•   No Schwartzkopf means no dragon teaching magic classes at Charles University of Prague.
•   No Ghostwalker means that Denver stays part of the USA.
•   No Celedyr means no dragon muscling into the telecommunications industry.
•   No Lung or Ryumyo means none of their rivalry spilling all over Asia.
•   Humanity will have a very nasty surprise coming in 2,300 years as the mana cycle reaches its peak.

Honestly, when I look at this list…it sounds like a way better world already!  :)

Let me know what you think.
Living Campaign Discussion / Re: SRM Guide 1.9 released
« Last post by MercilessMing on <09-07-23/0955:33> »
Works for me now
Bluffs do not count, otherwise, yeah...  that could be nasty :)
General Discussion / New Legends!
« Last post by ShroudedSciuridae on <09-05-23/1849:01> »
Shadowplay and Lone Wolf just dropped! By my count that means we're only missing Black Madonna and Lucifer Deck now. If you need me I'll be in my reading chair, chummers.
Living Campaign Discussion / Re: SRM Guide 1.9 released
« Last post by FastJack on <09-05-23/1817:56> »
FYI, all the links in the PDF are broken.
Living Campaign Discussion / SRM Guide 1.9 released
« Last post by Mycroft on <09-05-23/1034:46> »
Hey chummers,

We have released SRM Guide 1.9 for your viewing pleasure. This is another big one which includes a bunch of new books: Astral Ways, Bestial Nature, Body Shop, Lifestyles of the Shadowy & Infamous, Shadow Cast, Shoot Straight, and Whisper Nets. We've also got some clarifications based on frequently asked questions from conventions and from Shadowrun Missions Online. We answered questions about assisting others, action types, Matrix action specializations, and some additional items from Hack and Slash.

Stay safe in the shadows
I assume bluffs still don't count, because if they did...oh boy you can ramp up Cermak Blast and Cleanse the Hive and make them near impossible to run against.
Edge Zone / When can I play special cards?
« Last post by DeathStrobe on <09-04-23/1549:07> »
I know it's suppose to be the legwork phase and they take affect instantly. And I assume that general trumps specific. So for example, Just A Rumor, which says it can be played during a Shadowrun on a just revealed challenge, means it can be played from hand when I'm doing a run. Makes sense.

For example Major Drain says I can target a mage that just casted a spell. So I assume this can only be played while someone else is running...and I think I just answered my own question...

I just want to make sure, I guess, that I can play special cards out of hand and I don't need to "prime" them by playing them in the legwork phase, then can activate them later.

Like, I don't play Major Drain in the legwork phase then while someone else is running then I activate it. I just play it out of hand and be all like, "You've just activated my Special Card, Kaiba."


I just noticed the big exclamation mark icon, and read in the book it's called a stinger and can be played at anytime. Important to read the rules.
Holostreets Products / Ivy & Chrome Updated
« Last post by FastJack on <09-02-23/1825:38> »
A little something to start off the Labor Day Weekend for the hard-working runners out there!

Previous Editions / SR4, Chaotic world and spell defense
« Last post by Chance359 on <09-02-23/1403:13> »
can a spell caster give spell defense dice against their own spells?

A NPC mages is going to cast chaotic world with one of his allies in its range.  can he give his buddy dice against the spell he's casting.  He's providing cover/distraction so his buddy can recover a hostage from the players. 
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