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71
Character creation and critique / Re: [6E] Excel Character Generator
« Last post by Aria on <07-28-23/0837:25> »
Links have been updated with the cyberware and bioware in Body Shop.  Nano tech etc still to follow...
72
Holostreets Products / Harlequin, now in the Sixth World!
« Last post by FastJack on <07-27-23/2108:30> »
That's right, I finished the fragger. Enjoy!

73
Rules and such / Re: [Bestial Nature] Questions
« Last post by Hobbes on <07-27-23/1059:18> »
Sets the cost and how much material you've got to work with.
74
Rules and such / Re: [Bestial Nature] Questions
« Last post by KarmaInferno on <07-27-23/0211:59> »
Pg 34 Smart Clothes. According to the stat block, Smart clothes get a "Rating" of Body for a full suit, Half Body for a half suit, and quarter Body for a quarter suit. Cost is based off Rating.

Does this Rating do anything else for the suit besides set the cost?
75
General Discussion / Re: 6e Underwater Combat
« Last post by Reaver on <07-26-23/2309:01> »
Aria was right... Run and gun was the book.

I
76
Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <07-26-23/0619:59> »

[pg 65] Frog Tongue - missing from table, so no Essence or Nuyen costs.
77
Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <07-26-23/0618:03> »

There is no Natural Weapons specialization. I suppose you could make one as Specializations are open ended.

In the Companion when a SURGE quality grants the user a natural weapon, they sometimes say it uses Close Combat (Unarmed specialization), and sometimes uses an Exotic Weapons specialization.

True, but that's not the issue here. The whole section is written with a misunderstanding about what is a skill and what is a specialization.
78
General Discussion / Re: Shadowrun 7e?
« Last post by MercilessMing on <07-25-23/1035:20> »
My guess is right now they're in the "it's too soon to tell if a 7th edition is worth making" phase of development.
79
General Discussion / Re: 6e Underwater Combat
« Last post by MercilessMing on <07-25-23/1026:00> »
My co-gm and I are planning on a submersible mission, but it seems like while there are submarines, submersibles, and plenty of aquatic cyberware (big Body Shop fan) it seems that 6e doesn't have underwater combat rules yet? At least I can't remember seeing them and I believe I've at least skimmed all the 6e books.

Anyone have guidance from past editions? We have cash to invest in some one-off toys, it's just a matter of some basic framework and stats.
Status: Wet
done  :P

For real though, 6e doesn't have any underwater combat rules, so you'll have to make up your own.  What situation are you trying to do, when you say underwater combat?  knife fights in scuba gear, megalodons attacking a submarine, or sub-to-sub torpedos?

I'd recommend keeping things as simple as you can, so I'd first establish an Edge hierarchy.  If someone is physically adapted and trained for the sea, like merfolk, they get Edge over anyone who isn't.  Someone who is neither of those things will lose edge to everyone, and someone who is one of those things is in the middle.

Create a Knowledge skill for underwater combat that represents training, and give your players opportunity to learn it.

If a character is untrained in underwater combat, they lose the ability to gain and spend Edge.

Aside from that, what rules are needed?
80
General Discussion / Re: 6e Underwater Combat
« Last post by Aria on <07-25-23/1013:55> »
Run & Gun (5E) has rules for underwater combat (and space combat and... etc)... personally I'd go with handwavium rules... explosions and sonic weapons work well, others less so, matrix signals don't travel very far (if at all), and magic is only as good as far as you can see...
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