h_double posted:Older editions of GURPS are the best, with tech levels capable of interstellar travel and teleportation, that have computers which use data cubes a couple inches on a side that can hold HOLY poo poo A GIGABYTE OF DATA.
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# ¿ Jul 28, 2009 08:09 |
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# ¿ May 22, 2024 16:05 |
For the love of god, never play Exalted. If your players balk at six dice they'll explode att he prospect of rolling 20-ish 10-siders at once.
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# ¿ Jul 28, 2009 23:00 |
children overboard posted:How do other people handle this? No scanners at the borders? Or do you make your PCs take illegal routes if they have wares?
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# ¿ Jul 31, 2009 03:19 |
LGD posted:And most of the above is assuming you're in a situation where you've accidentally been picked up by a government with some level of concern about civil rights- in other situations detection of this stuff can get you harshly interrogated/tortured and then forcibly removed from the territory or just shot and left in a ditch somewhere. They'd chop you up and sell the cyberware. And recoverable bioware. And any organs in good working order. And, depending on where you are, possibly the rest of you too
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# ¿ Jul 31, 2009 06:17 |
children overboard posted:I think that's a great way to handle it. Gives a little extra risk to get the guy with wares in (because the hacker might fail) and doesn't outright halt the game.
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# ¿ Sep 16, 2009 05:02 |
McGravin posted:Again, simply roll for them. Like Scarecrow411 said, rolling and not announcing anything (because they failed) is a great way to set players on edge.
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# ¿ Oct 14, 2009 22:14 |
Fenarisk posted:I would only allow my players to do so if they had the implanted comm-link. It's like .01 essence anyway and I don't see any reason for non-magic users NOT to have their commlink setup this way.
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# ¿ Oct 22, 2009 06:53 |
McGravin posted:Just having an implanted commlink does not mean you are permanently stuck in full VR. You can go AR and still be protected from biofeedback. I'm not saying "don't take it ever", but that 5K doesn't count the enormous cost of actually SECURING it. It's not loving worth it if you're not a hacker-type because for you it's just an spiffy iPhone.
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# ¿ Oct 22, 2009 19:59 |
Young Freud posted:an expensive hunk of unsterile and thus un-reusable cyberware
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# ¿ Oct 23, 2009 03:33 |
Young Freud posted:Do you think the military or a corporation would reuse cyberware? I understand the market but ewwwww....
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# ¿ Oct 23, 2009 04:16 |
YOTC posted:Well yeah, it's shadowrun, nothing is as it seems. You could always make the mr johnson have a briefcase with the S&K logo and be sipping his soycoffee out of an S&K mug.
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# ¿ Oct 31, 2009 19:39 |
Tias posted:Avoid fights whenever possible. Witnesses, ballistic analysis and a chance crossref of that fake firearms license you pulled just might put you behind bars. Generally the police and corporate security are so good at what they do nowadays that any evidence will be enough to get at least some data on the perpetrator.
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# ¿ Nov 10, 2009 01:25 |
Young Freud posted:There are chameleon LCD paintjobs and morphable license plates available for those with less-than-legal occupations.
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# ¿ Nov 10, 2009 02:01 |
Grim posted:Are there rules anywhere for reducing the signal rating of a device? I know I can turn the wireless off but I just want to reduce some things to rating 0 (3m range) to prevent hacking while keeping it useful with my implanted commlink.
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# ¿ Nov 15, 2009 16:30 |
Gobbeldygook posted:Personally, I find his incoherent philosophy on game balance far more offensive than that module.
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# ¿ Feb 20, 2010 03:59 |
Mystic Mongol posted:Isn't this what an armory (weapons) skill of six and a logic of seven are for? I mean, if a monstrously high technical skill, a tool facility (armory), a background and knowledge skill in weapons engineering, and brainboosting bioware don't allow you to craft top of the line guns, then what good are these things? A black market gunsmith would probably get most of their business customizing weapons or obtaining weapons cheap through contacts in, like, Ares' shipping division making things fall off the back of a truck and then selling them at high prices to runners and other criminals.
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# ¿ Nov 3, 2010 23:23 |
Yes, clearly you shouldn't steal a car and use it as your own personal vehicle from then on. You should just steal whatever happens to be nearby, GTA-style, and use your crazy Technomancer stuff to spoof it not being stolen until you abandon it. EDIT: Hell, as a technomancer you don't even need to be in the car to steal it and drive it away, just... this is a thing you can just throw sprites at, right? "Hey sprite, go drive that car across town and through the wall of some guy I don't like."?
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# ¿ Nov 25, 2010 09:33 |
Zweihander01 posted:But where will I put all my drones?! Well, drone. But I keep stealing other peoples' drones, so the number should be climbing soon enough. And clearly you should spend your money on buying piles of recreational drugs for your harem to roll around in in your penthouse suite. Also, excellent armor in case somebody ever shoots you and a top of the line DocWagon contract.
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# ¿ Nov 26, 2010 10:11 |
I want to play the serial car/drone thief technomancer now. Solve every problem by having a sprite steal a car and drive over it or similar.
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# ¿ Nov 29, 2010 05:28 |
Bigass Moth posted:Technomancers make magicians look cheap in terms of karma consumption before they can do anything. Nearly any well-made starting hacker will outclass any starting Technomancer from the get go, and when you have an Adept (which costs 5 BP) with the appropriate abilities doing the hacking, forget about ever catching up. Also I think they can technically eventually outstrip mundane hackers, maybe adepts, but it costs astronomical amounts of karma that the hacker could use to become a world-class street sam, rigger, mechanic, and scientist as well as maxing all his hacking skills.
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# ¿ Jan 14, 2011 03:19 |
Bigass Moth posted:and could either teleport or move his entire physical body into the astral plane. Probably the second, there was a spell to do that in Earthdawn. And Earthdawn was supposed to be the previous era of magic in the SR universe, so...
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# ¿ Feb 17, 2011 23:00 |
children overboard posted:That's the weirdest part. I thought exactly the same thing. 99.9% of runners would too. Why did the author not realise this?!?!?! (It was one of the Shadowrun writers, I remember that, not just a random loon who made an adventure) I particularly like how the setup doesn't seem to think about the fact that most runners who've survived for a while would probably see the broken light as a red flag and start looking for an ambush, maybe even go crash somewhere else entirely, or be able to resist the shock weapons. Completely aside from the "why the gently caress would any runner ever give a flying gently caress about the kid" issue.
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# ¿ Feb 19, 2011 17:37 |
YOTC posted:Oh hey I thought I posted a thank you for the clarifications like a day ago. Opps. Thanks for that.
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# ¿ Feb 26, 2011 09:13 |
YOTC posted:I was gonna say his GM sounds insane, but that works too. Also WTF no wired reflexes/synaptic boosters? He didn't say no Move by wire? ABUSE THIS.
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# ¿ Mar 16, 2011 00:02 |
Zmej posted:1. No mind control or teleports for mages. ... Pretty sure that's not a house rule but a feature of the stock setting. EDIT: And not having a list of the house rules you'll be using provided by the GM is a bad sign, I think.
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# ¿ Mar 16, 2011 09:01 |
LGD posted:To begin with literally everybody in SR4 wears ballistic armor (or has it naturally) Just anybody you'll actually care about shooting.
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# ¿ Mar 18, 2011 03:59 |
Okay fine any human/metahuman you give a poo poo about shooting will either be wearing low-profile armored clothes at minimum, or be an unsuspecting assassination target in the tub or something happy now
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# ¿ Mar 18, 2011 04:12 |
Yeah, clearly he should have a taser on one and a more lethal option on the other, that way he can choose one based on the situation.
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# ¿ Mar 18, 2011 06:17 |
Zmej posted:What about ones I'm specifically remote controlling, and not jumped into? And don't forget putting airborne drugs/toxins into the ventilation system and such.
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# ¿ Mar 24, 2011 18:50 |
Young Freud posted:Yeah, Jazz is used by Lone Star and corporate security personnel. While megacorps don't really care about their employees, they'd rather not have valuable, vital security personnel get addicted to drugs and become manipulated by outside sources.
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# ¿ May 8, 2011 03:16 |
Don't you not need skillwires for mental skills, just a jack? They don't make a skillsoft for calculator operation, they make one that IS a calculator.
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# ¿ Jul 24, 2011 03:08 |
MaliciousOnion posted:
On the other hand, the cost for getting an implanted commlink is, what, 200 more nuyen and an hour or so at the doc? By the cyber implantation rules it's a procedure where you get up and walk out as soon as it's done.
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# ¿ Jul 25, 2011 01:30 |
Geekkake posted:No one's going to hire a bunch of runners who act so high-profile, except maybe as decoys for real runners. Hell, maybe pay them their advance in things like grenades and disposable rocket launchers instead of cash to nudge them along towards the "make noise" options. EDIT: Or I suppose you could hire some competent runners to make a scene but that'd cost more money.
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# ¿ Jan 7, 2012 09:32 |
Is S-K wants credit why are they sending shadowrunners?
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# ¿ Jan 31, 2012 22:42 |
Tias posted:For solving the situation? Then again, you're right, they could have sent a-list corp mages to snuff it out. Perhaps preserving Ishii is their own doing, and they'd have to be the ones to stop him so as not to be revealed?
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# ¿ Jan 31, 2012 23:32 |
Do your players like looting random poo poo when on runs for extra cash? Maybe they grab some S-K datafiles on this thing when doing an unrelated run and "oh poo poo, this is apocalyptic-level stuff. We keep our stuff on earth, we'd better go save it!"? EDIT: Or depending on how moral they are, put something innocent and/or that they have established themselves as caring about in the way.
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# ¿ Feb 2, 2012 01:27 |
SerCypher posted:How can DocWagon bring you back from the dead? I was under the impression you couldn't do that (easily) in shadowrun.
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# ¿ Apr 18, 2012 06:00 |
MohawkSatan posted:Yeup. It increases your max magic, so if you've got 5 essence your Magic is capped at 5. If you initiate your magic is now capped at 6. It's a bit costly in the long run(you're never going to be as good at magic as a straight mage or adept), but you get the power quicker. Also, short-term, Adepts can get really good at one specific thing by buying extra skill dice with the relevant adept power.
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# ¿ Apr 23, 2012 02:46 |
SerCypher posted:Until I hit the guy with my Power 4 Weapon Foci Nodachi that's going to do 13DV Ap -2 and I get to roll 18 Dice to hit. This thing? You're going to be performing covert operations carrying around one of these things?
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# ¿ Apr 23, 2012 03:50 |
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# ¿ May 22, 2024 16:05 |
Have fun getting it through security checkpoints, I guess!
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# ¿ Apr 23, 2012 04:07 |