Shadowrun Redux

General questions, debates, and rants about RPGs

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cthulhu
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Post by cthulhu »

Can I say that runners companion is the worst core book so far and one of the worst RPG products I've ever had the misfortunate to read?

Onto the topic.

You need muscle toner 2 - but by my maths you can only squeeze in 1 point. Do that!

I'd be looking for another IP - probably by going for synaptic boosters two and then geting another point of muscle toner too.
shau
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Post by shau »

Boolean wrote:So, I'm running another Shadowrun game, starting tomorrow.

one player asked me to make a character for him, specifying only that it be as "Elf Adept with a Katana"

Here's what I got so far:

Body 4 Agility 6 (8) Reaction 5 (6) Strength 4
Charisma 3 Intuition 3 Logic 3 Willpower 3
Edge 1 Magic 6 (5) Essence 5

Powers:
Astral Perception, Traceless Walk, Voice Control, Enthralling Performance, Improved Gymnastics 3, Improved Blades 3, Improved Agility 2

Ware: Synaptic Booster 1, Alpha Skillwires 3

Skills:
Blades (Swords) 6 (9)
Athletics 4
Gymnastics (Tumbling) 4
Perception 4
Assensing 1
Astral Combat 4

Possessions: Force 2 Katana Focus, Chameleon Suit (Thermal Damping 3), Rating 6 Autopick, Rating 6 Card Copier, Rating 4 Sequencer, Rating 4 Paskey, actioneer business clothes, combat knife, trodes, Rating 4 Fake SIN w/ Katana license, Contact lenses w/ everything

I have a few points left, once I get my 35 points of negative qualities. Need some contacts, activesofts, and other fun stuff. Comments?
It has been a while since I played Shadowrun and my books are packed away somewhere so I can't give much concrete advice. However, I would suggest you at least pack a gun. Having firearms 2 (specialization: whatever you want to carry) plus your agility should give you enough dice to take out the average mook with a burst. A lot of groups also require some level of etiquette just to get around.
Username17
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Post by Username17 »

cthulhu wrote:Can I say that runners companion is the worst core book so far and one of the worst RPG products I've ever had the misfortunate to read?
That's certainly unfortunate of a verdict. I was hoping for better.

Elves with Charisma 3 are a common character, but in my opinion they really lose out. Much better I think to walk in with a Body and strength of 3 (melee damage rounds in your favor, the next breakpoint is 5), and a logic of 2 in order to walk in with a Charisma of 6. Throw a point or two into the Influence group and Intimidation skill and you are throwing in 7 dice for great justice on several important skills.

I hope you aren't paying for a Gymnastics of 4, because it comes free with your Athletics. If you want to grab some ware bonuses that aren't easily replicated by your adept powers, I really suggest the Synthacardium. It's awesome. I'd take it instead of the skill wires in most cases.

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Orion
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Post by Orion »

Yeah, I know low Charisma Elf is not super optimal, but elf stealth and blade specialist was the player's concept. My frist draft has Commanding Voice and a higher CHA but he didn't go for it.

I figured the skillwires would give him at least some social skills without having to talk him into buying them.

And yeah, in the original formatting Gymnastics was clearly a sub-skill. I only paid for (Tumbling).

So, Skillwries for social skills, pistols, locksmith/hardware.... or the synthacardium. I will ask him when he arrives.
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Orion
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Post by Orion »

Questions inspired by tonight's game:

What's the deal with lethal weapons and sucking?

Take Gel rounds -- they do more damage, and their drawback is worse armor piercing. But they do more damage even against people in armor. In fact, their sucky piercing is arguably an ADVANTAGE since it means they get to do Stun damage. Most enemies have less Stun than Physical, I think, and in any event always doing Stun is vastly better than doing half and half.

Can Astral Perception see a dude on the other side of a wall?
Last edited by Orion on Thu Aug 07, 2008 5:50 am, edited 1 time in total.
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Post by Username17 »

Astral Perception can't see someone on the other side of a wall.But while walls are not transparent on the astral, they are generally intangible, so you can project and just walk through.

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Orion
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Post by Orion »

Is there any way to be stealthy in the astral plane?
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Post by Username17 »

Boolean wrote:Is there any way to be stealthy in the astral plane?
Sure, things are visible and block line of sight just like normal. You shed light, which is bad for stealth, but so does everything else, which is good. Astral Stealth is just Logic + Infiltration or Intuition + Shadowing.

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Draco_Argentum
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Post by Draco_Argentum »

Can any of the SR people answer something. I just started reading the core rules and all the "you are a caster now" traits have a blurb stating they are cheap so the GM shouldn't let characters who aren't played like casters have them. Wheres the cheese, I sure can't see whats so good about paying to cast then not casting.
Sma
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Post by Sma »

The admittedly limited cheese lies in ending up with one point of magic and taking the counterspelling skill at 6. Thus you and your end up with a decent number of dice in spell resistance for 34 BP (more if you want to take cyberware, which you´ll want to).

It´s not something I am worried about. Being a real caster gives you enough benefits, that you'll usually have one in your team anyway. letting him provide spell defense is pretty much a given at that point withough having to let someone pay through the nose for it. (Two characters providing spelldefense are supposed to use the teamwork tests so you're looking at 2 extra dice if on average, while paying for 6).
What's the deal with lethal weapons and sucking?
Gel rounds +2 DV got errata'd away, so they're doing the same damage as normal rounds.

But doing damage on separate damage tracks has been a point of contention in my group as well. But due to the rule of mooks only using a single track anyway, it's been mostly a theoretical problem.
shau
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Post by shau »

Boolean wrote:Questions inspired by tonight's game:

What's the deal with lethal weapons and sucking?

Take Gel rounds -- they do more damage, and their drawback is worse armor piercing. But they do more damage even against people in armor. In fact, their sucky piercing is arguably an ADVANTAGE since it means they get to do Stun damage. Most enemies have less Stun than Physical, I think, and in any event always doing Stun is vastly better than doing half and half.

Can Astral Perception see a dude on the other side of a wall?
I have heard a couple of explanations for this. One is that the game is encouraging you to tread lightly and not draw attention to yourself by killing 30 or 40 people a night.

The other explanation, and the reason I stopped packing gel rounds, is that they do crap against drones and if you rely on them you are going to find yourself having to frantically change clips a lot.
Draco_Argentum
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Post by Draco_Argentum »

Thanks SMA, that cheese definately sounds pretty weak, possibly small too.
cthulhu
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Post by cthulhu »

Yeah it doesn't make any sense. Because once you've got the magician quality, you may as well, say, get the summoning skill which is awesome tacular.

And then you're actually a mage.
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