# Tag Info

50

When I think of noir, I think about the following elements: crime, betrayal, temptation (often sexual), urban settings, pessimism, cynicism, and no-win situations. There's also a host of cinematic techniques that don't translate precisely into non-visual mediums, so I'll leave those aside for now. Shadowrun has crime and urban settings covered, so that's ...

38

In general, guns are more powerful than swords, for a couple of reasons: Range A gun can be fired twice in one round A gun can be used to do more damage, make it impossible to dodge, or attack multiple targets, using the burst fire rules Guns can't be parried using close combat skill ranks Swords have the following advantages: Give enemies a penalty ...

34

If you feel it's not going to constrain the sorts of adventures you provide for the PCs, it seems reasonable to allow it. But you'll want to keep in mind the fact that employers (particularly megacorps) will demand a lot from PCs: Conflicts of interest will not be allowed. If you work for Ares, a Mr. Johnson working for Aztech hires you, and one way or ...

30

N.B. I'm not particularly familiar with the hacking rules of Shadowrun. However, this is a general response on how you might structure your game for a more cinematic experience. Try designing your missions so that the hacking and the rest of the job run in parallel. For example, the ultimate goal is to steal a piece of prototype hardware from deep inside a ...

30

I'd add to this that some more setting/mood elements can help tip the game into the noir bracket. rain, rain, rain — light mists, strong downpours (rain has it's own moods), slipping in combat, important papers getting wet, it's a damned inconvenience everyone smokes — they're asking characters to bum a light, bars are filled with smoke, people carry ...

22

Several things you could do Pair them with an NPC mage for a specific mission, showcase the things the mage can do for them then, alas, said mage has to go. Face them off against a mage, the things that get thrown at them should impress and make them think about what more the group could do if they had one too. Set them up against a mage-problem, something ...

21

Technomancers are powerful for three reasons: compiling new Complex Forms, overclocking existing Complex Forms on the fly, and sprites. Take a look at a Technomancer next to a pure hacker at character gen. Hacker's going to win the hack game every time. A TM needs to spend massive amounts of points into being good, because their abilities are spread out ...

20

A few thoughts: For most folks lower on the pecking order, especially in the 'Plex, everything is ersatz. A burger isn't beef, it's soy. Your coffee is soy. You don't want to know how that beer was made. Fruit? What's that? The shirt you bought a year ago is already tattered, because it was made to only last a year. Something hand-made of wood is a rarity, ...

19

Removing their powers is clearly a bad idea, as you've stated. Players really don't like that. So you're left with Don't go to space Change the game so magic works in space just like it works elsewhere Invent a reason why magic-users can go to space and still use magic for this mission So give them an item of some sort which lets them use magic safely if ...

18

I think there is very little to add to Bryant's response, but I think that one item is quite significant: the act of betrayal by the main character. The feeling of this genre is often invoked by the atmosphere of disillusionment which pervades the actions and reactions of the main character, even if we do not know precisely what sin they have committed. (...

18

I suspect that trolling would still be around in the 6th world--at least for us old timers. UGE only started for elves and dwarves in 2011 (this year) and magic wasn't strong enough to change orks and trolls until 2021. So trolling, as an expression has another 10 years to set itself into the collective conscious. For the younger set I would probably use ...

18

Technomancers do not need a commlink. SR4 p.69: Technomancers are a new and unique character type in the Shadowrun universe. Emerged characters are mysteriously able to interface with the global Matrix via their "biological PAN' without resorting to foreign hardware or devices. SR4 p.93: Technomancers can access and manipulate the Matrix ...

18

@Rob's answer has some good points, I'd take a different tack, mainly because if there is an NPC mage that they like, and your girlfriend's mage won't fill that same exact niche then there can be some hard feelings. A few ideas to get you started. Send them against a strong magical enemy. Have the fixers say something like, "Normally I wouldn't throw this ...

17

We have been playing a Shadowrun 4th Edition game for a very long time now. I find the rules system to be much easier to understand/operate, and the dice rolling is pretty straightforward. I have been playing Shadowrun since 2nd Edition, and personally, I think 4th is the best yet. Setting wise, the biggest new addition (as Numenetics stated) is the ...

15

A resonance realm is described as feeling similar to a UV node for a technomancer. The following is a bit of fluff describing a resonance realm, but I feel like it could also be applied to a UV node: There is a certain feeling that every technomancer knows when diving through the Matrix. It's more than the constant buzz of data traffic in the ...

15

Page 81 of Matrix 3 (so sr3, not sr4) lists: HoloLISP InterMod MatComDev MCT Iconix 7 Metacomm Novatech VRDrive 3 Oblong Renraku Teng

14

The splat book you want is Augmentation. pp. 20-21: Biocompatability (10 BP): Reduce the Essence cost of either cyberware or bioware by 10 percent (choose one type). Does not apply to genetech. This quality may only be taken once. Type O System (30 BP): The character can't accept second-hand bioware; basic bioware is considered delta grade for purposes ...

14

You have to tailor "challenging" to the reality of your own campaign. Nonetheless, people with 15 dice in their pool are supposed to be quite rare in SR4 (the mechanics don't allow you to get many more than that), so if your players have reached such exalted heights, make sure you give them appropriate (high but not absurdly so) thresholds for tasks that ...

14

How? This is the easy part: Detect Active/Passive Wireless Nodes (Core Rules 20th, p229): You automatically find all of the nodes within Signal range that are in Active or Passive mode. And: Detect Hidden Node (Core Rules 20th, p228) [First paragraph is about finding a specific node, less relevant] You may instead make a general search for Hidden ...

14

Mundane is a pretty tricky word for Shadowrun. I'm writing with the assumption that you're asking for the elements of a "baseline" game of SR. I. Don't try anything fancy. Simple as that, keep to the core book for a while - meaning less options to manage. You'll have plenty on your hands already anyway. An interesting run will include varied elements from ...

13

There are a couple of approaches that you can take to solve this problem. I'd suggest combining a little of each. You can try to speed up hacking. A couple of ways to do this: Expect the player to know their abilities. If you're running a one-shot game with unfamiliar characters, do the math for them in advance, and write or print it on the sheet. You can ...

13

SURGE is an acronym of Sudden Unexplained Recessive Genetic Expression. It occurred in the 2060s with the return of Halley's Comet (SR4A, p. 32 & p. 54). In 2061, a massive mana pulse affected revelers bathing in the holy waters of the Ganges. The traits expressed by some were unusual skin tones and a pair of extra arms. They are called the Nartaki (...

13

You're absolutely right, MUDs/MUSHs tend to low-ball players on cash in an effort to slow growth. In my experience running and playing in Shadowrun I've used two different scales: For high-power games with lots of cyberware, big guns and tons of excitement a normal run nets out around 10,000-20,000 'yen per player, usually leaving the group with enough ...

13

Credsticks in general act like debit cards and the account behind them can be refilled. Certified credsticks work the same way but without an associated identity. The obvious answer is that if someone performs a transfer of 500,000 nuyen off a credstick whose color is only rated up to 50,000 nuyen, they are doing haxx0r tricks to rip you off. You still have ...

13

A simple addendum to the other answers: ...furthermore, you'll be subject to constant security screenings. Your actions and contacts will be monitored practically all the time by internal security, no matter how great buddies you are with (practically) anyone in the corp. In fact, if you're on friendly terms with or simply work close to anyone powerful or ...

13

A character who had done jail time would have had a SIN while in jail, but might have lost it in a variety of ways afterward: had a decker wipe it out as a favor, had the database destroyed as a side effect of someone else’s op, had it trashed on release because a vindictive warden didn’t want him to be able to get a legitimate job afterward, got it purged ...

12

Runner's Companion: “Travel and Smuggling” (pp. 28–33) has an overview of the subject but no hard numbers. It discusses common transportation methods, techniques, and challenges that players are likely to face. The Unfriendly Skies and Deadly Waves mini-supplements are full of vehicle stats, which may come in handy for travel adventures. Spy Games: “...

12

Day jobs in general require special consideration. I've found the Day Job flaw to be one that is easily abused; most of my characters when I'm playing in someone else's game have them. I'd consider special qualities before working for a megacorporation. Reputation. This sounds a little weird, but I'd make them take the Fame flaw in addition. Why? First, ...

12

Things change. Information in my Shadowrun campaigns always had a shelf life, particularly when it related to something important. Corps don't sit around waiting to be screwed. They practice active security. Corps start to get wind of the fact that 'runners are making use of the sewers, so they make changes to the areas where their facilities interact ...

11

The current Shadowrun Missions are set in New York City. Catalyst Game Labs has published a 32 page PDF guide, Shadowrun: The Rotten Apple: Manhatten, which is available for sale from their web store for $3.95. There are nine adventures available also on the web store. The first one, SRM00 Everyone's your Friend is free. All of the others are$3.95.

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