101

Let them No seriously, let them. They want to keep the McGuffin of doom, the schematics to the bank that the Johnson asked them to get, the sacred Rhino of the city? Let them keep them. They're seriously writing plot for you right here, don't speak to them as a GM saying "If you do that, X..." they're experienced runners now; this is fine at the start ...


36

This answer comes down primarily to "What about..." Noise? This is the biggest one Why is your Decker not in the field? The ability to hack the stuff in the run location requires that he get in close physical proximity to it. That's how the SR5 Matrix works. The whole "I'm a Decker who sits and home and does all my work remotely" doesn't ...


34

One option is to re-purpose buildings already known to you. Your grandparents' house can become the floor plan of a safehouse. Your old job can be the floor plan of an office they're breaking into. You can play around with this -- for example, in the real world, homes get turned into small offices; your parents' place can now be a dentist's. The ground ...


32

It seems as though the issue here is not that your players were upset by the fact that their characters died, it's that your players were upset by the fact that their characters died even though they wanted to play a "dark, rough, and dangerous" game in which their characters were at risk of dying. Sometimes, people just get upset. Psychology is an odd ...


31

Write it down! Perhaps they find snippets of computer files (autosaves, etal), pages left behind on some printer, or some other written information leak (or leaks) that gives them clues as to what has really happened. Business documents are another good clue -- think along the lines of invoices, leave requests, inventory sheets, and maintenance requests.....


24

Expose bits of information through the agents/the minions of the villain. This can happen in several ways, e.g. Interrogations Written notes found on the bodies of the agents (in several forms - eg. it could be a message on the phone) Conversations overheard by the PCs remarks or comments addressed to the PCs I find this approach satisfying because it is ...


24

I am the developer of Wild Card Creator, a commercial character creator for the Savage Worlds RPG. While I don’t have direct experience working with Catalyst Game Labs or Shadowrun, I think that my experience is pretty typical of building an RPG character creator for most systems. I’m going to approach this question a bit differently. Rather than asking “...


22

Animating Corpses in Shadowrun Shadowrun's magic system is theoretically based on mythological depictions and viewpoints of magic rather than the modern fantasy-novel meaning of the word. As such, necromancy dealing with divination and the raising up of the spirits of the dead would come under the term necromancy - although Shadowrun itself often departs ...


21

The major changes I noticed between the two editions are as follows: Limits prevent characters from being overly min-maxed. Each of them is centered around an attribute that is typically dumped in normal characters; the most important attribute for the physical limit, for instance, is Strength, though other attributes weigh in they have the same impact as ...


21

Remember that the Matrix is layered over the real world. If he can physically see the gun, finding which icon belongs to it is super-simple; it's the one that's physically located in the same place. The only benefit they might get from running silent is making him waste an action to locate a handful of their weapons; that's if they're allowed to run silent....


20

In SR4 and the canon up to then, there were several ways to become /almost/ immortal: One could become a Cyberzombie by getting a negative essence (and dying) during a bloodmagic ritual under surgery. As such a being, one does not die (again) as long as one is treated with their meds and magic. They become mad and an astral hazing being though, and it is ...


19

When questions come up about how much detail to plan for when prepping for a campaign/session etc, one of the answers I tend to agree with is that you only do as much as the players are going to see/experience. There's no point in having a detailed history of some far off land if it is never going to come up. To a certain extent the same applies here. ...


19

The description of the call a shot action says it must be combined with the appropriate attack action. It doesn't say the attack action must happen immediately. Therefore you could do the following: Call a shot for the head Take aim Attack action BTW it makes sense to announce the target area before taking aim. Since you seem to be from Germany: There is ...


17

SR4 answer : 0.1% of population has the potential, at least a latent one, to use magic. Of these people, 0.1% really use it. (page reference when I'll get my hand on the core book) BUT SR4 numbers are extremely fallacious. For magic users, that would make, for Seattle and its 6 millions inhabitants, only six mages. Quite incompatible with the official ...


16

I'm following the spellcasting instructions in page 281 of 5e. 1 Choose Spell : Manabolt 2 Choose target : Ganger (Willpower 3) 3 Choose Force : (limit magic*2 = 10) 6 4 Cast Spell: Spellcasting + Magic [Force] Sorcery is a skill group that includes spellcasting, so this roll becomes 9 + 5 [6]. The interpretation is roll 9+5 = 14 dice and count up all the ...


16

Background count has been toned down from 4th edition. Back then, when an adept entered a background count, their magic was offset by the amount of the background count. They had to, then turn off powers that they couldn't sustain with their new power point limit. If they had 6 points of powers and entered a background count of 1, they had to turn off ...


16

Yes, you can. Though shadowrun is surely a complex game system. It is by no means impossible to learn by yourself. The game is designed to cover three different aspects of the setting: Mundane: These are the rules for mundane people, those who can neither cast spells, nor are willing to bend the matrix to their will. This covers a lot of the game rules ...


15

Only one License is required You only need one license (like a real life License to Carry Firearms in the USA) to own and carry restricted weapons. If you are using a real SIN and a real License then you should never need another one. That said... Having multiple licenses is a good idea... If your character has a fake SIN or a fake license with a real SIN ...


15

The wording of the section on Mana Barriers is talking about magical force to break through the barrier, not physical force. The comparison it makes to any other physical barrier is to inform you to use the same system for tracking damage to the barrier. On page 315 in the entry you mention there is a chart which describes the caster's options for where ...


15

Although this is mostly supposition based on evidence in the book, as a whole, technomancers are exactly like mages in every mechanical way except this one departure. The amounts listed in the chart based on your statement would make it basically impossible for a technomancer to ever get to be a substantial threat, as most of the experience of their entire ...


15

It depends on various thing. How does your Shadowrun world look like and where in this world are your runners positioned. Reputation As experienced runners in the most basic setting (Do jobs for various Johnsons - some connected some independent) they should really know better. Tricking the Johnson just plain damages their street rep. Somewhere in the ...


15

Make the current strategy unworkable or very difficult. It's easy to lose sight of this when working with a TTRPG, but it's important to bear in mind that the rules don't describe the setting but rather that the setting suggests certain rules. I'll expand on what that means in the context of Deckers in SR 5e: Deckers are relatively common, both the legal ...


14

Page 443 of the Core Rulebook in the Identification section states: Type | Avail | Cost Fake Sin (Rating 1-6) | (Rating x 3)F | Rating x 2,500¥


13

I'm going to make some arbitrary assumptions based on certain things before I start working on my answer just to clear things up: I think that it's not unreasonable to say that 50% of mages who are professional, fully-trained mages, have taken at least one initiation. In addition, 70% of initiated mages have probably joined a group. If we assume that the ...


13

I would recommend you play with the fifth edition rules, it will be a leveling agent, since the experienced players will be on the same level as the inexperienced players. Also, it is an updated edition that has gone through much revisions, systems have been improved and optimized, it should be a much smoother play experience, with little to no unexpected ...


13

To receive the +2 Dice Pool bonus, only Smartlink Vision Mod in their eyes and smartgun is necessary. SR5 p. 433 : A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence. There is no reference to the DNI, only to the Essence


13

I haven't played SR3 so my answer will be entirely based on my experiences with SR5. Deckers don't seem too separated from what's going on in meatspace The Matrix in SR5 is completely wireless (although I believe this may not have been the case in earlier editions) and functions more as an alternate plane of existence than as a completely separated network ...


13

Exceptional Attribute doesn't give you any extra point. English text goes as follows: The Exceptional Attribute quality is how you get to be the charismatic troll or the agile dwarf. It allows you to possess one attribute at a level one point above the metatype maximum limit. For example, an ork character with the Exceptional Attribute quality for ...


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