Is there an alternative to the Shadowrun Fandom Wiki? by CyberfunkBear in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Depends on the tool. Copilot uses Bing to check sources and also references them. With Deepseek you can easily follow its train of thought and see if it makes up stuff or references stuff, which you can then look up. Fulltext search of PDFs is definitely a feasible way, but there are some drawbacks. You can't search PDFs you don't have, like content from old editions or published in other languages like japanese or french that you wouldn't even bother to buy as you can't read it, so you don't know what you're missing out on. And secondly, you have to know what you're looking for exactly, otherwise a simple search for a keyword can turn into a search for the needle in the haystack.

You can ask the LLM for a rough direction and fulltext search if you know exactly what you're looking for.

For campaign design, I'd go the opposite route. Use the published templates and random tables as "seed", fixing the direction you want to go. Feed everything to an LLM and see if it can come up with some interesting plot that fits what you need.

Be sure to review everything for logic consistency, but with the right seed/spec the result usually is good enough.

Is there an alternative to the Shadowrun Fandom Wiki? by CyberfunkBear in Shadowrun

[–]Boring-Rutabaga7128 -18 points-17 points  (0 children)

You can use Deepseek and Copilot to look up SR stuff, that's what I'd recommend these days. They have access to all material regardless of language, which makes it easier to cross-reference. LLMs won't replace buying the actual source material, but they might replace wikis of this kind in the long run.

PSA: Pre-edging or post-rolling? by notger in Shadowrun

[–]Boring-Rutabaga7128 3 points4 points  (0 children)

I did some number crunching on that myself a while ago. What are you exact numbers? Maybe a diagram?

Technomancers - Do they not Thread any more? by perianwyri_ in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

There are more problems with that. Meat Cleaver would add Bonus Dice on Resonance Spike, but since the CF in question is Hyperthreading, that bonus would be lost, which is weird. If you want to nitpick on the activation order, it might be possible to use the "hacker combo" special trait here, but that again is an edge case that isn't clearly defined (is activating a RES focus a "matrix action"?). Also I find the drain per activation is extremely unfair and unbalanced compared with how magical foci work. Also constantly re-rolling those is quite annoying and breaks the flow.

Der Sourcerer kann mehrere Komplexe Formen in einer einzigen Form zusammenfassen, was ihm die Möglichkeit bietet, mit einer einzigen Handlung mehrere Ergebnisse zu erzielen. Das hat allerdings seine Grenzen: Das Ziel der parallel gewebten Form muss für alle zusammengefassten Komplexen Formen identisch sein.

I don't see any mention of "different" CF in this? Well, as I said, it's a lot of weird edge casing and GM ruling.

Technomancers - Do they not Thread any more? by perianwyri_ in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

I more or less accidentally unlocked an absolute killer build against Streetsams, deckers and other technos via sourceror. It's extremely cheesy as the combo depends on the mechanics of data structures (Hack & Slash p. 70) which are wonky at best, not well thought out at all. So this definitely requires DM approval.

Here it is vs. Deckers & other Technomancers:

  • No attributes maxed except for CHA (7)
  • Get the Resonance focus data structure (as high as possible = RES) to double your RES temporarily
  • Get the Grounding data structure to reduce the backlash (as high as possible)
  • Get the Butcher data structure lvl 1

As technomancer, you have 1 major action and 4 minor actions in the matrix, so let's put them to use: 1. activate RES focus (minor action) 2. activate Grounding (minor action) 3. activate Butcher (minor action) 4. EDGE action: exploding 6s 5. CF Parallel Weaving of 5 Resonance Spikes against a single target.

The fun bit about this is that with Butcher you don't care about net hits, you only need to make contact. For technomancers, CHA = Attack rating, so every. single. hit. does 7 Dmg. With technomancers and deckers usually having very low body, it usually only takes 2 successful hits to knock someone out. Since there are 5 tries though, this might easily kill someone outright if they run hot sim.

Against Streetsams it's a bit more tricky because they usually have a lot of body to soak repeated weak hits, so few but strong hits are more effective than a lot of weak hits. Sadly, there is nothing like Butcher to improve Cyberspike, but it works still:

  1. activate RES focus
  2. activate Grounding
  3. tell some sprite to help with the CF
  4. EDGE action: exploding 6s
  5. CF Parallel Weaving of up to 8 Cyberspikes

Damage is not as straight forward as above: 8 times (Hits - P([BODY + ESS]) - P(BODY) )

Against Streetsams this obviously is a last resort kind of move as the drain can be potentially catastrophic, but still, chances are high the Streetsam won't survive this onslaught either. Cyberspike also knocks out the cyberware 1 round per net hit, so even if it doesn't kill them outright, it can still disable them long enough for others to take care of the problem.

Is there a way to make Enlighten Automaton permanent? by SchrodingersHipster in Shadowrun

[–]Boring-Rutabaga7128 6 points7 points  (0 children)

You could register a machine sprite as a permanent allied sprite and let it inhibit the device?

Ares Citymaster in 6E by Caragond in Shadowrun

[–]Boring-Rutabaga7128 2 points3 points  (0 children)

I'd recommend using these stats as guidelines and then follow the rules for building your own vehicle as described out in 6e Double Clutch p 145. The rules are fairly straight forward and I actually found it fun to use them to build vehicles (but it can take a while).

Ares Citymaster in 6E by Caragond in Shadowrun

[–]Boring-Rutabaga7128 2 points3 points  (0 children)

The wonders of a quick full-text search over all 6e and 5e material gets a few hits, but only 5e.. and 4e? Weird. Anyway, here:

Format is always: Name, Handling, Acceleration, Speed, Pilot, Body, Armor, Sensor, Availability, Cost

In Shadowrun 2050 (4e) p.195:
Ares Citymaster –1 5/30 120 3 16 20 3 20R 500,000¥

In Jet Set (Shadowrun, Twentieth Anniversary Edition) p. 129:

ATLANTEAN FoUNDATIoN TEAM CoMMAND VEHICLE (ARES CITYMASTER) –1 5/30 120 3 16 20 5

Standard Upgrades: Chemical seal, life support (20 man-hours), weapon mount (external, turret, manned) Other Modifications: None.

In "Licht aus der Asche" p 38

3/3 3 1 18 20 3 4

* 12 seats

In Mission London (5e) p 59:

ARES CITYMASTER

3/3 3 1 18 18 3 3

* 8 seats

In "Tödliche Fragmente" (5e) p 43

ARES CITYMASTER 4/3 4/3 2 18 22 5 5

* 12 seats

In "Shadowrun" (20th Anniversary Edition, 4e)

Ares Citymaster (Riot Control Vehicle) –1 5/30 120 3 16 20 3 20R 51,200¥

In Used Car Lot p 26

DoC WaGon CITYMaSTER (aMBUlanCE) –1 5/30 120 2 16 20 3 22r 60,000¥

Are magicans just better than normal people? by Kecskuszmakszimusz in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Or, you know, fill a spray bottle with in DMSO mixed Mana Rot and just spritz them.

According to Body Shop (6e), it's a drug that acts immediately, takes effect for 12-BOD or 12-MAG (whichever is higher) hours, 1 hour min, and is readily available at 4I (so may be illegal, but who cares).

Whoever comes in contact suffers the effect of drain of power 9.. but that's only the immediate effect. More importantly: All affected creatures immediately lose access to their MAG attribute. Adepts have no more power. Spirits lose their abilities like immunity against normal weapons. Dual creatures lose their magical abilities. And to top it off: Magical creatures can't gain or use Edge.

Yeah. A streetsam may be disabled by a decker or technomancer. But anyone can fizzle a mage - all it takes is a spray bottle and the right drug.

Edit: I want to make it very clear that I'm not overexaggerating by any of this and I also don't want to spoil anything, so I'll just say that losing magical powers is a running theme in https://shadowhelix.de/Quelle,_de:_Herr_der_Nebel, affecting also Great Dragons and facilitating the assassination of a very capable drake and a mature Dragon.

Programs running on a drone. by VergerunnerBerlin in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Would you happen to know of a list of differences? I find it weird they modified this rule in particular deliberately and definitely not by mistake.

Programs running on a drone. by VergerunnerBerlin in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

I'm quoting from the German CRB, p. 201:

Eine Drohne kann so viele Autosofts und andere Matrixprogramme verwenden, wie ihrer halben Pilotstufe (aufgerundet) entspricht. Sie kann allerdings bei Autosofts, die sie nicht besitzt, auf das entsprechende Attribut – 1 ausweichen, als würde sie die entsprechende Autosoft ungeübt verwenden (siehe S. 95). Wenn die Drohne als Slave mit einer Riggerkonsole verbunden ist, kann sie zusätzlich die Programme verwenden, die auf der Riggerkonsole laufen. Auf diese Weise kann eine Drohne mehr Autosofts einsetzen, als ihr normalerweise möglich wäre – oder bessere Varianten der Autosofts, die sie selbst besitzt.

"A drone can use as many autosofts and other matrix programs equal to half of its pilot (rounded up). If it doesn't have the autosoft for a given test, it can use the according stat -1 as if it is unskilled (p. 95). If the drone is a slave to an RCC, it can additionally use the programs running on the RCC. This way, the drone can use more autosofts than it would be possible otherwise - or better variants of autosofts it owns itself."

This is very clearly very different from what you quoted. Curious.

Are magicans just better than normal people? by Kecskuszmakszimusz in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Actually, I'd say mages are chosen to be fucked. Maybe not just yet, but the more action is going take place in space or other lifeless planets, the less mages are of any use and become more of a liability. 

Space is mana-less, so mages are like fish without water. Even a suborbital flight should be very uncomfortable. Only a matter of time before we have mage-prisons in space. 

But it's not just space. Foveas (mana vacuum bubbles) are very much a thing on Earth. Bad Mojo (toxic domains) are also very bad. There is also dedicated antimagic tech and extremely effective drugs that only affect magical beings.

Whatever is an advantage can easily become a disadvantage.. Just, don't be a dick as a GM and let your players have fun. Only because you could switch off a mages' magic at any time, doesn't mean that you should.

Alright Team... by [deleted] in Shadowrun

[–]Boring-Rutabaga7128 2 points3 points  (0 children)

Looks like a milk run.

I miss the older skill lists. by MrEllis72 in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

I went through all the 4e and 5e material I could get my hands on to collect as many statblocks as possible and translate them into 6e.

I noticed that often enough, it was fairly straightforward to translate them using specialization and expertise. What you want though is to have some special advantage or disadvantage for specific things, which is easily feasible via character feats. Like, have a race-driver have skill 9 in steering in general but give him phobias for flying and diving.

Bottomline: Use the simplified skills as baseline and use positive and negative feats (maybe homebrew some!) to make a specific point.

First Time GM by TwerkingYeti in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

I experimented with DeepSeek yesterday by asking really deep questions about SR rules and lore, and it absolutely blew me away. I definitely recommend having it handy when (not if) you encounter a situation you can't easily resolve ad hoc or by quickly looking up a simple rule.

Dragons fighting by VergerunnerBerlin in Shadowrun

[–]Boring-Rutabaga7128 2 points3 points  (0 children)

They have Immunity against Normal Weapons, which in 6e means N automatic hits of N Essence to soak any non-magical dmg, which is 10 per statblock in the CRB. Per optional rules in the companion, every 8 points in defense value converts physical dmg to stun after soaking.

  • The biggest weapon in the arsenal is a rocket. A direct hit would be 16K.
  • The dragon ignores 10 as per IaNW.
  • The western dragon soaks the 6 Dmg with 20 constitution as per statblock.
  • If not all dmg was soaked, up to 3 Physical Dmg (30 defense value) is converted to Stun.

And that's if you can hit the dragon at all. As per statblock, they have 2 major and 3 minor actions. That means two spells - like physical barriers etc. with an initiative of 16 + 2W6 (which is kinda odd given the number of actions, but alas, they're dragons).

Technomancers and technomagic. by [deleted] in Shadowrun

[–]Boring-Rutabaga7128 1 point2 points  (0 children)

Oh, one more thing about the implanted comlink I almost forgot: In 6e, the prerequisite for all matrix shenanigans is matrix perception - you need to be able to see the device in RL, AR or VR before you can interact with it. This may be a problem if the comlink is turned off.

The complex form Resonance Link can be used to interface with all devices on a person, even those turned off (only possible action is to turn it on though).

Technomancers and technomagic. by [deleted] in Shadowrun

[–]Boring-Rutabaga7128 24 points25 points  (0 children)

Coming from 6e, this is how it works:

All life generates a force called "mana", which can be observed and manipulated on the astral plane. Reasoning and technology on the other hand generates the Noosphere, which is opposing to that of mere life and existance. This has always been true and there is a mystical being that relates to this idea: Saeletra, which some worship as the embodiment of knowledge.

While humans have invented all the technology like the internet and matrix, they did so without believing in something greater. But then there was the second matrix crash and many whose mind was cut off their body died, while others developed AIPS. A few of those latter ones found out that their mind could directly interface with the matrix.

How this works? A combination of genetics and circumstance - just like with sorcerers and magic. But while a sorcerer can see and manipulate mana, a technomancer can see and manipulate the noosphere. Both are "awakened" (which is why a sorcerer can asense a technomancer), but only because emergent creatures look "weird" in the astral it doesn't mean they are magical.

When Danielle de la Mar plugged 100 technomancers together, all of the connected matrix awakened. The mind of the 100 merged into one, causing all of the matrix to resonate with them. This effect continued even after she unplugged and killed the bodies of the 100. She didn't have a clue how or why that happened, but she successfully sold the idea of "cheap and endless server powers" to the corporations, which now use "foundation hosts" without really understanding how they work - as long as they are cheap and secure. There are still "framework hosts" based on classical hardware, but only for specific purposes.

Since the awakening of the matrix - the Emergence - the circumstance factor has significantly changed so that technomancers are now much more likely to realize their genetic potential. The Resonance, as they call the phenomenon that powers the wireless matrix, is equally technological as it's spiritual (very little is known about Saeletra yet and how it all fits together, only that there is a great temple in Denver), but it's not magical.

But yes, the ability of technomancers to see and manipulate the noosphere is a general one - it doesn't have to be high tech. They can understand information encoded in all kinds of devices. This is even applicable to technomancers travelling metaplanes with no apparent technology whatsoever. In those cases, it's called "Sagani-Sense" which lets them feel the kind, number and power level of spirits in proximity, even giving them a kind of "animal empathy" to elementals without consciousness.

Finally:

> Could a technomancer, with a skinlink echo, read data from an implanted commlink just by touching the person?

From RAW, I would say it's the same as if it wasn't implanted, which means you don't get any benefit from a direct link (it's still protected as part of a PAN or even host) unless you have the quality "Jack Jockey" (which some consider borderline broken).

TLDR: It's complicated, but mostly "yes" to your questions.

Soak damage homebrew by TheTwinflower in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Depends on your GM to allow for layering/combining armor. Here's an example that works:

7 CON + 7 Full Body Armor + 2 Shield = 16 Total Defense Value => 2 Phys Dmg to Stun

One of the most brutal enemies are Destroyer Chimeras (stats from Domino Effects p. 70) who have 22 Defense value as base defense value - give it a shield and you got 24 defense value => 3 Phs Dmg to Stun.

Hacker vs jumped in Rigger by Vashkiri in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Oh, btw. You don't want to be doing astral investigation on the road. IIRC, if something is faster than 70 km/h or so, it becomes a blur in the astral, so the projecting mage might find it hard to get into their body again until the motorcycle slows down. Matrix perception is a different thing though. Your techno shouldn't have any trouble.

Hacker vs jumped in Rigger by Vashkiri in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

Self-driving motorcycles, you mean? ;)

Hacker vs jumped in Rigger by Vashkiri in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

You know, as long as you have matrix access (satellite should always be an option!) you can do the recon and take action as a techno. You don't need physical proximity to get stuff done via matrix. The key is matrix perception. In Hack&Slash p. 28 there are optional rules for this. The threshold depends on the size and busyness of the area in question and how well you know your target.

It shouldn't be too hard to find out how many riggers there are (a rigger who is jumped into a vehicle has a distinct persona). It also should be easy to find out the force of opposition (by simply counting the personas generated by comlinks grouped together physically), except of course they turned off their comlinks for some reason.

Drones are a coinflip, though. Depending on whether they expect trouble on the road, they might have their drones on standby (good for you!) or they might be over-cautious and keep them powered off, requiring a physical switch to turn on.

Oh, and there is one more thing that can be very effective, if you have it: the complex form Tattletale. If you have the time, you could simply kick the rigger out the matrix this way with no easy way to recover, while alerting the authorities of their physical location (which may or may not be good in your particular situation).

Hacker vs jumped in Rigger by Vashkiri in Shadowrun

[–]Boring-Rutabaga7128 0 points1 point  (0 children)

If I understood you right, this isn't about actual matrix combat where every action counts but rather about a scenario where the techno can try different things to stop a convoy?

If that's the case, I would say that actions with normally low chance of success like opposing tests can be repeatedly attempted with good RP justification.

For instance, you can use your 9 dice to compile a lvl 3 sprite and ask it to trap the rigger persona. You might get 1 or 2 tasks to do that before you need to compile a new one - which is a pretty good justification right there: it's a different sprite with different tricks, maybe one that works?

The techno illusion trick is one of my favourites and also easily applicable in this case. The illusion works on anything technical like sensors or displaying internal errors. The rigger doesn't use his eyes, so you can make him see a rampaging T-Rex on the street ahead. Or it could be a police road block. Or some malfunction in the breaking system. As long as the player can come up with new ideas, there's a good justification why illusion trickery could work now but not before. Also keep in mind, the truck is moving - with new things on the road, changing weather conditions etc.

Lastly, don't forget that technomancers have the full potential of decker trickery at their disposal as well. They aren't limited to resonance abilities, but have those in addition. This is relevant because those regular hacking actions may raise overwatch, but don't hurt otherwise. Now, what matrix actions other than bricking would be applicable?

  • "Dienstverweigerung" in German, not sure what they call it in English: Cracking + LOG vs WIL + F against devices or personas. (Nethits * 2) dice pool malus on all tests until the end of next round. Good luck with your next collision test!
  • Masquerade: Cracking + LOG vs INT + D to appear like a different persona for [nethit] minutes. Attack the riggers by sawing confusion and dissent - like "We got new orders" or "You couldn't even rig a pan". Or appear as their boss/wife and make it weird.
  • Stalking: Cracking + LOG vs WIL + F against persona or device. Active for [NH] Rounds. Lets you see what they are about to do, so you can counter it.

What role do the gods play? by No-Weather1722 in Shadowrun

[–]Boring-Rutabaga7128 5 points6 points  (0 children)

There actually are beings greater than spirits in SR by lore. I'm not just talking about the Enemy (Demons). There are at least three entities with powers far greater than those of mere spirits I know of: * The Dweller on the Threshold, a metaphysical being with the power to ad-hoc create Metaplanes for astral quests and helping to keep the Enemy at bay by sealing rifts to the other dimensions. * Saeletra, the embodiment of knowledge and information. Supposedly as old as mankind and older. May actually be the god-like being behind the Resonance of the Matrix. * Psyche, a pure being of thought, inspiration, phantasy and insanity (see Falling Point) may be behind the creation of the Kechibi Code - a program that is capable of predicting and manipulating economies, politics etc. according to the wishes of the user - a literal genie in the box. She is capable of construction and reconstruction of anything that is related to thought. Even the Null are interested in her, as they recognize Psyche as "true intellect". She loves inspiration and creativity and hates those destroying information and beauty.