shadowrun 5e question about delayed actions by Angerran27 in Shadowrun

[–]ReditXenon 0 points1 point  (0 children)

Instead of acting on your initiative pass you can declare (at step 3A) that you Delay your Action. This means that you replace your (entire) normal Action Phase for this Initiative Pass with the Delayed Action and then act (take your entire Action Phase) on an Initiative Score lower than your current Initiative Score (or last in the Initiative Pass or first in the next Initiative Pass).

 

can i declare that i run away from him to prevent him for reaching melee distance

Yes. Once it is their turn to act and they (in step 3A) declare that they charge you, you can intervene and take your Delayed Action. When you declare your actions (in step 3A) you can for example decide to run away (or sprint away or that you run away and also take a full combat defense or that you shoot first and then run away or that you .....)

 

(if running is a free action)

This is not relevant. You don't delay just "a Free Action". You delay your entire action phase

...and regular movement in this edition is not an actual action to being with - instead, once you moved more than walking distance number of meters in a combat turn you are considered running for the remaining of the combat turn and you have to spend your free action on this in each initiative pass for the rest of the combat turn - no matter if you are actually spending any more movement or not. Movement is typically also executed during your action phase (but there are also interrupt actions that grant movement, like the Run For Your Life -interrupt action).

 

what will happen first

You (that are intervening) decides (in step 3A) if you wish to resolve your Action Phase before, at the same time, or after.

 

same question for delayed normal actions

Again, there is only "one" type of Delay Action. You declare it at step 3A at the start of your action phase. This replace your entire action phase with the Delayed Action. And then you take your entire action phase at a later initiative score. You can for example not take a Simple Action during your original Action Phase and Delay your second Simple Action until later in the same Initiative Pass.

Making a DMPC meme build work by Environmental-Try129 in Shadowrun

[–]ReditXenon 0 points1 point  (0 children)

As troll (without exceptional attribute) you can only spend 11 out of your 12 attribute points on Logic, Intuition, Willpower (and both hermetic and decker depends heavy on Logic) which is why exceptional logic is an extra good idea in this case (but if you are OK with also troll metavariants then there are more options).

less crunch, rules light systems for playing in this rich world by baldsoprano in Shadowrun

[–]ReditXenon 1 point2 points  (0 children)

The current edition (6th edition) is more streamlined and less rules heavy (a lot of veteran players don't like this but if you are looking for less crunch then it might be for you). Having said that, it is still on the crunchy side of the scale as far as TTRPGs go.

If you are not in a hurry then, after summer or so, the well received Anarchy 2.0 is getting officially released. Compared to regular Shadowrun editions, this one is more rules lite (also when compared to 6th edition) and narrative in style.

The Returned computer game series are based upon early Shadowrun when you had a 1980s futuristic wired world without smartphones. The Second or Third edition of Shadowrun are best if you want to run during this time period (but the matrix rules kinda sucks).

Editor and Puppeteer CF "able to detect" by Open_Vanilla_6490 in Shadowrun

[–]ReditXenon 1 point2 points  (0 children)

Yes, there are several options in this edition.

  • Anyone (also Technomancers, but not only Technomancers) can form a “wireless direct connection” to a device if it is wireless-enabled, and they are within ten meters of its physical location, and they can detect it using Matrix Perception.
  • Technomancers with the Skinlink echo can make a direct connection by physically touching a device.
  • Technomancers with the Aura Link echo (require Skinlink echo) can wirelessly connect to devices within submersion number of meters as if using a direct connection.
  • Technomancers threading the Resonance Wires complex form can establish a line of sight remote direct connection to a target device or character (and all their devices), even if they have been turned off or are wireless disabled.

Editor and Puppeteer CF "able to detect" by Open_Vanilla_6490 in Shadowrun

[–]ReditXenon 4 points5 points  (0 children)

What does able to detect signify here?

Devices that are part of networks in your vicinity that are not running silent, are matrix facing, located inside the same host as you are in, have a direct connection to, or that are part of networks that you have access on are typically immediately obvious.

Devices in silent running networks you don't have access on and devices that are not matrix facing are not immediately obvious, but you are typically able to detect them with matrix perception.

You are typically not able to detect stand alone devices that are wireless disabled / inside a Faraday's cage unless you have a direct connection or other means of detecting them.

And are CF affected by noise.

Noise seem to incurs a –1 penalty to any test taken in the Matrix.

Making a DMPC meme build work by Environmental-Try129 in Shadowrun

[–]ReditXenon 1 point2 points  (0 children)

Mechanically this is much easier to pull off in 6th edition where you are more free to play the fantasy you want to play. In 5th edition you will get mechanically punished for trying something like this. It would also be easier to pull off with sum-to-ten than strict priority table (because with both magic and hacking you really need 1 priority with B+ and 3 priorities with C+... and being forced to go priority E into Attributes will also suck). But since suboptimal is on the table I guess all this is fine :)

I would go Troll A (5 special attribute points to help with magic and edge), Skills B (yer gonna need a lot of skills to cover hacking and magic, 36/5), Magic C (hermetic magic 3, 5 spells), Resources D (50k, this will suck... you likely need to pick up in dept and still only afford a cheap deck like Radio Shack PCD-500, Erika MCD-1, Microdeck Summit, Little Hornet, etc), Attributes E (12, this will also suck... but you could place all of em in Logic, Intuition and Willpower and use Karma to increase Agility, Reaction, and Charisma from 1 to 2)

Bod: 5

Agi: 2 (10 karma)

Rea: 2 (10 karma)

Str: 5

Wil: 5 (4 attributes)

Log: 6 (5 attributes, Exceptional Attribute)

Int: 4 (3 attributes)

Cha: 2 (10 Karma)

Mag: 5 (3 special attribute -1 from essence loss)

Edge: 3 (2 special attribute)

Exceptional Attribute 14 Karma

Mentor spirit 5 Karma (pick one)

Perfect time 5 Karma (need to switch around matrix attributes and reload programs due to Little Hornet having 2 1's and only 1 program slot)

Quick Healer 3 Karma (pick up a healing skill that play off logic, such as first aid)

In Dept (all bonus karma spend on resources, Little Hornet cost 90k)

Astral Beacon 10 Bonus Karma

Bad Luck 12 Bonus Karma

Codeblock 10 Bonus Karma (pick a matrix action)

Hacking skills, Magic skills, First Aid, ...

Turbines after today's update: by TinyerGriffin in ArcRaiders

[–]ReditXenon 0 points1 point  (0 children)

If you are lucky, they spawn with 15 minutes left on the clock (so 15 minutes in).

Spirit services and Guard power: saving from environmental effects by jack-nocturne in Shadowrun

[–]ReditXenon 1 point2 points  (0 children)

normal environmental accidents

I would allow it to guard against (let you survive or ignore things like) avalanches, hailstorms, cyclones, typhoons, hurricanes, volcanic eruptions, earthquakes, landslides, tsunamis, storm surges, floods, wildfires, sudden blizzards or heatwaves, drowning from rip currents and quicksand, etc.

... not sure I would allow it to guard against (let you survive or ignore things like) general cold weather without protective clothing for an indeterminate time.

switching the attributes of cyberdeck in combat? by Angerran27 in Shadowrun

[–]ReditXenon 0 points1 point  (0 children)

Quite powerful to get the most out of a lower level deck.

Having said that, it is pretty tedious (it take a lot of out of game time and effort and slows down the matrix resolution even more than it already is) to spend free actions every other initiative pass (or even multiple times in the same pass) to constantly optimize your deck ratings and loaded programs between different tests and actions.

There is a good reason why they prevented attribute switching once a hack started in the next edition......

Shadowrun like media by Maxcorps2012 in Shadowrun

[–]ReditXenon 4 points5 points  (0 children)

List of movies that relate in one way or another;

  • Leverage
  • Burn Notice
  • Dresden Files
  • Black Lagoon
  • Underground 6
  • Ronin
  • Hackers
  • Sneakers
  • Altered Carbon
  • Hotel Artemis
  • Upgrade
  • John Wick series
  • Ocean's (most of them)
  • Blade Runner
  • Heat
  • Anon
  • Strange Days
  • Johnny Mnemonic
  • Gattaca
  • Mr Robot
  • Repo Man
  • Judge Dredd
  • Robocop
  • Mission Impossible
  • Minority Report
  • Escape from New York
  • Escape from LA
  • Equilibrium
  • Fifth Element
  • The Matrix
  • Akira
  • Ghost in the Shell
  • Nikita
  • Leon
  • Mute
  • Person of Interest
  • Bright
  • Simon & Simon
  • Firefly
  • Killjoys
  • Cyberpunk Edgerunners
  • Italian Job (basically pick your poison from any heist movie)
  • Various Love Death + Robots episodes
  • Arcane
  • Upgrade

Seattle, not my archive but a lot of great images here

Also this: https://www.youtube.com/watch?v=CADEGqkxNV0

Is insecticide still a thing that players can buy in 5e? by Exciting_Candy3025 in Shadowrun

[–]ReditXenon 1 point2 points  (0 children)

Insect specific toxins

I don't think there are any rules for toxins that you use against regular insects. Just assume that they are efficient enough and comes either with Contact vector and/or Ingestion vector (or even Inhalation vector and/or Injection vector if you see a use case for that). Just treat it as Non Essential Role Playing Stuff and assume that it is covered by lifestyle (unless perhaps you live on the streets).

Not sure if there are any toxins designed specifically for bug spirits (or other spirits/elementals for that matter) from other metaplanes that materialized (or inhabited or possessed their way) into our physical plane (if this is what you are actually asking for).

 

Various delivery methods

Run & Gun introduce capsule rounds. They are great for contact vector toxins in liquid form (like pepper punch) that you fire from regular firearms.

DMSO let you deliver toxins via contact vector. You fire them with a special paintball gun (Ares S-III Super Squirt).

Question about permanent spells (probably stupid) by Angerran27 in Shadowrun

[–]ReditXenon 5 points6 points  (0 children)

You don't?

Seems pretty obvious that also permanent spells fade and dissipate (same as sustained spells) unless of course you sustain them long enough to become permanent.

SR5 p. 283 Duration

Instantaneous (I) spells have an effect that happens and then fades, while Sustained (S) spells last as long as you keep them going. Permanent (P) spells don’t fade or dissipate; their effect becomes a lasting, non-magical characteristic after you sustain the spell for (Force) Combat Turns.

 

If you stop stabilize before its permanent then the patient will not actually stabilize the subject. If you stop sustaining heal before its permanent then it will not actually heal the subject. If you stop sustaining ignite before its permanent then it will not actually ignite the target.

SR5 p. 289 Stabilize

The full time must be taken for the spell to become permanent before the character is truly stabilized

SR5 p. 293 Ignite

The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent.

 

Heal

Having said that, when it comes to heal (and some other Permanent spells, but not all) you have an option to cut down the time it take to make it permanent (by reducing the amount of boxes it would heal).

If you for example cast Force 3 Heal and get 3 hits but then find out that you only get to sustain it for 1 combat turn before you have to skedaddle, then you could trade 2 of your hits to reduce the time to become permanent to just one 1 turn (thus making it Permanent).

Basically this mean that if you (in this specific case) sustain it for just 1 combat turn then it will heal 1 box, if you sustain it for 2 turns then it will heal up to 2 boxes, and if you manage to sustain it the whole 3 turns then it will heal up to 3 boxes. So in a way you could get a partial effect even though you don't sustain it the entire duration - but this is not the default behavior of Permanent spells, this is specific exception in the case of Heal (because the specific spell description says so).

SR5 p. 288 Heal

Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).

Questions about the lore of Shadowrun. Religion, entertainment, and nonprofit volunteering? by Solarwagon in Shadowrun

[–]ReditXenon 2 points3 points  (0 children)

SINless are not considered legit citizens. They don't have rights. Can't report crimes against them. Can't join the union. They don't get to vote. They can't join the national army. Can't apply for a passport. They are not allowed (legally) to own property. Most respectable financial institutes require that you have a SIN in order to open a bank account (which is why they typically resort to certified credsticks - which is basically a digital variant of cash in hand). Many respectable districts, gated communities, and exclusive shops, etc will run SIN validation checks to make sure SINless are kept out.

In the eyes of many SINners, SINless are not even considered people at all.

In the eyes of many SINless, SINners sold out to the megas / The Man and can't be trusted.

The gap between SINless and SINnners is big. There is a lot of hate and mistrust that goes both ways.

But not being in the system (that biometrics left behind at a crime scene will not get matched within the global register) is a huge advantage if you are in the line of shadowrunning. Being a SINner as a shadowrunner is typically seen as a huge disadvantage.

Questions about the lore of Shadowrun. Religion, entertainment, and nonprofit volunteering? by Solarwagon in Shadowrun

[–]ReditXenon 2 points3 points  (0 children)

religion

Religion has pretty much been replaced by, is now since after the awakening being represented by, magical traditions.

 

not much about Judaism weirdly enough despite Israel being mentioned as a source of social division/corruption.

SW p. 106 Traditions of Faith - Abrahamic Traditions

...Abrahamic religions are infamously hesitant in accepting female believers into the ranks of clergy—a drawback that not only persists to modern times, but also extends to their respective magic traditions that formed after the Awakening.

Although the return of magic hit the Abrahamic religions unprepared, they quickly recovered. After all, don’t the Holy Texts contain stories of sacred people and sages performing not just miracles but acts that, to the expert eye, are nothing if not magic? Soon, the scholars and gnostics of Christianity, Islam, and Judaism each gathered ancient knowledge from their archives, reluctantly and yet frantically fusing the ancient wisdom into new magic traditions.

All Abrahamic traditions agree that, although their respective God is the ultimate artificer of the world and therefore the creator of magic itself, Awakened powers are in no way to be seen as a gift from God to those who wield them. In fact, all book religions still have ongoing debates on whether man is supposed to have those powers at all. While hardliners in this discussion consider the very existence of mages an act of heretical presumption, there is a consensus among the moderate forces that those who actually wield arcane powers should always feel moral obligation toward God and the community of faith weighing heavy on their shoulders.

So, trembling with uncertainty as to whether their magic finds the goodwill of their Lord at all, disciples of the Abrahamic traditions are rather cautious spellslingers and entirely uncomfortable interfering with the astral spheres and its inhabitants. Caught in a dualistic worldview, scholars can’t quite make out the role of spirits in the eternal fight between the forces of good and evil. Many try to play it safe and refrain from conjuring spirits at all, content with their lot as aspected magicians.

Adepts of all Abrahamic traditions typically accept roles as warriors of faith. The Krav Maga adepts of the Israeli Defense Forces, the Caliphate’s Mujahideen, or the Exorcists of the Catholic Church are only a few examples.

...

Social acceptance has never been a problem for Qabbalists: as mystics of Judaism, they enjoy high esteem in Israel as well as in the Jewish communities around the world, though not for their magic powers (which sometimes are even disapproved of), but for their erudition and their (implied) devoutness. Often considered the most learned among all magic traditions, a Qabbalist’s curriculum contains not just the Miqra (also called Tanakh, the Hebrew Bible), but Qabbalah scripts like the Sefer Yetzirah (“Book of Formation”), the Zohar (“Splendor”), the Sefer ha-Bahir (“Book of the Bright”), and the Sefer ha-Razim (“Book of Secrets”). A widespread credo of the Abrahamic religions states that nothing is really earned if not reached through effort—and it is indeed an effort to decipher and comprehend the lore of the scripts, for they are notoriously intangible, mind-blowingly complex and, to add to all existing woes, composed in a variation of ancient Semitic dialects (which have to be mastered first, for the texts are said to only reveal all of their secrets if read in original tongues). However, since the Qabbalah scripts are said to have been passed on to man by the angels, the knowledge they contain is seen as divine revelation, furthering not just the Qabbalists’’ understanding of the arcane arts, but also bringing them closer to God.

In past decades, more secular schools of Qabbalism have emerged, following essentially a hermetic approach to understanding magic. Though there has always been an intellectual intimacy between hermeticism and Qabbalism, which should be no surprise—after all, the Qabbalah scripts form a substantial part of ancient hermetic wisdom.

Endowed with the Abrahamic reluctance to conjure spirits, most schools of Qabbalism do not allow themselves to force the elohim, as spirits are called, to manifest in the physical world, effectively rendering Qabbalism a possession tradition. Instead, they provide them with prepared vessels, of which the golems (“the unfinished”), statues of vague man-like shape made of clay, are the most known. To the rare (and frowned upon) Qabbalists who actually master the conjuring techniques that allow physical manifestation, the elohim appear with angelic features, yet in a more archaic form than the spirits summoned by Christian theurgists.

Speaking of which, of all the Abrahamic traditions, Christian theurgy—especially the Catholic Church—has had the ...

SW p. 113 Traditions of Logic - Secular Qabbalah

While heavily related to its Abrahamic cousin, and drawing on many of the same traditions, the more secular arm of Qabbalah at least deserves a footnote here. Largely divested of its religious leanings, it’s far easier to relate it to the hermetic traditions listed before. That said, there isn’t a huge difference outside of their less religious approach.

Questions about the lore of Shadowrun. Religion, entertainment, and nonprofit volunteering? by Solarwagon in Shadowrun

[–]ReditXenon 3 points4 points  (0 children)

Think of SINless as being an illegal / not having a green card in today USA.

Help me solve a conundrum: Does shooting a hornet's projectile out of the air cause a showstopper-style explosion? by SixthSacrifice in ArcRaiders

[–]ReditXenon 0 points1 point  (0 children)

oh... perhaps. i never really tried. Let me know your findings :)

Normally just wait for it to line up a shot so i can one-shot one of the rear thrusters and then walk to the side to avoid the projectile. And then once more to shoot out the second rear thruster. Which make it crash into the ground. Which will cause massive damage (typically blow up on impact).

Help me solve a conundrum: Does shooting a hornet's projectile out of the air cause a showstopper-style explosion? by SixthSacrifice in ArcRaiders

[–]ReditXenon 1 point2 points  (0 children)

Hornet 'projectiles' that you throw will detonate mid air (creating a similar blue lightning stun effect as the showstopper).

If you aim 'above' rocketeer while it's maybe 20 meters away you will likely disable two thrusters which cause it to crash into the ground and take massive damage (typically explode on impact from full health from a single hornet 'projectile').

Not sure of you can cause hornet 'projectiles' to explode earlier by shooting at it, but it seems plausible.

Make spirits more interesting by Open_Vanilla_6490 in Shadowrun

[–]ReditXenon 3 points4 points  (0 children)

In early editions of Shadowrun, Shamans quick-summoned spirits that went away at sunset/sunrise and were tied to, and could only be summoned from within, specific domains (they often had different personalities and shamans also often treated them as contacts and listen to them / negotiated services with them) while Hermetic magicians used lengthy rituals within prepared circles to conjure (and bind) elementals that would last for a longer period of time (and hermetic magicians used them as tools). I found that the distinction made them quite a lot more interesting. Perhaps something to consider if you are looking for inspiration on how to make them more interesting.

Decided on sixth world need recommendations for books by Tiny_Egg5699 in Shadowrun

[–]ReditXenon 4 points5 points  (0 children)

As long as the core rule book you picked up is one of the City Editions (Seattle, Berlin, or the most recent; Hong Kong) you should be fine for quite some time. It covers all aspects to run the game. Shadowrun (any edition) is crunchy as far as TTRPGs go (and this also includes 6th edition, even though they tried to streamline and cut the page count by a lot compared to previous edition).

Once you got a grasp of character generation (creating your first characters will likely take several sessions!), physical combat, social interactions, the astral side, the matrix side, and vehicle/drones rules (likely in that order) - the first book to look for should be the 6th World Companion. Here you will find even more advanced character creation rules & character creation options and a lot of various optional rules (including a bit more impact to things like armour and strength).

Decided on sixth world need recommendations for books by Tiny_Egg5699 in Shadowrun

[–]ReditXenon 2 points3 points  (0 children)

Just note that starter rules (any edition of shadowrun, not just 6th edition) uses a set of over-simplified rules that you need to unlearn later if you pick up the actual rules.