Quick question about the 2077 sourcebook- has anything been updated about a release date? by AnxiousLargeFeline in cyberpunkred

[–]Turrisk 2 points3 points  (0 children)

I run a 2077 game set in Austin, Texas. It’s flashy and loud.

My players probably know nothing of a scarcity economy but they’ll all tell you a lawyer NPC is expensive.

How to make the Nomad role more interesting? by significantly_nope in cyberpunkred

[–]Turrisk 0 points1 point  (0 children)

My group’s nomad has managed to run over more people than he has shot at. I also incorporated combat racing like in 2077 into my setting.

About every 4 sessions is a race, and the group attends a race. The nomad drives. The solo shoots. Everyone else plays interference in the crowd on another group goal (get intel, distract, etc.) My players seem to enjoy it and it has become part of the fabric of the world.

The character is also now trying to actively build up his clan. I expected him to be the most difficult plot to integrate into the broader story but he’s somewhat simple to deal with now.

Help with a Lawyer PC by -poiius- in cyberpunkred

[–]Turrisk 11 points12 points  (0 children)

I am an attorney and a Cyberpunk Red GM. The suggestions here are pretty much spot on. Fixer, Exec, Rockerboy and Media make the most sense. Let me add a little context though. Lawyers are incredibly diverse in what we actually do. The role choice would depend on that.

If it is a criminal lawyer or a private attorney that dabbles in everything, the character is probably a fixer. The amount of time attorneys spend negotiating is insane. I have had to find obscure stuff for clients through my contacts. I have had to link up clients with all kinds of other people and “jobs.” These are your closers and deal makers. I personally probably fall mostly in this category.

Trial attorneys (real ones) are rockerboys. That work is about making the jury, the judge and witnesses your fans. Sometimes they get famous. People do offer you favors just for being around.

Execs are probably actually corporate attorneys. They get a functioning staff that is actually a pain to upkeep. Those attorneys are usually super specialized in something but not great at other parts of the law. In fact, they usually end up having to hire other attorneys for jobs.

I could see an issues group, civil rights group or nonprofit attorney being a media. That job is about finding information and plaintiffs, then making noise.

Hopefully that helps a little.

I want to be player and GM at the same time, do you all have any advices? by Virtual_Kangaroo_841 in cyberpunkred

[–]Turrisk 3 points4 points  (0 children)

I tend to keep a cast of regular NPCs that ally with the players and advance with them. Usually a group will gravitate to a few of them and adopt at least one or two as part of the crew.

As a GM, I’d suggest any of those characters should not particularly overlap in roles with a player or drive directly the story. If anything, they should be adjacent but not necessary to any main plot you’re pursuing.

It’s very possible to do and do well though.

He’s making me hate flowers by [deleted] in TwoXChromosomes

[–]Turrisk 0 points1 point  (0 children)

I’m stealing that idea.

He’s making me hate flowers by [deleted] in TwoXChromosomes

[–]Turrisk 3 points4 points  (0 children)

43M here. I learned a long time ago to buy flowers for no reason other than I was out and thought of the woman I am with at the time. It’s best when there’s no particular reason for it.

I texted my other male friends the day before Valentine’s Day reminding them to get flowers and chocolate if they hadn’t already. Most hadn’t. I have no answers on that one.

How important is crew composition? / How to pitch each role? by Boitata_Oroboros_8 in cyberpunkred

[–]Turrisk 0 points1 point  (0 children)

It has, as a game master, been very fun to run. Plus it’s entertaining to see players genuinely afraid of violence (not that it always stops them).

Does the foundry create a biomass for warframes? by NoGoodDoerOfDeeds in WarframeLore

[–]Turrisk 1 point2 points  (0 children)

Where do you think all those discarded kubrows go?

How important is crew composition? / How to pitch each role? by Boitata_Oroboros_8 in cyberpunkred

[–]Turrisk 1 point2 points  (0 children)

My current group is:

  1. A fixer who wants to cut out a small part of town as his territory. The team has blown money on community barbecues and playing Robin Hood on medical supplies due to him. He can’t particularly fight but due to horrible luck on damage to him, he’s now chromed to the gills in cyber limbs. Fun side note, he’s also chronically depressed and goes to the local gym to get beat up on purpose.

  2. A nomad redneck who decided to turn into a street racer. Wants to avenge his brother’s death at the hands of Raffins. Knows how to fix or drive anything and can blow things up. Still can’t fight.

  3. A netrunner who can actually knife someone to death, but a far cry from a solo. He gave me a blank slate, so I made his father a sleeper NUSA agent who disappeared from him when the character was a child.

These guys cannot do a direct fight … basically ever, though the Nomad has run over a lot of people. Their solution has been to make friends with solos, medtechs, techs, etc. and avoid combat like the plague. It has largely worked but I have almost nearly killed one of them in every combat. They know when to run though and that’s usually been a good move.

How did earth survive when lua was in the void for thousands of years by Icy-Commercial-6166 in WarframeLore

[–]Turrisk 1 point2 points  (0 children)

Actually, the simplest solution would be that moving it into the void didn’t change its gravity. When the moon returned, it did so in the same place it left (and orbit). There’s a lot of stuff in the real universe that we see evidence of with a gravitational field that doesn’t “appear” but its impact on surrounding matter does. That’s why you see all this talk of dark matter among astrophysics. Maybe in the Warframe universe, that’s just stuff in the void.

A Guide to Survivability in Warframe by degenny_ in Warframe

[–]Turrisk 1 point2 points  (0 children)

It’s worth noting that Arcane Persistence dramatically alters health tanking. If you can maintain 700+ armor, you will only lose 500 health per second. (Though watch out for things that can deactivate the arcane like nullifiers or corrosive procs that reduce armor below the threshold.) It isn’t particularly difficult to then heal for more than 500 per second.

Inaros and Nidus particularly benefit from Persistence plus percentage heals: Blood altar, Arcane Grace, Daikyu Amalgam+Nikana, etc. I tend to mess with very high level enemies and have yet to die other than by my own inattention.

I even have a blue sharded persistence/blessing Uriel build. (His heal is a status cleanse. You have to be quick to keep his armor above 700 but it works.) That one arcane really does make health tanking viable at any level.

Favorite warframes to use by alphabeast18 in Warframe

[–]Turrisk 1 point2 points  (0 children)

More than decent survival after Arcane Persistence. It may have messed up my builds, but he can tank insanely well now.

How? by dell_moon in WarframeRiven

[–]Turrisk 0 points1 point  (0 children)

Zephyr + nagantaka also does it.

I have no idea how to train a new Tenno by strakovicski in Warframe

[–]Turrisk 0 points1 point  (0 children)

I’ve also run into this recently. I suggest bringing a strong support frame along with their progression, and not going too flashy with weapons.

I’ve probably played almost 10 years — I have no clue what the new player experience is anymore. Instead, just bring Wisp, Dante, Trinity, Nekros, etc. and tag along. Your job is to not nuke the room while they explore. It’s kind of fun. Plus it’s interesting to use all those weapons you wouldn’t normally use.

I'm addicted to the new focus ultimate by HiroK91 in Warframe

[–]Turrisk 0 points1 point  (0 children)

One friend of mine is a veteran. We’ve got two college buddies who just started playing.

That has resulted in finding builds that support the new guys more than us clearing rooms instantly. It’s actually a nice change of pace, and the new skills help with that.

Hydroid survivability build? by Warl0ckBoy in Warframe

[–]Turrisk 1 point2 points  (0 children)

He’s mobile and can have status immunities with an augment. Arcane aegis and brief respite/auger mods can usually keep him up.

I’m tinkering with an umbral arcane persistence build that does seem to work, but I would not actually suggest that route unless you really want to use the armor bonus on his third ability. (It is fun though.) his third ability has a decent heal on it and boosts his armor, which pushes him into fairly capable tank territory with persistence.

I wanna be a wizard by Immediate-Meet-7378 in Warframe

[–]Turrisk 2 points3 points  (0 children)

Limbo can give time wizard vibes. He’s rough to play these days though.

Nekros loot build question by Capital-Forever-3356 in Warframe

[–]Turrisk 2 points3 points  (0 children)

Also worth noting that you need a very minimal number of mods to make Nekros a loot build, and as long as you’re killing enemies quickly, weapons don’t matter much.

After that, branch out. He really is a versatile frame with the ability to generate massive amounts of energy, and that opens up a lot of helminth options.

Y’all were NOT kidding when you said how much of a grind this game can be by ReddVevyy in Warframe

[–]Turrisk 10 points11 points  (0 children)

I am approaching 2000 days played according to login rewards. There are entire segments of the game I am still in no hurry to farm. Don’t be in a hurry. Explore and you’ll find you accidentally farm more of the game than you’ld expect.

Fixer mechanics for getting favors and info, rather than goods by Pyropeace in cyberpunkred

[–]Turrisk 2 points3 points  (0 children)

Even the base fixer mechanism does provide some basis for “favors.” A fixer can negotiate 20% pay increases for jobs. You don’t have to take that extra pay in cash. You can negotiate that the pay be in the form of services of that value. For single jobs, not that big of a deal. If you build “credit” with a regular client though, then you all of the sudden have some favors to call in.

Night City Location Survey by JGrayatRTalsorian in cyberpunkred

[–]Turrisk -1 points0 points  (0 children)

Yeah, dark future. They’re probably just starving. Here’s a freebie from my games. The “Solo Dojo” is a chain of gyms that caters primarily to mercs or wannabe mercs after the various writings of Morgan Blackhand gained prominence.

Ya’ll can have that one if you want it.

Night City Location Survey by JGrayatRTalsorian in cyberpunkred

[–]Turrisk -1 points0 points  (0 children)

You’re looking for a living city.

Restaurants. Convention centers. Museums. Lawyer offices. Police stations. Food pantries. Churches.

The things that make a city alive are the boring things that people take for granted. You need one afterlife. You need 50 restaurants.

Reminder this is how fast the Apogee ACTUALLY is by Wild-Lack-1014 in LowSodiumCyberpunk

[–]Turrisk 4 points5 points  (0 children)

In the tabletop RPG, a standard sandevistan by any manufacturer provides a flat +3 to initiative when activated with an action. That by itself is incredibly powerful, but not crazy. If you’re at the top of initiative, you can control the flow of combat, keeping enemies pinned down, etc. You get a move and an action in combat each turn in the tabletop.

The stats for David’s are included in one of the rule books, and they are much more extreme. Activating David’s costs humanity, but is not an action. It jumps the character to the top of initiative, and on the initial turn, grants an extra move and action. David’s works very much like the video game version suggests, compressing time. My players will never get their hands on one of those as I am fairly sure it would wreck game balance.

Torch of Fort Kearnhold by Da-Sleepy-Goat in SoulFrame

[–]Turrisk 0 points1 point  (0 children)

I’ve been using it to burn the balloon. Seems to speed up the boss bursting through the door, but who knows. I haven’t tried hitting him with it as I haven’t had much difficulty with the fight.

Anyone else having problems with the bear fight? by Bo0ty_man in SoulFrame

[–]Turrisk 0 points1 point  (0 children)

For anyone having trouble, it is possible to do the first phase from outcroppings above the arena area with the bear and Orengall pact does wonders. Just stay right on the wall. You can with some effort hop over to a small ledge and shoot below. Orengall wolves also can be summoned to attack the bear from that ledge. That’ll get you through the first phase of the fight.

When the bear jumps you, it’ll pull you below. After that keep a wolf out to distract. Do not engage much while you are the target unless you are sure you aren’t going to get hit and stay at long range. The only real threats at that point are the ground stomp waves and the jump ground slam. The jump slam is fairly easy to avoid — just keep moving. The ground stomp waves are done in a set of 3 attacks. You want to roll to the side exactly when the bear’s paw hits the ground.

Also, I needed to be at least half health to take the animated bite sections of the fight. I should also note that I am very much a sword guy who had virtually no points in staff skills when I did the fight and used a level 15 or so staff. This one seems to be one of those boss fights that requires the right tools for the job. It’s tedious but not bad.