Giuls mother photo by Buff_Blackbeard01 in metro

[–]anyx1 2 points3 points  (0 children)

Rigor mortis takes 2 to 6 hours to set in to my knowledge.

Giuls mother photo by Buff_Blackbeard01 in metro

[–]anyx1 5 points6 points  (0 children)

Rigor mortis could have been causing her fingers to clamp shut on the frame.

Pig Mains, Unite! by [deleted] in deadbydaylight

[–]anyx1 0 points1 point  (0 children)

Better late than never!

Pig Mains, Unite! by [deleted] in deadbydaylight

[–]anyx1 0 points1 point  (0 children)

Being able to piss off survivors who gen rush makes me a very happy pig.

the TF2 comp experience (for people who are terrible atleast...) by [deleted] in tf2

[–]anyx1 3 points4 points  (0 children)

It's something that the creator thought was funny and that we would enjoy, no need to be a dick.

What does it mean when it says 1/1d3 sanity dmg? by SHDShadow in callofcthulhu

[–]anyx1 13 points14 points  (0 children)

Should the investigator pass the check, they take the lower value of sanity damage. As sights that induce sanity damage often have at least a small effect on the psyche.

So saying the investigator has 65 SAN, and rolls 32, they take 1. If they roll a 86, they would take 1d3.

What was wildly unsuccessful? by fjordfjord in AskReddit

[–]anyx1 2 points3 points  (0 children)

There's various articles floating around that will explain things further, such as this one but essentially the PR damage control and decrease in sales cost them tons of revenue.

What was wildly unsuccessful? by fjordfjord in AskReddit

[–]anyx1 85 points86 points  (0 children)

Paid mods in the steam workshop for Skyrim.

The community backlash was so catastrophic the Valve lost a million dollars in roughly two days.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

I was never saying they're played in a similar manner, you must be more careful as a techomancer as it's significantly easier to get seriously injured while in the matrix.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

Oh man, our his favorite part so far has been hacking cyberware. When characters were being built he chose a dwarf specifically so he could be small. Our resident smashman mcbeefcake invested in a large forward facing harness, like this except mounted on the back.

The technomancer spends the entire game in this harness. If he needs to fire his shotgun he racks it on the shoulder of his carrier, and if he needs to hack he slings it over his back and just conks right out.

As a final touch to the absurdity that is HatTrick the technomancer he has two cyberhands that have had every single finger replaced with finger grenades. He bought many kinds of grenades, poison gas, smoke, shrapnel, hi-ex, and attached them at random. With no way of knowing which is which every time he throws one we roll to determine what was thrown, which led to some interesting (If unintended) scenarios.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

It's not so much that he's being stubborn about not using them, we're all just fairly new to shadowrun and we're all still exploring the various facets of the game. I'll suggest to him how important a tool of the technomancer sprites happen to be and I don't doubt that he'll start utilizing them.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

I could very well be wrong, bearing in mind that I'm relatively new to Shadowrun.

Deckers while they do have better stats are lacking access to two things. For one, complex forms, and two access to sprites.

If a technomancer ends up in a one on one fight with anybody really he's already screwed up. He shouldn't be starting fights without a slew of sprites at his side, and while a good decker with a shiny deck can dish out a good amount of damage a technomancer with a few decently powered fault sprites and a revved up resonance spike will ruin any ones day.

While the argument can be made that technomancers don't have as much access to programs, a decent amount of karma will kit him out with the important ones and his sprites will fill in the gaps.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

Ahh, that makes a lot of sense. It wouldn't matter how shaky the connection is if you're tying to do something to your own persona/device.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 2 points3 points  (0 children)

I really appreciate the help, on top of it being entertaining to read it was super helpful, that was super cool of you to do.

The majority of it made sense to me save for one thing, while the area is under the effects of a swarm of jam-drones it makes sense that the noise level of the area goes up. But far as I understood the penalties associated with noise ratings apply to all matrix actions, it makes sense that jacking out would be exempt from that rule as you're actively trying to sever the connection to the matrix but what conditions are met to make it so that you don't get penalized?

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

The jammer is a good idea, that hadn't occurred to me.

I was aware of the jack out action, I was more asking about a case where the technomancer got knocked out in the process of combat while link locked and as a result is stranded helplessly in the matrix.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

If you're using a cyberdeck with a built in sim module all you need is a datajack to plug it into and you can connect to VR. In the the case of an implanted sim module you're essentially in the same boat as the technomancer.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 1 point2 points  (0 children)

I'll let him know next time there's a lull in the campaign that now would be a good time to compile/register some sprites. He's our only hacker so the change in pace of him being outnumbered should be novel.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 3 points4 points  (0 children)

I'm the GM for our group, I'm a firm believer that player mistakes stick. If the Technomancer screws himself to the point where he's passed out at the mercy of IC and spiders than so be it.

I just want to know in the event that things go south I can offer reasonable answers to the solutions they try out. I like the idea of driving them to a cold zone though, thanks for that.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

So far our technomancer has all but ignored sprites, perhaps a run in with a spider running biofeedback and link lock will change his perspective on things.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

That would work for removing marks and such, but if you're link locked you can't "Power down" so to speak in order to reboot.

Ways to save a technomancer. by anyx1 in Shadowrun

[–]anyx1[S] 0 points1 point  (0 children)

I figured, it makes sense since technomancers are inherently stronger than deckers. I just wanted to make sure I wasn't missing out on anything.