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Another Writing Jam? - brainstorm

*Edit*

The Jam has started, you'll find the post here

*Edit*

Hey,

I've been feeling a bit unmotivated and I am stuck with my larger Holostreets projects. So I figure I'll run another writing jam to beat my writer's block to death with.

The last one showed that two month was not quite enough time so this one would run for, let's say 3-4 months + 3 weeks voting time.

Rules would be about the same again

  • participating works must be available for free during the voting period

  • releases must be available through Holostreets (for obvious reasons)

  • releases must either be in English or include an English translation

  • participating releases may not have been previously published/made publicly available

Just like last time I'd offer a small prize to the ultimate winner of the jam, if there's lots of participants maybe even for the top 3.

Last time a theme was suggested for the whole thing, so I figure something like that would be a good idea again. Personally I was thinking about limiting the type of release that can participate, so for example only Missions or only short stories or something would be allowed. Or maybe something like: only works that take place in Canada can join.

As the guy who runs the jam I would participate but should my release win the prize would go to the next person - the whole thing is meant to motivate people to publish something after all. Wouldn't do any good if I just handed myself 20 bucks from my own wallet after all :D

Before I start anything, let me know if anyone is interested in joining again and if you are, share your opinion on a suitable theme or limitation for the jam.

Suggested themes so far:

  • Corporate Hijinks

  • Explosive Entry

  • Salish Shidhe Council

  • Athabaskan Council

  • Algonkian-Manitou Council

  • Trans-polar Aleut Nation

  • Tsimshian protectorate

  • Caribbean League

  • HMHVV


An intricate 2024 shadowrun rpg is my dream game An intricate 2024 shadowrun rpg is my dream game

I played Shadowrun Dragonfall recently and I loved the story, but I felt as an rpg it fell a little flat , roleplay options were a little weak, mission design felt a bit repetitive, and i was disappointed with how little reactivity there was in the actual world and how little you could change on repeat playthrough's. I think a new Shadowrun rpg with Obsidian/Larian level reactivity and RP options would be amazing, potentially unpopular opinion but I would love to see a studio try their hand at adapting a heavily simplified version of the ruleset to get rid of the excess crunch while keeping the good stuff (Character creation, Karma, cyberware etc) and seeing full on Decking/Rigging/magic combat would be amazing



Cybernetics- Shadowrun Timeline vs Real World Timeline Cybernetics- Shadowrun Timeline vs Real World Timeline
One Step Closer... (Real Life SR)

Looking at the current state of cybernetics and more importantly the trends of the technology advancing.... How far off the SR timeline do you think we are?

I just had this thought, so I haven't really processed it myself, but I'd like to hear what people think. The SR timeline would have cybernetics at the "it makes sense to rip my healthy arm off and replace it" level well within my lifetime (mid-forties now). I just don't see that happening.

I do think we will get to fully functional replacements within my lifetime, such that amputations due to disease or accident are just "unfortunate, but no big deal".

What do you think? 25 years off? 50 years off? Inquiring minds want to know!



Cyberlimb and attribute increase. Cyberlimb and attribute increase.
6e

Okay. Now im confused even more.

We have an availability table (p. 245) with MAX raiting of 9. Right?

I didnt find any mentions about 9+ raiting.

BUT in core rulebook P.87 we have a pre-generated troll with Strength Attribute increase (For cyberarm) 10 at the start of the game... Even if its ARM 2 + 8 STR from att.increase... We are still have raiting 8 item in the list at the start of the game.

https://preview.redd.it/cyberlimb-and-attribute-increase-v0-14xax1kkb90d1.png

So he have a thing with available rating on ONE more than possible rating for any items at the start?!

Or Attribute increase for cyber limbs ignore that rule with MAXIMUM 6 rating of the item for a character at the start?

https://preview.redd.it/cyberlimb-and-attribute-increase-v0-qot2bbroc90d1.png

P.S. One more odd thing. Troll have 9(10) max STR. So... He even can't have bonus from +4 if he have cyberlimb? Without ignoring rule of (maximum rating of 9) - troll or even Orc can't have +4 STR with cyber limb at max? BUT! We arleady have IN RULEBOOK a case with STR10 for cyber hand....

P.S.S. Even more. I didnt found a singe AVAIL: Raiting in the book. Only Raiting (1-9) in some sort of gear:

https://preview.redd.it/cyberlimb-and-attribute-increase-v0-8jxq7961e90d1.png

But not JUST raiting.



Any artwork showing the Anthrodrones from Rigger 5.0? Any artwork showing the Anthrodrones from Rigger 5.0?
Flavor (Art)

I got the Rigger 5.0 pdf. I was interested in how the different anthro drones looked on page 145, specifically the MCT Kenchiku-Kikai, I-Doll, and Juggernaut.

If anyone has any good reference art for me to understand better what each of these looks like, I would really appreciate it. It's not for the actual rigger I'm playing, but more so I can understand the differences between them visually.


6e Technomancer / Hack and Slash detailed questions 6e Technomancer / Hack and Slash detailed questions

Hi all, getting pretty deep in the weeds here, and also just discussing with my GM, but I thought I'd ask the community as well. Sometimes the responses show me things that I'd missed!

  1. At the second level of Cyberadept (Disciple) you get a power that I like to call Resonance Overdrive, that lets the cyberadept sort of overdrive any 'ware (including bioware) -- Hack and Slash page 87. "Sustaining this requires concentration and counts as if you are sustaining a complex form—though there is no complex form that can be perceived or targeted by anyone except yourself." (also requires dealing with fading every turn that you sustain it). I'm assuming that Focused Concentration works on this, just as with a regular complex form?

2a) The "Bandersnatch" Data Structure -- Hack and Slash page 70 -- reads "Gain bonus dice on a Spoof Command Action or Puppeteer complex form. If you use a Bandersnatch on a Puppeteer complex form, you also gain bonus dice on the fading resistance test." However the Puppeteer complex form does not directly involve a role, rather "You may take the Control Device action on a device even if you do not have the proper access level." My assumption is that the bonus dice would be applied to the Control Device action.
2b) Further, I'd assume that the Control Device action from Puppeteer will always require a Electronics + Logic vs. Firewall + Willpower, whereas if you have hacked your way to user or admin status you often only role the successful operation of the device (piloting a drone or making a good cup of soycaff, or whatever). So that if I want to turn on a fan using Puppeteer I'd roll Electronics +Logic vs. Firewall + Willpower and if I succeed then the fan turns on. But if Iwanted to fire a gun in a turret using Puppeteer I'd first roll Electronics + Logic vs. Firewall + Willpower, then if I succeed, roll Engineering + Agility/Logic (depending on the mode she is in) vs. users defences to hit anything with it. (and the same would apply to the Editor complex form)



Shadowrun 5E Toxins - Are non-lethal options lethal in disguise? Shadowrun 5E Toxins - Are non-lethal options lethal in disguise?
5e

My group has had a long-standing debate on how toxins and gases work. Powerful knockout gases such as NeuroStun X has a power of 15, contact vector, Speed 1, and so on. That is usually enough to take down even strong enemies, but does it kill them?

By the damage rules, Stun damage turns into Physical when it goes into overflow. If NeuroStun does 15 DV every time the Speed ticks (every other combat turn), it would kill someone in 2 doses. Or does it?

Can anyone shed some light on this? Is it useless to carry non-lethal weapons like this? Does the damage stop happening once the target is unconscious?




The Singing Sword The Singing Sword

The man standing before you has evergreen eyes. Deep. Hypnotic.

"Ah. You're awake."

He holds up a weapon. A blade like you've never seen. He runs a finger across it, and it hums like a songbird.

"This. Is yours." He says, "It's meant to bring peace and justice."

There's a dragon behind those eyes. And he smiles. He knows the power of his gaze. Whatever else he might be, he's a wizard. Not a mage that twists mana to serve the Shadows. He's not a slave to the system. He's above it. You don't know why, but he's handing you something that could change everything. With this, you could make nuyen, create or destroy empires, slay foes, crown kings, or do anything you please.

He wants to see what you do with it.







What's the Matrix like? What's the Matrix like?
Newbie Help

(5E)

Hello friends! I am a brand new ShadowRun player who is only ever really played one practice run, as a Decker. I'm in the process of learning the system and the lore as I'm preparing to join an LC and I would love your explanations as to what the Matrix is like. The decker I used was a pregen but the one I'm making is her own character.

I toyed with playing a troll Street Sam, a human mage, and I'm kind of overwhelmed by all the different options to play. I had fun playing as that Decker in my practice Run but it'll help me if you could explain what she sees when she goes into the Matrix in your opinions.

Do Deckers have avatars on The Matrix? What gear do you recommend for a newbie?

Thank you, chummers!


LFG? LFG?
1e|2e

I'd like to find a group that I can play via discord with on my days off (Monday/Tuesday Pacific Time) since the IRL group I play with overlaps with my work schedule and causes issues and makes things less fun for everyone.

I'm really only familiar with early editions cuz that's what the GM of our group uses but I'm open to re-learning the game to play later editions if you don't mind teaching me. I've been using the Rigger 2 book to create a character who's a drone operator/wheelman but I'm not sure if my IRL group will allow it cuz it's not first edition.

Anyway if this appeals to anybody then hit me up


How do spirits really work? 5th How do spirits really work? 5th
Newbie Help

Hi Chummer! I’m a new GM for the 5th edition and I’m in need of some guidance. I love this system, but the manuals often leave me confused, and English isn't even my first language.

I’m struggling to understand how and when spirits can interact with meatspace and the people in it.

I’m currently running a campaign in New Orleans, our next big heist involves retrieving an item from a voudon gang's hideout.

Given that voudon heavily involves spirits and possession, I'm creating a magical security system with “sentry” spirits roaming the building. I learned that astral space can be utilized for a quick response to intrusions, so I’m incorporating wards and other elements based on this concept.

I’ve also learnt that voudon tradition employs water spirits for detection. Assuming my roaming spirits are water-based, I face a dilemma: water spirits aren't dual-natured, so why would they manifest if their role is to patrol, likely undetected? What happens if they encounter my runners inside the building or get detected through astral perception? Can the spirit use their powers to target runners from the astral plane? Can shamans cast spells at it? What can adepts do in this situation? If the runners aren't casting spells or activating foci, does the spirit see them? Are casters only limited to astral combat?

My goal is to have a spirit that alerts their summoner about intruders while attempting to hinder or slow down the intruders' activities with mojo. However, if spirits can't interact in any way with meatspace in their astral form, and manifesting seems counterintuitive, it seems pointless to engage only some party members while leaving the rest to deal with maglocks, grunts, and the matrix independently. I feel like I'm missing some key information, but I can't find anything more specific on this topic.

Thanks in advance for your help with this! I really appreciate any insight or advice!




SR6 Device Ratings for AIs SR6 Device Ratings for AIs
6e

Hey folks,

Can anyone tell me what the equivalent to an AI's Device Rating is? I can't find it anywhere in Hack & Slash.

I was assuming Resonance for EIs, since that's what I thought it was for technos, but I now see the Matrix Attribute Table has Device Rating and Resonance formatted like column headers instead of entries! Am I wrong about EIs and technos now too? (ETA: I think this is just a formatting mistake.)

Any help is much appreciated.

UPDATE: It seems I'm not going blind; it's a genuine oversight.

Device Rating is still used for the Hitchhiker, Biofeedback Filter and Blackout programs, which an AI can emulate.

It's also used for the Calibration Matrix Action and to defend against the Crash Program action (which is specifically used against high fake SIN/SINner AIs during Convergence).

EIs and TMs do appear to use Resonance instead (the formatting thing is likely just an error), since the rules often say "Device Rating or Resonance for technomancers". So it's just mundane AIs that lack an equivalent, which seems to me to be an omission.

Assuming I don't want to punish AIs by saying "if you don't have a Device Rating, you can't benefit in these cases", does anyone have any alternative attribute I could use in these situations? SR4 used the average of the Mental Attributes. I suppose I could also use Edge, but that puts a lot of pressure on the Metatype column in priority.

Suggestions are welcome; official clarifications or errata (if they exist) are even better.