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Sep 26 2012, 06:33 PM
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#251
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The King In Yellow ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,922 Joined: 26-February 05 From: JWD Member No.: 7,121 |
It's still some 150K¥. (IMG:style_emoticons/default/smile.gif) Think of all the sloppy soy it'll buy! And all the cheap booze!
QUOTE My B&E adept ended up with 12 in heavy pistols as an after thought. I already had agi 7 for my main focus. I looked at it and said "oh, hey. 1 point in firearms group, specialization in heavy pistols, and a smart gun gives me 12 dice. That's like 13 karma, why not?" As a side effect, he also has 10 dice in all the other firearms (smartgun links are pretty cheap). Well, that's nowhere near the skill levels discussed. |
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Sep 26 2012, 06:38 PM
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#252
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
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Sep 27 2012, 01:07 AM
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#253
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 |
There are a bunch of people who claim a runner can easily make a fortune, not running, i.e. ShadowDragon8685, Halinn, Emperor Tippy. In the extremes, profits can be measured in the low millions (that's the second example I made, with the quite rare bioweapon). The math supports a skilled chemist supporting separate high lifestyles for perhaps a team of 6 or so working 4-5 days a week producing the high-profit street drugs (extra profit for rare stuff like oxygenated flourocarbons, but even I have a hard time justifying finding someone to purchase a few thousand doses or so of that every month). I wouldn't want to play that game myself, but I like checking what the rules set as possible for a runner-level (in BP/karma, no judgment here on build validity as a runner) character (ab)using the rules. Chemistry is the most easily calculated option, so that's what I mathed. As ShadowDragon8685's signature states, running should be profitable on a level at least comparable to stealing cars and selling to a chop shop. These calculations are also nice to have in case the team's demoman has a few weeks of downtime to burn after a run got a bit too high-profile. That lab he uses to make ANFO by the ton (never know when you need a van to blow up all of downtown) can also be used to pay the rent, which some teams might consider helpful. |
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Sep 27 2012, 02:31 AM
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#254
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
It's also useful if, say, Player A misses two sessions, and three months of gametime go by. If his character has useful B/R skills (e.g. Chemistry), it's handy to be able to figure out how much money his character could possibly turn over, during that span of time ... so that neither the character nor the player are left swinging in the wind by those missed sessions.
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Sep 27 2012, 03:14 AM
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#255
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
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Sep 27 2012, 03:41 AM
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#256
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
I am not sure I would classify such characters as "Jason Bourne territory", though. An entire group of such characters, collectively, maybe. But generally a hyperspecialist will have that super-high dice pool for one single skill, and have lower, but functional, dice pools in other areas.
It is fairly easy to get 20 dice or a bit over. At 25+, it is something you will usually only see for a few skills that have a high number of different, stacking, dice pool bonuses, like social skills. Not everyone likes such dice pools, but the game supports them both mechanically (letting you build such characters without significant sacrifices in other areas), and thematically (the game is, after all, about teams of hyper-capable specialists, although you can play many variant types of campaigns). |
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Sep 27 2012, 09:02 AM
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#257
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Target ![]() Group: Members Posts: 26 Joined: 29-June 02 Member No.: 2,920 |
As ShadowDragon8685's signature states, running should be profitable on a level at least comparable to stealing cars and selling to a chop shop. I'd like to agree, but if i do, next posting would be, see if my runner steals the highest price car in the book, and fences it, he gets dunno 80K, so you agree that running should give 80K at least. Payment of runners depends a lot, what kind of campaign is played, whats the backround of the runner etc. In general, a runner that is accepted as a pro, should get paid in a way to pay his middel or high-lifestyle-rent, replace broken gear and advance gear/ware/stuff wise. There can be times where he gets less, there can be times he can gain a fortune. Depends on how the it works for the players and the gm. But from my point of view, the rules to produce gear are only for the PC to build their stuff by themself, not for trade/sale as SR is not an economy simulation. And as it is not intended for this, of course, its easily broken (as your Bioweapon example), but this abuse of RAW should not push the GM to raise the money he is giving the runners. And btw (ab)using the rules and building (cash-cow)chars is the main point. Its 'How much Nuyen can a runner make when they aren't running?' not 'How much Nuyen can a cash-cowr make when they work full time in a fixed job?' So yes, if u abuse the system, you can generate millions of Nuyen. But for Joe Runner and his payment, this changes nothing, or? So im fine with average-Joe-runners having the possibility to earn somewhat between 2-20 K(Depending what kind of connectios and skills), when he takes a full time job instead of running. |
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Sep 27 2012, 12:07 PM
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#258
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
As ShadowDragon8685's signature states, running should be profitable on a level at least comparable to stealing cars and selling to a chop shop. Depends on the runner, the job and the availability of said car. A hacker with spoof and a chop-chop low level contact could perhaps gain 2-3K from a jackrabbit. He could also gain more if there is a market for luxury cars. Then we add supply and demand. After one month of serious Jackrabbit thefts the following has happened: -Lonestar has got wind of a major car theft ring and suspect chop-chops withing X kilometer area. -Black Market for spare parts or whole cars have dried up on the jackrabbit market. -Jackrabbits becomes more expensive on the legal market and cheaper on the black market So for each theft of a car I would lower the income for each car as the market dries up until the runners go broke or get bored - or get caught by lonestar who rigged a jackrabbit with about 200 trackers. |
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Sep 27 2012, 12:40 PM
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#259
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
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Sep 27 2012, 02:09 PM
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#260
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
And yet, the rules allow for chargen dice pools that high, even on an otherwise decently rounded character. -k That and the damage/soak system makes me prefer the SR3 system to avoid obnoxious dicepools and where your 15+ dice damage resist BOD can still get you killed when an anti tank missile hits you for 15D. I really don't understand why they removed the L/M/S/D system. |
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Sep 27 2012, 03:26 PM
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#261
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
And yet, the rules allow for chargen dice pools that high, even on an otherwise decently rounded character. -k Yes, I know, Which makes me a Sad Panda. (IMG:style_emoticons/default/frown.gif) Fortunatley, any such (Brazilian?) Shenanigans at our table sends you back to the drawing board. (IMG:style_emoticons/default/smile.gif) |
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Sep 27 2012, 03:31 PM
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#262
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Good lord. Kilograms for explosives, doses for drugs. If a dose of cocaine was 1 kilo then you'd have a lot of dead cocaine users. No Doubt... Except the statement was for 50 KILOS of drugs... Not something you do in an afternoon... (IMG:style_emoticons/default/smile.gif) |
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Sep 27 2012, 06:18 PM
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#263
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
No Doubt... Except the statement was for 50 KILOS of drugs... Not something you do in an afternoon... (IMG:style_emoticons/default/smile.gif) Unless you're a cow. (IMG:style_emoticons/default/nyahnyah.gif)
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Sep 27 2012, 06:29 PM
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#264
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Unless you're a cow. (IMG:style_emoticons/default/nyahnyah.gif) Unless you're a whale. I would have said elephant but I'm not certain an elephant could survive snorting 50 kilos of cocaine in an afternoon. |
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Sep 27 2012, 06:37 PM
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#265
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Moving Target ![]() ![]() Group: Members Posts: 664 Joined: 26-September 11 Member No.: 39,030 |
Unless you're a whale. I would have said elephant but I'm not certain an elephant could survive snorting 50 kilos of cocaine in an afternoon. Well, they don't handle 300 mg of LSD very well, so I would assume that 50 kilos of cocaine would kill them too. http://en.wikipedia.org/wiki/Tusko |
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Sep 27 2012, 06:44 PM
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#266
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Unless you're a whale. I would have said elephant but I'm not certain an elephant could survive snorting 50 kilos of cocaine in an afternoon. Never came across the coked-up cow story here, I take it. (IMG:style_emoticons/default/wink.gif)
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Sep 27 2012, 07:38 PM
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#267
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Sep 27 2012, 10:25 PM
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#268
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Moving Target ![]() ![]() Group: Members Posts: 471 Joined: 7-November 10 Member No.: 19,155 |
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Sep 28 2012, 12:03 AM
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#269
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Lo-Fi Version | Time is now: 19th April 2026 - 08:19 AM |
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