Help - Search - Members - Calendar
Full Version: Odds and Ends
Dumpshock Forums > Discussion > Shadowrun
Voran
Sorry, to try to avoid the adding to my new topic count for what I think will be fairly active over the next couple days as I get familiar with the ruleset again, I'm going to setup a single new post (for the time being) to address brainfarts and small questions that probably wouldn't generate much response after the individual question was addressed. Also, others please feel free to drop in their own questions for the community. Just want to try and keep all my miscellaneous questions in a tighter grouping for the time being.


1. Under the existing ruleset, would it be feasible/plausible/game balanced to add something like 'portable smart cover'. I'm envisioning a roll of material about the size of, I dunno, christmas wrapping paper, maybe two feet wide, that when activated, uses its battery to reform the memory material into well...portable cover. It expands out into a maybe shoulder high ballistic glass (or better) like barrier, which lasts until its battery gets geeked. The battery would also represent its structure, depleting the battery through damage to the barrier would cause it to fold like a wet (or dry) towel.

2. Variant of above. Memory material smart shield? For those that don't want to carry around a riot shield, but could benefit from a short term more easily portable one?

3. If two hidden nodes are communicating with each other via wireless, and you're using sniffing, would it be accurate to say its possible to sniff the traffic, without knowing where the nodes are, without specifically searching for the hidden nodes?
Johnny B. Good
QUOTE (Voran @ Jul 23 2010, 01:20 PM) *
3. If two hidden nodes are communicating with each other via wireless, and you're using sniffing, would it be accurate to say its possible to sniff the traffic, without knowing where the nodes are, without specifically searching for the hidden nodes?


That's the way we play it, since wireless signals are broadcasted and not targeted.
Hedrik
1. I don't see any gamebreaking capablities with such memory material. I would rule that it just can be programmed by the factory (not the players) and that it's not widely used and therefore expensive. I would also say it equally suspicious as a real weapon because it could also be something like a pipe bomb or similar.
2. see 1.

3.
QUOTE
Capture Wireless Signal (Sn iff er)
You eavesdrop on wireless traffic going to and from a device. You must
be within the device’s Signal range to capture the traffic. You must succeed
in an Electronic Warfare + Sniffer (3) test to start the capture,
SR4A p. 229. There is not stated that you need to know either the accessID or the location of any of the devices. But you need to decrypt befor you can capture encrypted signals.
Summerstorm
1. Sure. One could imagine something like that. Also i would never use "battery units" to take off damage. Make it a 4/4 barrier, ah maybe up to 6/6. But it should be getting damaged like all normal barriers too.

2. Even there i would have to say: I would allow something like that. Of course it doesn't get lighter than a normal shield. But why don't have one rolling up into a mat or something. Of course it would be more expensive and as such won't be bought much. (Who needs a stealth-shield?)

3. That is a bit more difficult, i think. I would say you "hide" a node by hiding the transmissions. There is already a mod for "Unusual frequency" which gives a +2 to find the transmissions (So in effect it does pretty much nothing with the normal rules). Even Hidden nodes are easy to find, it just takes longer. I think you can only sniff if you know what comlink is sending. But have to look that up (My people normaly just tap the comlink)

EDIT: Ah, ok forget my 3. it is bullshit *g*
Voran
Thanks for the replies so far.

4)What would be an appropriate quality (existing or new) to simulate the quality to you see sometimes in anime, or other media, in regards to the unflappable, though potentially annoyed, butler? What I'm envisioning is something more than just a bonus to a skill check. This quality would represent the ability of said individual to hm...avoid showing the appearance of surprise or change in reaction when confronted with some surprising event (walking into a room with an orgy going on, ghouls eating babies, your employer beheading someone, etc) and at least appearing to continue on as normal for that first round.

This quality wouldn't give you a bonus in combat, you'd still be surprised, it wouldn't let you 'go first' unless you had that adrenaline quality, but basically you'd be unflappable in regards to the first instance of coming across something new, exotic, or potentially horrific. Beyond that first round, or for extended situations, normal resistance checks would apply, but for that 1st instance of exposure, you at least act like its no big deal, nary a change in your immediate demeanor. Maybe something that reduces the threshold of such checks by 1 or 2, meaning things that would usually require at least 1 hit would be autosuccess for that first round?
Hedrik
I would go with something like guts quality SR4A p.91.
Doc Chase
Guts and Cool Resolve.
Johnny B. Good
Yeah, guts + cool resolve, with fluff and RP added for the desired effect.
Summerstorm
That is the composure check (Will + Cha)... have it high, and nothing even gets to you. (Even madness and fear effects). Also you will not be throwing up when you walk into... whatever it is you want to be cool about
Mäx
QUOTE (Summerstorm @ Jul 23 2010, 03:49 PM) *
2. Even there i would have to say: I would allow something like that. Of course it doesn't get lighter than a normal shield. But why don't have one rolling up into a mat or something. Of course it would be more expensive and as such won't be bought much. (Who needs a stealth-shield?)

I don't know, riot cops(or SWAT/FRT/HRT) might like somethink that easier to carry with you untill you actually need it.
Doc Chase
QUOTE (Mäx @ Jul 23 2010, 03:20 PM) *
I don't know, riot cops(or SWAT/FRT/HRT) might like somethink that easier to carry with you untill you actually need it.


That's what the Citymaster is for. It holds shields really well until that time when they're required.
Johnny B. Good
QUOTE (Summerstorm @ Jul 23 2010, 02:06 PM) *
That is the composure check (Will + Cha)... have it high, and nothing even gets to you. (Even madness and fear effects). Also you will not be throwing up when you walk into... whatever it is you want to be cool about


You could houserule up a quality that gives a dicepool bonus to these tests. 5 BP for a +2 maybe? Possibly taken multiple times.
Voran
Man I miss raygun, but DS in general has always been a useful source of info for me when it comes to guns.

In terms of shotguns, lets say I've got a pump action with a 5 round hold, im using standard ammo, if i wanted to use a specialized load for the next shot, do i just load it in the ammo feed and its good to go the next time I pump the action? Also, for weapons, would say using 10 mm ammo rather than whatever the current default ammo for an SMG is make a difference in its DV? All SMGs seem to do a flat 5P.

Also, is the corebook picture for the ruger super warhawk actually a picture of whatever the new Predator is? It doesn't look like a revolver.
killfr3nzy
Oh! I have a question! Well, I have a crap-load of them, but thinking coherently is a chore, so I'll keep it down. Oh, and Hi, I'm new. So, without further ado:


MAGIC BARRIERS
Because I forget if both sorts are called 'mana-barriers'.
Now, to my understanding barriers cannot be moved. It's either a spell, a fricking room (magic lodge) or an anchored ward. They prevent things from passing through (only the astrally active, in the case of mana-barriers). Only a little confusion so far.

However, we also have Biofiber. It is a Dual-Natured, living thing, that acts like a mana-barrier (because of the 'always-on' aspect of D-N, I guess).
So.. what happens when barriers collide? It wouldn't happen with just Wards and such that are immobile, but with Biofiber... Say I have a piece of Manatech, such as a manacase, and try and walk through a Ward - What happens?
Is it considered:
1. As just a barrier, acting like a +/+ magnet? (Two Wards cannot touch)
2. As an active Foci, Astrally-percieving/projecting Awakened or Dual-Natured critter?*
And if so, how does that take effect? People can try and 'push-through' barriers with a test, but Biofiber isn't self-aware, nor does it have any mental attributes. Say we use the rules for being forced through a barrier - does the biofiber die? Have it's Dual-Nature'dness go down for a few rounds?
3. As any other living Mundane?

Now, you might hand-wave this off with an indifferent 'mage did it' ~ because really, it's rarely applicable, and how often would it matter? Only... I had a fair few ideas that were stimied by this question.

[ Spoiler ]


I confess the fiction was spontaneous, but I did think harder about the rest. So we can see the use of biofiber in...
~ Your armour! "Laugh at the manifesting Mage as his 'direct' manabolts bounce off! Teach him to respect the sweet science with your Mana-liner Gloves accessory!"
~ Your concealed holster!**
~ Vehicle
~ Etc (I'm too tired for more right now)


So have I blown your minds, made paranoid your players? Or just shown a sad (mis)understanding of the rules?

*Which raises the question of other D-N's, like Ghouls, Dragons, etc. Do they have to tear down a barrier to pass through?
**If there were no gaps, then it should reduce the Force of any spell, including Detection. Yes?
MortVent
QUOTE (Voran @ Jul 24 2010, 10:56 PM) *
Man I miss raygun, but DS in general has always been a useful source of info for me when it comes to guns.

In terms of shotguns, lets say I've got a pump action with a 5 round hold, im using standard ammo, if i wanted to use a specialized load for the next shot, do i just load it in the ammo feed and its good to go the next time I pump the action? Also, for weapons, would say using 10 mm ammo rather than whatever the current default ammo for an SMG is make a difference in its DV? All SMGs seem to do a flat 5P.

Also, is the corebook picture for the ruger super warhawk actually a picture of whatever the new Predator is? It doesn't look like a revolver.



Pump shotguns and lever actions are last round in, first round out (I think there were a few exceptions though)

and ignore the artworks

As for all the smgs, they all use the same damage codes like most weapons (make things easier from a rules standpoint)

Voran
So I'm going through the gear files again, and getting familiar with restriction codes again when I had this question:

Aside from some of the few higher end pieces and stuff like sniper rifles and higher, why would you choose a F rated weapon in favor of an R rated one? Mostly weapons within a same class have the same damage codes, and sometimes the R pieces are cheaper, have more ammo, and better characteristics than the F rated ones.

Looking at Arsenal: SMGs, colt smg vs say the FN Praetor, the Praetor's only real saving grace is that its got a bigger magazine capacity.

Assault rifles: Why carry an Optimum 2 when you can carry a grenade launching m22A3 colt, which costs less, has a bigger capacity and is cheaper.

With R rated gear, you can at least spoof licenses, so when the cops show up after you're done mowing down that go-gang as part of your escort defense job, (or they show up in the middle), you at least have a little wiggle room on gear, as opposed to carrying F rated gear is automatic problems since there's no legal way to carry or use them. And again, for the most part, gear classes that have both R and F rated types tend to have their R rated gear equal in ability to F rated stuff anyway.
Tymeaus Jalynsfein
QUOTE (Voran @ Jul 25 2010, 10:35 AM) *
So I'm going through the gear files again, and getting familiar with restriction codes again when I had this question:

Aside from some of the few higher end pieces and stuff like sniper rifles and higher, why would you choose a F rated weapon in favor of an R rated one? Mostly weapons within a same class have the same damage codes, and sometimes the R pieces are cheaper, have more ammo, and better characteristics than the F rated ones.

Looking at Arsenal: SMGs, colt smg vs say the FN Praetor, the Praetor's only real saving grace is that its got a bigger magazine capacity.

Assault rifles: Why carry an Optimum 2 when you can carry a grenade launching m22A3 colt, which costs less, has a bigger capacity and is cheaper.

With R rated gear, you can at least spoof licenses, so when the cops show up after you're done mowing down that go-gang as part of your escort defense job, (or they show up in the middle), you at least have a little wiggle room on gear, as opposed to carrying F rated gear is automatic problems since there's no legal way to carry or use them. And again, for the most part, gear classes that have both R and F rated types tend to have their R rated gear equal in ability to F rated stuff anyway.


Easy Answer? Gear is all about Style... wobble.gif
killfr3nzy
QUOTE (Tymeaus Jalynsfein @ Jul 26 2010, 01:36 AM) *
Easy Answer? Gear is all about Style... wobble.gif

That's why you take the cheapest/best gun, get 'Custom Look: 2' and tell the GM "I want (it to look like) that one." Because a lot of good guns look terrible, and vice versa.
Another good point? It looks like another gun; Visual identification may give enemies the wrong answer, allowing you to surprise them with (insert difference in weapon stats here).
The bad point? It looks like another gun; Make sure you can prove what it started out as, carry licenses for both, and don't make your AK-2072 look like an Ares Alpha (Forbidden).
Mäx
QUOTE (Voran @ Jul 25 2010, 07:35 PM) *
With R rated gear, you can at least spoof licenses, so when the cops show up after you're done mowing down that go-gang as part of your escort defense job, (or they show up in the middle), you at least have a little wiggle room on gear, as opposed to carrying F rated gear is automatic problems since there's no legal way to carry or use them. And again, for the most part, gear classes that have both R and F rated types tend to have their R rated gear equal in ability to F rated stuff anyway.

Well all the other F rated SMG:s are pretty special models with nice extras compared to others and praetor is pretty dam good base for building an uber SMG.
Really almost all F rated weapons are special models with characterics not available in any other guns of that class.
The colt m22a3 is the one odd duck in the whole weapon system, beign a R rated grenade launcher, but even with that you have to be carefull what kind of grenades you use.

But really, if you expect to get into a firefight in downtown Seattle you just leave the forbidden guns at home or have a good face with high con pool and the right kind of identies.
Megacorp goons dont exactly have to care about legality ratings.
Khyron
On topic amusing anecdote, my weapon specialist carried around an AK98 (8F) but was convincing the cops it was an AK97 (4R) with an under-barrel flashlight and had a fake license for the 97.
Neraph
QUOTE (Mäx @ Jul 26 2010, 01:05 AM) *
Megacorp goons dont exactly have to care about legality ratings.

They do when they're out of their jurisdiction.
Voran
Re: Nanotech. The fluff describes that the use of hard vs soft seems to be more an issue of choice of manufacturer rather than design necessity. As such, is it possible to reprogram hard nanites to function as a 'soft' system in terms of ability? What I mean is, for the most part, all neural amplifier nanosystems are listed as soft, so 'learning stimulus 1-3' is soft. Could a hard system (lets say you had cyber rig booster, or the wildcard universal one) be reprogrammed to do those same functions?

Otherwise the only real difference I can see with hard/soft is that soft is more difficult to detect.
Voran
Anyone familiar with SAMs? I was wondering if anyone has designed 'fake' SAMs for SR? Basically designed as a fake-out or to mask a real SAM slipped into the pack of fakes, what I'm envisioning is a disposable system that has a 6 pack of missiles/rockets, 5 fakes and a real one, or 6 fake ones, basically designed to freak out opposition by first pinging them with lock on (it would have a basic targeting system, like one with those Stinger missiles, then launch its pack, the fakes would be relatively cheap, basically filled with spoofers to make them scream "I'm a real missile! ROWR!" and make an enemy pilot (security force) at least temporarily break off to avoid them. But with the real one mixed in with the fakes, it would still be potentially deadly.

Any idea on costs?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012