QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

Setting Question: In the real world most people aren't that concerned about data security - but when the media reports that something can be hacked, people really make sure to stop using it. Look at all the reports about Bluetooth Discoverable hacks or cars and similar - people get paranoid about that. So how the heck do Meta Link still sell any commlinks, ever? Even Device 3 is trivial for a hacker who invests well. Well, maybe such hackers are rare and people aren't aware of them... oh, hang on a second, they have their own sodding theme bar in Seattle.
A lot of people think that "The hackers have no reason to be after
me, I'm an unimportant schmuck." These people are prime targets for phishing, of course. However, successful criminals are smarter than that (specially because the FBI can institute all manner of phone taps), and treat cell phones as security hazards.
Don't store sensitive data on a wirelessly acccessible device if it's not necessary. Erase all call logs, don't keep a phone book but "remember" phone numbers instead:
Sensitive data is stored on an implant commlink in your head, which has its wifi antenna physically removed, and is accessed through a datajack instead. The cables help to make sure you don't forget to take off a trode net when leaving your inner sanctum, and make wifi hacking harder. The goal of the implant commlink is to be a computer, be an auxiliary memory, calculator etc, not a communications device. It also helps you store comm numbers in a less sensitive space. An important feature of this implant commlink is that it's immune to pickpocketing, theft or remote hacking.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

Rules Question! So.. can he? I basically said no, he can't, because that removes most of the point of Signal and any aspect of legwork in tracking people down. On the other hand, it does seem reasonable - commlinks act like mobile phones when they have to, and if you have someone's number, the network has to find their location to call them. Is there a nice explanation of this sort of thing somewhere?
I'm inclined to say yes... compare it to a movie scene where the FBI/CIA/whatever is trying to keep someone talking, keep the line open, so it can be traced. Maybe demand that there needs to be an open connection.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

Rules Question 2! The Track User action lets you track anyone "whose icon is present in your node". So... if you hack someone's commlink, under what circumstances is their icon present in the commlink's node? Is it there all the time? Or only when they're in VR or interacting with the Matrix in some other way? Does an AR user ever leave their commlink's node?
I'd say that it's in the spirit of the rules to be allowed to track a commlink that you're hacked into.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

So, the runners decide to go and get a Voice Modulator to try and copy Kaz's voice, and then comm up "Wolf". It takes them a bit of dealing to find a Voice Modulator and in the end they're only able to go for a Rating 2 Secondary Pattern because anything else will take a week or more to obtain. They then call "Wolf", pretending to be Kaz. He doesn't answer - it being very late night at this point - so they leave a message telling him that the heat is on and they want to meet up. Haxor finds that "spoof a commlink's access ID" is quite easy to do, to make the message look like it was coming from Kaz's commlink. But Kane then points out that this means that Wolf will try to call Kaz's commlink back, meaning the runners won't get the message. Haxor starts to ask about how he can spoof Kaz's commlink ID to the network, so he'll get the call instead. Well. Um, can he do that?
Here we have real-world computer stuff meeting SR again, always a tricky thing. It makes sense - the network routes stuff to a commlink based on its Access ID, and there are ways to change your Access ID. So logically you could turn off Zak's commlink and set your own Access ID to the same value, and masquerade as Zak's link. Of course, from a game balance perspective, that way lies madness...
In the real world, there's a great deal of trickery involved with spoofing your identity as an entity on the web. It's not very easy to impersonate, say, a bank - there are all sorts of third-party authentication schemes to foil that. But SR doesn't use that kind of detail. So this is vague...
Of course, the smart solution would have been to just steal Zak's commlink or hack it, and route calls through it.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

The runners decide to head down to the warehouse early to set up an ambush. Before they go, Dawg casts Improved Reactions on several of the other group members, and then summons up a Force 10 Spirit of Man to hang out with him! The Spirit sends Edge against summoning, meaning that Dawg takes 6 or so points of Physical damage from oversummoning. Haxor, who has First Aid and Medicine as well, fixes him up in 18 seconds.
Other people have pointed out that the rules for First Aid were applied incorrectly here. Read them extremely carefully, they're trickier than they appear, and if you apply them completely, less unbalanced than what happened here.
And that kind of summoning is what you get when you refresh Edge every session. It's probably best to refresh it every mission instead.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

Rules Question! The action of searching a general area for hidden notes is an Extended test with a threshold of 15. So, what happens if a hidden node arrives in the area during the Extended Test? If the guy is just sitting and constantly sweeping for nodes, how long on average is it going to be before he detects a new arrival - is it going to happen when his current Extended Test finishes, or will he have to wait until the next test starts and finishes?
Eh. For this kind of stuff I generally use a "luck roll" - if the player rolls well, he gets the good option. This really seems like a job for random chance.
QUOTE (hyphz @ Sep 25 2011, 12:01 AM)

At this point Zod decided he was tired of waiting and opened fire on the guards outside the building, killing both of them. At the same moment, the Kenran-Kai sniper who'd been observing them from another rooftop fired at Zod, dealing 9 Physical damage. Zod's player complained that he should have been on the highest rooftop where this couldn't happen. I tried to clarify things by pointing out that there wasn't a lot of difference between the heights of buildings in the area ("it's a bunch of old warehouses basically"). Some further complaints. The sniper then ducked down to try to hide, and so Haxor tried to scan for his commlink. At this point I clarified the rules on Tracking and it seems to be, certainly, that scanning for the commlink would find the Node but wouldn't find the precise location of the sniper - and even using Track User wouldn't tell him exactly where he was, close enough to shoot him. However, on his turn Zod's regular Perception enabled him to see the sniper. I was using the FBI sniper stats from Ghost Cartels, but still Zod shot straight through his ballistic shield and blew him to bits.
1) If Zod wasn't aware of the sniper, he wouldn't get to defend against it in the first IP the sniper attacked.
2) No smart sniper has a wireless device with him, because it compromises stealth. If you must communicate, path in a cable to some local building's landline and get a fake account.
Anyway, concerning Kaz's fate: they didn't make sure the body was really dead, from close by? Then according to everything Hollywood has taught us, he
must be alive, just playing dead so they'll stop shooting and let him regenerate in peace.
QUOTE (hyphz @ Sep 25 2011, 03:25 PM)

As for stats for the characters. Here's the most recent set of stats I have for Zod:
Metatype: Elf
Bod 5 Agi 8 (12) Rea 5 Str 1 Cha 3 Int 5 Log 1 Wil 1 Edg 3 Mag 5 (4)
PosQ: Adept, Aptitude Automatics, Exceptional Attribute Agi
NegQ: Incompetent Archery, Incompetent Artisan, Incompetent Medicine, Uncouth
Skills: Automatics 7 (+2 Assault Rifles), Infiltration 0 (+2 Urban), Perception 1 (+2 Visual), Pilot Groundcraft 4
Powers: Improved Combat Ability Automatics 4, Improved Physical Attribute Agi 2
Ware: Smartlink, Vision Magnification, Vision Enhancement 3, Reflex Recorder Automatics, Muscle Toner 2
Gear: Middle Lifestyle, Form-Fitting Half-Body Suit, Armor Jacket, Ares Alpha (Gyro Stabilization, Gas-Vent 3, Smartgun, Additional Clip, Extended Clip 100 Drum, Personalized Grip, High Velocity, Ex-Ex ammo), Steyr TMP (Concealable Holster, Hidden Arm Slide, Smartgun, Gas-vent 3, Stock, Shock pad, Ceramic Components 1, Chameleon Coating, Personalized Grip, High Velocity, Ex-Ex Ammo), Meta Link running Vector Xim, Fake licenses 4 (Machine Pistol, Assault Rifle, Bioware, Cyberware), Fake SINs 4 (Neil Befor, Admiral Ackbar)
I haven't included the truck because I only have an old version of the character sheet that shows the incorrectly built car.
Let's vivisect this abomination.STR 1, no Climbing - this sniper is not going to be climbing to rooftops. If he tries, he'll fall off, taking some falling damage, and ruining chances at stealth.
LOG 1 - smack him with a rolled-up newspaper every time he tries to come up with a complicated plan for anything. LOG is easy to dump because there aren't all that many skills that use it, but lockpicking is one of them, and with his lack of climbing skills, how's he going to get on top of buildings?
WILL 1 - No defense against magic at all. Use Control Actions to make him walk off that building (assuming he can get up on it in the first case.) Make him dance like a monkey during combat. Shoot him with a stunbolt. Tempt him with drugs.
WILL 1, no Influence Skills, Uncouth - he has NO defense against any social roll. He doesn't even get a single die. Young schoolgirls can make him their sock puppet.
No Dodge or Gymnastics - introduce him to the wonderful world of people trying to hurt you, and you not having any way to avoid it.
No Stealth skills - this is a
sniper? Make sure to make him roll those stealth skills.
No Matrix skills, non-customized commlink loadout - every hacking trick the PCs have pulled so far, you can do to him,
easily.
Fake SINs: these are things you show to officials to show that you're not a criminal. With those names?
This is really one of the most absurdly munchkinized builds I've seen, but with huge glaring holes in it. This is a character who can't hide, can't talk, can't take a beating. He's a maniac with a gun.
QUOTE (hyphz @ Sep 25 2011, 03:46 PM)

This is actually a big question that I've forgotten about before. Normally I _do_ roll Perception tests etc. for the players, but in Shadowrun it seems to be unreasonable to do so because the player has the option of spending Edge on the roll, which requires them to know that the roll is happening - and, afterwards, to know how it went. Is that intended?
I wouldn't let players roll Edge on tests to notice something passively. Edge is for when a character puts in extra effort. Just make the passive PErception rolls in secret; get them to give you the numbers for their dice pools so you don't have to ask them. Just roll some dice behind the GM screen now and then.
QUOTE (Gazzor @ Sep 25 2011, 07:43 PM)

SR is also interesting compared to D&D as a "lvl 1" guy can be about 90 odd percent as powerful as a character playing for a while, especially if you gimp up your prime stat (My char is STR1, CHA1 and INT 1). So my guy, with aid of +2 rod of magic, can roll up to 16 dice (I think, not got details here) on manipulation spells.
INT 1 is a big risk though; low Initiative can be deadly if surprised, and low INT means your Perception checks to spot ambushes will be rather difficult.
Anyway, you seem to be more levelheaded that whoever plays this Zak creature

Just remember that D&D tries to shoehorn people into balanced builds, while SR gives you a lot more freedom to minmax as you see fit. But with great power...