[QUOTE=Alsojames;49167619]Or would the corp care that little about their personnel's lives that they'd send them into the grinder?[/QUOTE]
yes
always yes
[QUOTE=SiberysTranq;49167918]
The thing is, at least in conventional shadowrun, that any serious hardpoint with no danger of collateral damage would be Thor-ed to death from orbit long before it could be a threat
unless it was mobile, or somehow impossible to hit, by being deep underground/underwater.[/QUOTE]
Pretty much, collateral damage is a runner's best defence.
[QUOTE=SiberysTranq;49167918]
The thing is, at least in conventional shadowrun, that any serious hardpoint with no danger of collateral damage would be Thor-ed to death from orbit long before it could be a threat
unless it was mobile, or somehow impossible to hit, by being deep underground/underwater.[/QUOTE]
The base is protected by Supreme Commander Tier 3 shield system. It also eats any magic that goes through it. Bam, solved it.
[QUOTE=gufu;49169728]The base is protected by Supreme Commander Tier 3 shield system. It also eats any magic that goes through it. Bam, solved it.[/QUOTE]
VETO
Being underground or underwater is a good defence against magic too, astral forms have issues moving through soil or water because of the life in it or something. Also starts debates over if the planet itself is alive since the ground has an astral form.
[QUOTE=Rents;49169848]Being underground or underwater is a good defence against magic too, astral forms have issues moving through soil or water because of the life in it or something. Also starts debates over if the planet itself is alive since the ground has an astral form.[/QUOTE]
Water doesn't have an astral form, just the ground.
It's still hard as fuck to find anything in the ocean astrally, though.
[QUOTE=elowin;49169866]Water doesn't have an astral form, just the ground.
It's still hard as fuck to find anything in the ocean astrally, though.[/QUOTE]
I don't know how magic actually works in SR, just how to fuck it up.
[QUOTE=Rents;49169870]I don't know how magic actually works in SR, just how to fuck it up.[/QUOTE]
Here's my super mega secret ultimate tip for murdering all wizards
[sp]shoot them[/sp]
[QUOTE=elowin;49169887]Here's my super mega secret ultimate tip for murdering all wizards
[sp]shoot them[/sp][/QUOTE]
Shoot them with drones.
This is a pretty specific and weird request, but does anyone have that image that was a page from the dm's guide or monster manual (or some other dnd source book) on Kobolds, but had been annotated with a bunch of stuff? Mostly joking about how kobolds 'service' their dragon masters or whatever, complete with blurred out coke can 'size comparison' :v:. It got posted in one of the previous versions of the thread, but I can't seem to find it..
Just DM'd a supernatural/mystery game for 7 hours straight. Hardly even noticed the time going everyone was just determined to figure out what was going on and how to stop it.
It involved: Jormungandr as demon, creepy janitor red herring, suspicious professor red herring, a mysterious corporation that orchestrated the whole thing, a viking witch, a film student who filmed all the murders for the corporation in exchange for getting the girl of his dreams, and the cheerleading squad that carried out the murder/sacrifices.
We don't normally play for 7 hours straight, we were just really feeling it hadn't rolled the dice in quite a while, awesome time.
[img]http://i.imgur.com/a4JyvSf.jpg[/img]
Rrerr
[QUOTE=SiberysTranq;49167918]1-10: Nobody is there. Roll will save (DC10) or become Fascinated by the stars in the sky till the end of the night.
11-20: You enter the wrong side. Roll a reflex save (DC12) or suffer 1d6 damage from a thrown improvised weapon.
21-40: You're in a hot springs. You can hear people on the other side. With a successful (DC16) perception test, you find a hole in the wall to peek through.
41-50: The hot spring is home to a Nymph. Roll a fortitude save (DC21) to resist blindness.
51-55: The hot spring is home to a colony of 1d6 steam mephits.
56-60: The hot spring is closed for cleaning. Roll a will save (DC14) or suffer the effect of Crushing Despair.
61-70: The conversation in the hot spring inevitably moves to romantic attraction. Roll Bluff, opposed by Sense Motive to deny that you're interested in someone on the otherside. If you honestly aren't, you gain a +10 bonus to this test.
71-80: You accidentally bump into someone from the other side while returning to your changing room, and knock them over. Roll bluff to stammer out an apology or suffer 1d4 damage from a slap.
81-90: Mixed-gender changing room. GM's discretion as to the manner of perils faced therein.
91-92: You found the secret path to the hidden hot spring!
93-94: The hot spring is an advanced (12 HD) Water Weird.
95-96: The hot spring includes a drain that leads to the city of spirals.
97-98: INDECENT PROPOSITION. GM's discretion for exact challenges.
99: Nothing funny happens. God. Seriously. Immature, you guys.
100: The hot spring is, in fact, a giant mecha.[/QUOTE]
There's no "1: Pool's Closed due to Mummyrot"? Absolutely shallow table.
[QUOTE=gufu;49169728]The base is protected by Supreme Commander Tier 3 shield system. It also eats any magic that goes through it. Bam, solved it.[/QUOTE]
Also a ring of anti-nuke launchers and Buzzkills.
[QUOTE=croguy;49170917]There's no "1: Pool's Closed due to Mummyrot"? Absolutely shallow table.[/QUOTE]
Mummy rot isn't contagious unless you're also a mummy, why would you close the pool because of it
So for my big huge Shadowrun PMC thing, the base is shielded, underwater, maybe with some radar/satellite-blocking tech.
I think I'm going to need to wait for Rigger 5 to come out for some more vehicle rules, too.
[QUOTE=SiberysTranq;49171191]Mummy rot isn't contagious unless you're also a mummy, why would you close the pool because of it[/QUOTE]
Bullshit, my GM infected half the party with mummyrot and we had to nearly stitch them back together at the nearest cleric.
[QUOTE=SiberysTranq;49171191]Mummy rot isn't contagious unless you're also a mummy, why would you close the pool because of it[/QUOTE]
it's a disease, of course it's contagious
it just doesn't spread easily
I made & ran a fallout system today (fucking original I know), player takes a 55 damage headshot at level 1 and I let him roll d100 vs Luck to survive, gets a 1. Guess that's Luck alright.
[QUOTE=elowin;49171426]it's a disease, of course it's contagious
it just doesn't spread easily[/QUOTE]
It even says in the description it's more a curse than disease, which would make no to sense to transmit naturally save for getting it from the creature that generates it
though then again pathfinder has just about zero rules for disease spreading in any way other than combat so I guess it's all down to one's own interpretation of it
[QUOTE=Glent;49172956]I made & ran a fallout system today (fucking original I know), player takes a 55 damage headshot at level 1 and I let him roll d100 vs Luck to survive, gets a 1. Guess that's Luck alright.[/QUOTE]
Sounds like level 1 in Fallout 1&2 alright
[QUOTE=SiberysTranq;49173110]It even says in the description it's more a curse than disease, which would make no to sense to transmit naturally save for getting it from the creature that generates it
though then again pathfinder has just about zero rules for disease spreading in any way other than combat so I guess it's all down to one's own interpretation of it[/QUOTE]
Mummy AIDS is some nasty shit, I'll tell you what. Handling bad diseases would be easier if you could pull a Dallas Buyers Club, but with the added curse effects on top I don't think that would apply. Besides, tombs with mummies like those have a tendency to be in bumfuck nowhere/Egypt. Unless you're a particularly unlucky adventurer. Or the land lord thought building a castle on top of some unrecognizable ruins was a good idea.
Actually, now that I think about it, having less or no ability to cure disease, but having the capacity to suppress--or negate its effects-- would be an interesting take on disease. I kind of got that implemented into my D&D expansion, even.
[QUOTE=Rents;49173128]Sounds like level 1 in Fallout 1&2 alright[/QUOTE]
Thankfully it was to roll UNDER my Luck (which was a pathetic 3), so that was a good roll! Shitty pipe guns will still wreck you if they get a crit!
[QUOTE=SiberysTranq;49173110]It even says in the description it's more a curse than disease, which would make no to sense to transmit naturally save for getting it from the creature that generates it
though then again pathfinder has just about zero rules for disease spreading in any way other than combat so I guess it's all down to one's own interpretation of it[/QUOTE]
It's both a curse and a disease. The reason is literally just to make it harder to cure, it's still transmitted like any other disease. It uses the exact same mechanics. It just isn't cured by a simple Remove Disease spell.
Started a new campaign as a bugbear barbarian with a high strength/charisma mediocre con/dex shit wis/int. He thinks he's the diplomat for his people and that he's going to travel to the centers of each civilization and establish raiding seasons (doesn't understand trade), learn about their gods and lore (has already learned about the god Caste, divine patron of classes and nobility), and teach the world about bugbears.
He also wields a small tree.
[editline]23rd November 2015[/editline]
Oh and the reason he thinks he's the diplomat is because his family/clan whatever got sick of hearing him talk endlessly about everything and when he offered they couldn't get rid of him fast enough.
[url]https://www.jitbit.com/alexblog/249-now-thats-what-i-call-a-hacker/[/url]
Treat this as a guide on how to play a decker in SR.
My Pathfinder party is fucking crazy, so I decided to draw them using a similar template to the /tg/ adventures. we're three sessions in and I'll probably do some progression as we continue.
[t]http://i.imgur.com/ztBTEmD.png[/t]
My Demon group is a peculiar sort. I'm not saying I didn't expect it, but Sergei Bellic (Serbian Cabbie) has managed to sneakily offend an Angel by using "Cause and Effect" to start a chain of events that ended up with a guy falling off his stool at a bar and urinating on said Angel. This whole sordid chain of events culminated in Sergei helping the Pisser win back his girlfriend in a Soul-pact, taking the Pissers pet Ferret to help solidify his cover.
The other character is Pat "Mustard" Mollack, a Demon so entrenched in his cover that he fears the God Machine is trying to destroy his milk-float. Jayce Venture (pet detective) had to fight off a crazed Stigmatic after being called in to verify a case of whether or not it was the dog turning the thermostat up.
[QUOTE=Pezgod1;49178203]My Pathfinder party is fucking crazy, so I decided to draw them using a similar template to the /tg/ adventures. we're three sessions in and I'll probably do some progression as we continue.
[t]http://i.imgur.com/ztBTEmD.png[/t][/QUOTE]
Poverty stricken homeland, rapes everything? I'll have you know that his homeland is actually just deprived of wealth and he has only attempted to rape three people so far.
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