/r/Shadowrun
Welcome to /r/Shadowrun, chummer.
Here at /r/Shadowrun we talk shop about all things in the shadows. Discussion is primarily aimed at exploring narratives found in the Sixth World. Mostly the pen and paper role playing game, but also the board games, video games, and literature of Shadowrun.
Welcome to /r/Shadowrun, chummer.
Here at /r/Shadowrun we talk shop about all things in the shadows. Discussion is primarily aimed at exploring narratives found in the Sixth World. Mostly the pen and paper role playing game, but also the deck building card game, video games, and literature of Shadowrun.
Sadly our nova hot community isn't the best place to discuss the mechanics discussion or troubleshooting the video games. For that please check out /r/ShadowrunReturns for help.
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You can also use our old strike out if you want, which is just wrapping text with ~
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>!Mr. Johnson will betray you!<
Mr. Johnson will betray you
"Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon."
/r/Shadowrun
Hello, everyone; I’m having an issue with Shadowrunners: Return. When I enter combat, my character's neck stretches and arms extend, making me look like some kind of Eldritch horror. Additionally, my outfits never seem to fit my troll character properly. (Console)
One of the players is a parkour focused runner. As they started quite low-power, as young streetrats, there was a lot of hit'n run tactics. So i wrote some funny little random pursuite table, for the more cinematic feeling, while chasing thru the urban jungle.
It works quite easy with 2d6 an is for fun, as it needs to be fleshed out in the moment by the GM, but is good for a random chase on your walkies. The
Spontaneous Chase Obstacles in Shadowrun's Urban Jungle:
1D6:1: Vehicles (Test for Athletics, Leaping/Climbing)
2: Living Beings (Test for Athletics, Leaping/Climbing, or Brawling/Tackle)
3: Massive Obstacles (Test for Athletics, Leaping/Climbing, or pure Strength/Agility)
4: Unstable Obstacles (Test for Athletics, Leaping/Climbing, or Strength)
5: Terrain Changes (Test for Athletics, Leaping/Climbing)
2.-3. Wide loading ramp (concrete or improvised with planks/sheets): 1-4 upwards, 5-6 downwards
4--5- Extremely narrow alleyway (due to structures, air conditioning, pipes, fire escapes, old traffic signs, etc.)
6: Environmental Effects (Test for Body, Agility, or Willpower if applicable)
1.-2. Cloud of steam, 2D6 meters in diameter (water vapor from cleaning, chemical exhaust, paint fumes, etc.)
3-4 Shower of sparks (exposed electrical wiring, industrial grinder, etc.) Potential for electrical or fire damage
5-6 Puddle of water or oil, 2D6+2 meters in diameter slippery, Agility tests made harder by 1-2 successes
Chase Dynamics:
Certain encounters are staples of cinematic chases. Depending on the number of pursuers and the distance to them, a simple rule suggests requiring 1-5 successful tests to shake off pursuers. Distance plays a key role, starting at a base distance of 2 units (assuming the pursuers are out of melee range). Depending on the situation and the pursuers, a distance of 3-8 units might be needed to escape successfully. (Abstract unit, possibly converted to Distance x 5 meters.)
Tests can be modified as the GM sees fit. Failed tests reduce the distance between pursued and pursuers by one unit. If no distance remains, the chase ends with the pursuers catching up. If the maximum distance is reached, the pursued successfully escapes.
Example:
Gremlin, a self-proclaimed explosives expert, must flee the scene of her latest run. Since the streets outside are swarming with ConSec, she escapes into the alleys of São Paulo. Some angry corporate enforcers are hot on her heels. The GM requires Gremlin to succeed in 2 tests to escape, as she already has some distance (distance of 3).The GM rolls (5/4) and describes a narrow alley cluttered with pipes. Gremlin rolls an Athletics test, achieving 3 successes. She navigates the alley successfully. If the enforcers fail here, the distance increases to 4. The next roll (6/1) sends her stumbling into a chemical vapor cloud. If she passes a Body test against 2 successes, Gremlin may have shaken her pursuers—unless they’re all wearing sealed suits…
Critical failures can reduce the distance further or have additional effects (falling, damage, loss of an item, etc.).
Alternative Obstacle Effects: (could be added to the matching obstacles)
https://bundleofholding.com/presents/SR4SprawlMega
And here are various setting books for the 4th Edition.
Make sure to download both bundles directly from Bundle Of Holding as the PDFs have no watermark then.
As I read the rules it's not possible to go into full defence without being attacked. But I wanted to check with the hive mind if I missed something, or if there are additional rules or something for this.
My thinking is that if I roll badly in the initiative roll I might only get one action that turn. If no one attacks me until after I preform that action I have no way to go into full defence. If I meet a jacked up, cybertroll with a bazooka, I would prefer to focus on defence than attacking.
So I'm wondering if it is possible somehow to go into full defence, basically as a complex action.
EDIT: Thank you for your replies, and reminding me that Full Defence per the rules can be activated at any time.
Bit of an argument at our table, which we can't get past.
How is non-magical Stun Damage (tasers, gel ammo, a solid knock on the head) calculated for armored targets? Does AV even come into play here? It feels like it should, but the wording in the rules is not clear enough.
Okay, I got a question about the Complex Form: FAQ It says that I can ask questions to Matrix Devices. Asking about "The true purpose" of various aspects of the Matrix. Should I be able to ask a PC, commlink, or a device attached to the node of a building about things such as floor-plans, blueprints, or even security codes if the device would feasibly have access to that information?
I've been playing Shadowrun Hong Kong and it's making me want to get into the tabletop version. I've run DnD 5e and Call of Cthulhu 7e. Learning about Shadowrun, there doesn't seem to be a definitive best version, so I think I'd prefer to play the same version as the video games just for familiarity sake. Thanks for the help!
Hello everyone!
Me and my friends are going to be starting a shadowrun game soon and I finally had the chance to play a thief like character in a ttrpg so I leapt at the chance and my character concept ran away from me a little bit. I am aiming for a cat-burglar who can hold her own when it comes to combat, with a ninja aesthetic.
I have been reading a lot of posts on the subreddit looking for advice and I think I have come to a okay enough build using chummer, however am I handicapping myself buy not using ranged weapons like pistols and the like?
Would anyone be able to look the PDF over and have a look for anything I may have missed or made mistakes with, I am very open to advice!
I only have access to the base book and Chrome Flesh at the moment.
Thanks for your time!
I have an updated version of Alley thanks to peoples feedback: PDF Link!
I tried looking up some stuff and see that shadowiki links to some random website.
Anybody got any info?
Sorry if that is an often-asked question, but I am a bit confused as to what is usually hackable during combat, after reading about a "data-spike technomancer build" whose shtick it was to brick all guns.
Are guns generally hackable in combat? Why so? Why would they need a matrix connection?
Cyberware only if the wifi is enabled, right?
Smartgun systems sure, if enabled, but they would not affect the gun per se?
So I just finished Shadowrunner:Hong Kong!! and I'm kinda still confused about fighting the whole evil demon god can someone fill me in so I can have a better understanding of these gods. (Also any tips for the game would be helpful I really like it!)
Have a player wanting to originate from Wyoming as a farmer boy. Not really sure where I am looking for info. Parents lost the farm to a local corporation who gave them a loan to expand the farm, but they defaulted so got it repossessed.
To be honest I feel a bit out of depth with this one, there seems to be so little info on the Sioux out there and even less information about the corporate structures of the NAN. The farming part is less important as it's basically background info, but the disgust with corporate greed and the desire for "back at home" or feeling like a foreigner in Seattle I want to help give some hooks for.
Trying to figure out if I’m not comprehending something correctly. Is there a difference between the Tumble Edge action and the Knockdown rule that I’m not seeing?
——
Tumble (Melee Attack, 1 Edge): …If the damage being inflicted on a target is greater than the target’s Body, they are brought down; giving them the Prone status.
Knockdown: Whenever a character is damaged, if the amount of damage left after their Damage Resistance test is greater than their Body rank, then they are knocked down and gain the Prone status. They’ll have to use a Stand Up action if they want to remove the effects of the prone status.
——
Aside from Knockdown being technically an option, is there any reason at all you’d use the Tumble action?
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Hello kind redditors. I am hoping you Shadowrun experts may be able to guide me on how to arrange a very fun gift experience for my husband. Full disclosure, I know very little about Shadowrun, but he is pretty knowledgeable. He has a regular D and D crew he plays with, but he's always had a hankering to play Shadowrun. He tried to GM a campaign with these folks once but they just found the rules and dice overwhelming and the game crawled along and didn't catch.
I'm thinking of trying to make his shadowrun dreams come true for Christmas or his birthday in January and was thus considering the idea of hiring a GM to run a few sessions remotely with he and I playing together, or maybe finding an existing game on Start playing to join, though that feels like more of a risky shot in the dark.
Does anyone have any suggestions on how I could let him have a fun, memorable experience finally getting to inhabit a cyberpunk fantasy, if only for a couple of sessions? Any source for reliable knowledgeable GMs for hire or alternate ways to achieve this goal you can think of?
I know this isn't the usual content for this space, so I appreciate your patience and any expertise or guidance you could give my ignorant ass to help make a great man's holidays good.
So i liked the idea of making a street alchemist for my character in a game I'm about to join.
However, re-reading the rules, it seems like it's basically regular spellcasting except it has to be done in advance and it decays if you wait.
I understand that you can sleep off some of the damage you take from drain, but you can't exactly sleep for taht long without it going bad.
Aside from "alter balistics" (Which doesn't seem that powerful), is there an actual reason to be use alchemy instead of sorcery aside from "it looks cool"?
It seems sorcerers can do the exact same thing as you except they don't have to know in advance what they're going to need. Does alchemy do anything interesting aside from have a different aesthetic?
Note that I'm not really going for a combat mage,
I have a few question about how security forces, specifically ones that hold policing contracts, would respond to calls around Extraterritorial property.
Is it commonplace/easy for shadowrunners and other criminals to escape the police by running onto property owned by another corp?
If a Knight Errant/Lone Star Officer noticed someone holding up something like a Stuffer Shack, would the officer have to call Aztecnology or whoever owns the property to get permission, or would there usually be something in the policing contract to allow intervention despite the Extraterritoriality? It seems super easy to rob a Stuffer Shack otherwise because I doubt most would have security guards besides the local police.
Do Corps Always call their own HTR teams or would they generally accept whoever had the policing contract, even if they are working for another megacorp?
How obvious are the boundaries designating Extraterritorial space? Are they always super obvious or are they just something the police are expected to know?
Does anyone know were I can find more information about Security Companies outside of Lonestar and Knight Errant? The Shadowrun Wiki lists the names of a few companies but there is almost no info about them and if was looking to add some variety to the opposition in the game I am currently running.
Is a registered sprite on a limited lifespan once they preform their first illegal matrix action? Or does rebooting your living persona reset their OS too?
Grenades in the CRB have a wifi-bonus which mentions their wifi-ignitor.
So I understand this means that at least if the wifi-bonus is enabled, a Decker would be able to blow the grenades up. But does that also apply if the wifi-bonus is disabled? If not, how do you decide whether the Decker can hack them or not?
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Hi everyone,
I've been browsing various forums for days, but I still haven't found what I'm looking for. I need to create a rigger, mainly for a support/strategic role. My job will be to pilot various vehicles for escapes and assist infiltration missions using drones, both outside and inside different buildings.
I was thinking of using a small flying drone to map the area around a building, detecting guards, cameras, entrances, exits, and so on. For internal operations, a drone similar to the Flathead from Cyberpunk 2077 could be ideal for unlocking doors, identifying alarms, and possibly deactivating them. This could be done in cooperation with a Decker to scout rooms before the team enters, among other things.
My question is: what can I equip these drones and vehicles with to provide this kind of support? For vehicles, I was considering:
Each vehicle would also need to store the various drones. Since I plan to control the drones remotely, what tools or equipment can I use to protect myself from potential hacking attacks that might triangulate my position, block my controls, or destroy the drones, compromising my role?
I am considering trying my hand at being a GM and want to put together a 4E campaign. I know shadowrun is not a great choice for new GMs with how complicated it is, but I have fair experience as a player in that edition and it's a setting I enjoy.
Anyways I have no idea where to quite begin the set up. I have a few basic books to start off with to keep it simple. -SR4 -Arsenal -Augmentation -Runner's Companion
I have a basic idea what I want the first run to be, just not sure how to put the parts together to get rolling.
For story reasons I won't bore you with, The Las Vegas strip is going to be much less consolidated in Shadowrun than it is today.
Instead of the entire strip being owned by like two corporations every megacorp is going to own at least one.
Obviously Ares macrotechnology will own the New York New York, because of American heritage. And Aztechnology will own the Luxxor because pyramids.
But I'm struggling to figure out which mega corps would own the other strip casinos and how they would change them astetically; if at all.