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View Full Version : Couple of Shadowrun questions



Jeivar
2013-06-05, 10:49 AM
We'll be playing Shadowrun 4 soon, but it's been a long time since I gave it a try and it was never often enough to get a proper feel for the system, the setting or the rules.
And yes, the GM can just explain this to me when we get to character creation, but I'd rather just have things mostly laid out by then.

I'm going to play a vampire (GM homebrew), and decided to just go with Selene from Underworld for fun. I've already set aside a Full Body Form Fitting Armor in the budget, but how does burst fire and dual-wielding work in the SR system? Are twin machine pistols at all viable, or would that be shooting myself in the leg?

Also, I've burned myself in the past by overlooking some basic issue or gear needed for the setting. What should no Shadowrunner be without, or always remember?

comicshorse
2013-06-05, 11:24 AM
We'll be playing Shadowrun 4 soon, but it's been a long time since I gave it a try and it was never often enough to get a proper feel for the system, the setting or the rules.
And yes, the GM can just explain this to me when we get to character creation, but I'd rather just have things mostly laid out by then.

I'm going to play a vampire (GM homebrew), and decided to just go with Selene from Underworld for fun. I've already set aside a Full Body Form Fitting Armor in the budget, but how does burst fire and dual-wielding work in the SR system? Are twin machine pistols at all viable, or would that be shooting myself in the leg?

Also, I've burned myself in the past by overlooking some basic issue or gear needed for the setting. What should no Shadowrunner be without, or always remember?

If you want to be a Shadowrunner and not just a thug for hire you absolutely need at least one good fake I.D.

p.s.
This probably should be in the other games section

p.p.s
Also is your GM aware there are offical rules for playing Vampire P.C.s in the 'Runners Companion' ?

Andrewmoreton
2013-06-05, 11:56 AM
We'll be playing Shadowrun 4 soon, but it's been a long time since I gave it a try and it was never often enough to get a proper feel for the system, the setting or the rules.
And yes, the GM can just explain this to me when we get to character creation, but I'd rather just have things mostly laid out by then.

I'm going to play a vampire (GM homebrew), and decided to just go with Selene from Underworld for fun. I've already set aside a Full Body Form Fitting Armor in the budget, but how does burst fire and dual-wielding work in the SR system? Are twin machine pistols at all viable, or would that be shooting myself in the leg?

Also, I've burned myself in the past by overlooking some basic issue or gear needed for the setting. What should no Shadowrunner be without, or always remember?

You must take the Positive Quality Ambidextrous.(else big penalties)
Uncompensated recoil I believe is doubled so fit enough recoil comp to both guns.
Physical adept with extra skill in the weapon skill of choice (automatics) and as a vampire tends not to be allowed Bio/cyber aguments also take attribute boost agility , increased reactions and if possible take the way of the warrior advantage to make powers cheaper and look at power specific geasa(optional rule)
I recommend the FN-7C Machine pistol for its extra built in RC


You have to split your dicepool between the 2 shots so you need to maximise (high agility , adept power, skill specialisation, smartlink). However if dealing with one target who dodges a lot you can just use one gun and don't lose anything.
Look at Krav Magna and Firefight martial arts some of their bonus's can be useful.
Also with a good automatics skill you can still use an assault or Battle rifle if long range is an issue.

As the previous poster mentioned there are published vampire rules but may not fit what your GM wants. (I house rule to make essence loss/drain more playable)
The Big advantage of form fitting armour is it stacks, so see what your body allows you to wear over it without encumbrance , Lined jacket seems to fit the style

Jeivar
2013-06-05, 01:45 PM
Also is your GM aware there are offical rules for playing Vampire P.C.s in the 'Runners Companion' ?


As the previous poster mentioned there are published vampire rules but may not fit what your GM wants. (I house rule to make essence loss/drain more playable)

Yes we know, but he doesn't like those and he's redesigning by drawing on Vampire: The Masquerade and making them true undead who feed on blood rather than virus-victims who feed on Essence.


You must take the Positive Quality Ambidextrous.(else big penalties)
Uncompensated recoil I believe is doubled so fit enough recoil comp to both guns.
Physical adept with extra skill in the weapon skill of choice (automatics) and as a vampire tends not to be allowed Bio/cyber aguments also take attribute boost agility , increased reactions and if possible take the way of the warrior advantage to make powers cheaper and look at power specific geasa(optional rule)
I recommend the FN-7C Machine pistol for its extra built in RC
SNIP
Look at Krav Magna and Firefight martial arts some of their bonus's can be useful.


So it's doable but complicated. I get the feeling all those points would be better utilized elsewhere. I'll wait to see the final point cost of the vampire build before I decide what to do.

I'm not familiar with Krav Maga though, and I don't have a SR book myself. Is there an online source for it?

TheCountAlucard
2013-06-05, 01:49 PM
Gear suggestions: two or more fake SINs, at least three disposable commlinks. Also get an RFID tag eraser. Everything from your guns to the candy bar you buy out of a vending machine is going to have RFID tags, and letting someone track you is a no-no.

Seerow
2013-06-05, 01:54 PM
Yeah, two weapon fighting is generally not worth it. It comes with penalties, and then on top of that you must split your dice pool. It may deal a couple of extra points of damage when both shots hit, but your chance of hitting goes way down. It's generally better to pick a single weapon and stay with it.


Is the homebrew vampire your GM made capable of getting cyber/bioware? Really any information on that would be helpful.

Alejandro
2013-06-05, 01:57 PM
Krav Maga is a martial art developed mostly in Israel that focuses on (when necessary) very aggressive and fast responses to close quarters fighting.

http://en.wikipedia.org/wiki/Krav_Maga

Jeivar
2013-06-05, 02:40 PM
Gear suggestions: two or more fake SINs, at least three disposable commlinks. Also get an RFID tag eraser. Everything from your guns to the candy bar you buy out of a vending machine is going to have RFID tags, and letting someone track you is a no-no.

I'll keep this in mind.



Is the homebrew vampire your GM made capable of getting cyber/bioware? Really any information on that would be helpful.

No. The character has no bodily functions to make stuff like that work.


Krav Maga is a martial art developed mostly in Israel that focuses on (when necessary) very aggressive and fast responses to close quarters fighting.

http://en.wikipedia.org/wiki/Krav_Maga

Yes, I know. I meant sources for the Shadowrun rules regarding it.

Talderas
2013-06-05, 03:57 PM
but how does burst fire and dual-wielding work in the SR system? Are twin machine pistols at all viable, or would that be shooting myself in the leg?

I don't play dual wielders (I usually play long range shooters) so my knowledge on the specifics isn't there. When you attack with two weapons you split your dice pool. Certain modifiers apply before the split and certain modifiers apply after so those applied after are applied to both attacks. So when you dual wield you want to stack more on the after split modifiers than the pre-split. The other way to do dual wielding is to not actually attack with both weapons but have both weapons available. This works great because you can have one weapon loaded with one type of ammo and the second with a second type (or grenade launcher).

One thing to note is that if you're dual wielding weapons of different types (Machine Pistol + Grenade Launcher) you would use the lower dice pool of pistols vs heavy weapons to split.

Andrewmoreton
2013-06-06, 06:41 AM
I'll keep this in mind.


Yes, I know. I meant sources for the Shadowrun rules regarding it.

Not legally.
You need to buy Arsenal

satorian
2013-06-07, 12:57 AM
Never the worst idea to have a narcoject gun in case you want to be silent and not kill. This is especially useful in the hallways of corps.

Jeivar
2013-06-07, 04:58 PM
Not legally.
You need to buy Arsenal

But is it an Advantage or a skill or what? I'm not sure which books the GM has.

Need_A_Life
2013-06-07, 08:31 PM
An advantage of arguable use... sorta. Not half as fun as suffering no penalties for shooting blind, I'll tell you that, though.

I recommend using this (Or winning the lottery and buying ALL THE BOOKS!!1!). (http://www.chummergen.com/downloadchummer.aspx)

Jeivar
2013-06-09, 01:20 PM
Say, one other thing: What would you guys consider a fair point cost for actually being harmed and potentially killed by sunlight rather than just weakened by it?

Andrewmoreton
2013-06-09, 03:33 PM
Say, one other thing: What would you guys consider a fair point cost for actually being harmed and potentially killed by sunlight rather than just weakened by it?

Allergy Common (Severe) Sunlight 1 box of damage per minute exposed to sunlight and -4 on dice pools while exposed -20 points

its in the rules, if you want to die faster maybe -25 for 1 box per round.

Either way its already suicidal as an allergy

Jeivar
2013-06-09, 03:45 PM
Either way its already suicidal as an allergy

Well, it's a vampire. :smallsmile: