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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Mark Hall View Post
    but there are ways around this.
    Yeah, you could be like the last combat mage on my team who simply fireballed the alley.


    Quote Originally Posted by Coidzor View Post
    About how much do you feel you can get through in a single 4-6 hour long session of Shadowrun?
    That's usually enough time to run one detailed mission from start to payday. By detailed I mean there are several objectives, the legwork is RP'd out, the target location is a decent sized facility, etc.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Thanatos 51-50 View Post
    Yes!*
    A mage with natural Thermal vision or one with a spell/cybereyes that give him thermal vision can laugh through your pathetic smokescreen, though.
    * It will not cancel a spell already in effect, but it will prevent one from being cast.
    Which is why you should always use thermal smoke
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    Default Barton System: Numbers: Part One

    So, like I said, I've been working on the Trick Arrow ideas, and, yeah, I've changed the name to the Barton System, because my reasons for not calling it "Barton" in the first place were stupid.
    Without Further Adieu:

    [Barton System]
    Draft One: Sanity Test
    Spoiler: Raw Number Tables
    Show

    Bows, Quivers, And Shafts:
    Item Accuracy Damage AP Availability Cost (Nuyen)
    Barton System Bow (Ratings 1-10) 6 (Rating+2)P* -(Rating/4)* (Rating) 100(Rating)+100
    Barton System Quiver (Ratings 1-6) -- -- -- (Rating)R 100(Rating)
    Barton Solid Shafts (Ratings 1-10) As Bow (Rating+2)P* -(Rating/4)* (Rating+1) 10(Rating)
    Barton Stealth Shafts (Ratings 1-10) As Bow (Rating+2)P* -(Rating/4)* (Rating+2)R 25(Rating)
    *Apply the lowest of the bow's or the arrow's damage code

    Trick Arrowheads
    *All Barton Shafts Are assumed to be regular ("Broadhead") Arrows until another Arrowhead is applied, either with the Quiver itself, purchased with the trick arrowhead attached, or applied with a Simple Logic + Armourer (2) check as a Complex action.*
    Arrowhead Cost (Nuyen) Availability
    Injection 30 + Drug 2R + Drug
    Payload 40 + Grenade As Grenade
    Stick 'n' Shock 20 8R
    Zipline 70 10R
    Noisemaker 10 2
    Tracker 15 8R
    Screamer 25 10R
    Bug 15 8R
    Snowstorm 15 + Jammer As Jammer


    Spoiler: Item Descriptions
    Show

    System Components
    Barton System Bow:A Modern upgrade to the paleolithic Stick-and-string design of yore, this bow uses the Barton System, which integrates seamlessly with a standard Smartlink, to track a number of factors, including the amount of arrows in your quiver, the amount of trick arrowheads, and the material stress of the bow and arrows, themselves. Like a standard bow, The Barton System Bow is capable of operating independent of the trappings *of* the Barton System, but is infinitely more effective when everything meshes together. If your gear is ever hacked or bricked, the bow operates as normal, only without the benefits of the Barton System.
    Like normal bows, Barton System bows have a minimum Strength required to use them effectively, equal to their rating. Attempting to use the Barton System Bow whilst not meeting this strength requirement is subject to the same penalties as a non-connected bow (See Core Rulebook, page 423). The Bow communicates with the rest of the system through an output-only wireless signal to both the arrow and the archer's quiver. The only commands it accepts come from the archer's fingers themselves. Without the benefit of a DNI, commands are sent directly to the quiver by manipulating a touchpad near the archer's thumb, and commands are sent as a Simple Action.
    A Direct Neural Interface allows commands to be sent to the quiver as a Free Action.
    Barton System Quiver: This quiver is the heart, soul, and brain behind the Barton System. On a strictly material level, not only does it house the system's central processing unit, but it carries two rotating chambers of arrows, concentric with one another. The outer chamber holds Forty shafts, whereas the inner holds Twenty. Beneath the shafts, the system holds up to 100 trick arrowheads, which can be applied and removed on the fly, responding to commands sent by the archer through the bow. It is the quiver which sends signals to the arrows, and the user's smartlink, so if the quiver is damaged or hacked, the entire system begins to fall apart.
    The Quiver can track a number of arrowhead types equal to its rating times two.
    When resolving cyberdefense for the quiver, its firewall is equal to its rating.
    When attached to a Smartlink, the quiver applies a bonus to the archer's accuracy equal to it half its rating.
    Wireless: The Quiver provides a Dice Pool Bonus to the Archer's attack equal to one third of its rating if transmitting the data to an external Smartlink device (Such as Augmented Reality Glasses), or one half of its rating if it's transmitting the information to an implant paid for in essence (as is the case with cybereyes).
    Barton System Solid Shaft: Functionally similar to regular arrows, the Barton Shaft sends data about itself to the Barton System Quiver to aid in its calculations. Without this data, the Barton System cannot accurately process all the information it needs and therefore does not provide bonuses to the user's accuracy or dice pool. Solid Shafts are designed to be retrieved indefinitely, however, if its rating is significantly less than the rating of the bow, complications may arise. When the Rating of a Solid Shaft is less than the rating of the Bow it is being fired from, roll 1d6. If the result is less than the difference, than the arrow cannot be retrieved, either because the sensitive processors in the arrow are damaged, or the shaft itself is destroyed.
    Barton System Stealth Shaft: Like the Barton System Solid Shafts in every way but one: These arrows are designed to destroy themselves, leaving no evidence. This process is sometimes referred to as "Burning" the shaft. The arrow itself's molecular bonds are destroyed with a directed electrical charge that can be triggered from a Wireless signal from the Barton System Quiver. When fired from a higher-rating bow, Roll 1d6. If the result is less than the difference between the ratings, the shaft is destroyed, but still leaves behind evidence. Furthermore, Arrowheads which require wireless input from the Barton System to trigger their effects do not trigger, making them effectively useless.

    Trick Arrowheads
    Injection Arrowhead: These arrowheads act exactly like regular Injection Arrowheads, holding and automatically applying one dose of any injection-vector drug.
    Payload Arrowhead: These arrowheads carry a payload equal to any given grenade. When triggered via wireless signal, the payload is delivered, allowing the device to be Airburst. Explosive payloads (Such as those from fragmentation or High Explosive grenades) destroy the shaft, as well, leaving evidence unless it was a Barton System Stealth Shaft.
    Stick 'n' Shock Arrowhead: These arrowheads are applied when the archer aims to simply incapacitate, rather than kill their targets. Working on a system similar to stick 'n' shock rounds fired from guns, these arrows change the damage applied to be Stun damage instead of Physical, and type the damage as electrical, granting it an AP of -5, regardless of the Arrow's (or Bow's) Rating.
    Zipline Arrowhead: The flat, Gecko-tipped arrowheads hold 100 meters of monowire spooled within them, and a few dangling centimeters as a bitter end. After the bitter end is applied to a surface the monowire unspools as it fires, creating a perfectly usable zipline. Barton System Bows are considered adequate tools to traverse the zipline, and the arrowhead is capable of re-spooling itself (Assuming it hasn't been destroyed) with the push of a button.
    Noisemaker Arrowhead: These Clever arrowheads deal no damage, but instead emit a single sound of the archer's choosing, and can continue making noise as long as the arrow's shaft isn't destroyed (or its Stealth Shaft burnt), upon receiving a wireless signal from the Barton System Quiver.
    Tracker Arrowhead: These arrowheads deal no damage (Though you certainly notice when hey hit you!), instead opting to apply a Stealth RFID tag, transmitting its GPS co-ordinates to the archer's Barton System Quiver. These tags can be voluntarily destroyed as long as the archer (or, more importantly, their quiver!) is within one hundred meters. Resolve attempts to detect this tracker as per normal rules for finding a Stealth RFID tag. (Core Rulebook, Page 440)
    Screamer Arrowhead: This arrowhead, when fired, transmits its physical location to all nearby wireless devices, disguised as a catastrophically failed hack attack when prompted to by the Barton System Quiver. The arrowhead becomes useless if the shaft is burn or otherwise destroyed.
    Bug Arrowhead: Similar to Tracker Arrowheads, these instead apply a small, omni-directional microphone to the target, which transmits everything it picks up directly to the archer's Barton System Quiver. Detecting these bugs follows formal procedure for detecting Stealth RFID tags (Core Rulebook, Page 440), and the Archer can voluntarily destroy these as well when within 100 meters.
    Snowstorm Arrowhead: Snowstorm arrowheads provide a way to deploy any type of jammer at a distance. These jammers communicate with the Barton Quiver themselves, and are still function if the delivering shaft is burnt or otherwise destroyed.
    Last edited by Thanatos 51-50; 2014-06-20 at 10:32 AM.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Those look pretty sweet, Thanatos 51-50! I've got a Physad with a bow fetish, and this will certainly open up some options. Previously her only non-lethal ranged attack consisted of thrown concussion grenades (which, don't get me wrong, are tremendously useful in the right circumstances, but tend to be rather loud).
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by DigoDragon View Post
    Yeah, you could be like the last combat mage on my team who simply fireballed the alley.

    That's usually enough time to run one detailed mission from start to payday. By detailed I mean there are several objectives, the legwork is RP'd out, the target location is a decent sized facility, etc.
    Good Ol' Fireball.

    So if they go through all that and then the payday itself turns sour and becomes a running gun battle through a different facility as it burns down around the team's ears, that's probably closer to two sessions or maybe a session and a half then?



    Also, given the nature of the setting, is a group that's actually interested in curing a plague or eradicating some strain or another of some terrible disease such as HMHVV too much for suspension of disbelief or could such a group that had some capability to act upon said interest actually exist? It seems like some organizations such as The Red Cross may or may not exist in some capacity in this universe still, but I'm not sure what that means, exactly.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    Also, given the nature of the setting, is a group that's actually interested in curing a plague or eradicating some strain or another of some terrible disease such as HMHVV too much for suspension of disbelief or could such a group that had some capability to act upon said interest actually exist? It seems like some organizations such as The Red Cross may or may not exist in some capacity in this universe still, but I'm not sure what that means, exactly.
    Seems likely enough to exists. After all, such groups exist for problems that are less life-altering than being an Infected does. Of course, that's a bit optimistic for the normal shadowrun setting. Add in how its operations to attempt to cure it involve some shady, horrific (and preferably involuntary) experimentation, and it'll fit right in.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Necroticplague View Post
    Seems likely enough to exists. After all, such groups exist for problems that are less life-altering than being an Infected does.
    In our world, sure. But in Shadow Run?

    Quote Originally Posted by Necroticplague View Post
    Of course, that's a bit optimistic for the normal shadowrun setting. Add in how its operations to attempt to cure it involve some shady, horrific (and preferably involuntary) experimentation, and it'll fit right in.
    Oh, I already have that courtesy of Aztechnology trying to make a weaponized version of ghouls. Making it part of what the people they'd give it to would do with it shouldn't be an issue though, and it certainly makes sense both pragmatically and in terms of the atmosphere. In fact to get the data in the first place they're going to be at ground zero of a Resident Evil/the leadup to Resident Evil 2. Which is actually based upon the idea that was mentioned earlier about a false-flag op on one's self, though I think I may have forgotten to thank the person who suggested that...

    It's mostly just that the more I think about it, Corps don't seem like they'd *want* to actually cure any diseases unless it was eminently profitable and with the way nations have basically been weakened and are already turning their treasuries over to the Corps anyway(?) it doesn't seem like selling to the nations themselves would work for diseases that aren't as profitable. And since nations are basically nonentities unless they're racist Elves from what I've read so far, they certainly wouldn't be capable or interested in such things due to being patsies for the Corps.

    So I'm left wondering if there's any room for anyone actually interested in doing so, since I can't see the pharmaceutical corps being interested in anything other than immortality and rejuvenation treatments for the upper echelons of the Corps and the next Viagra to sell to the masses. As far as semi-legitimate courses of research aside from incidental discoveries in the process of trying to weaponize HMHVV ala Umbrella.

    Granted, part of this is probably just that I'm still a little bit thrown off by the suggestion that the Red Cross apparently still exists in Shadow Run. Then again, maybe they just neglected to mention which Mega Corp owns it now when they were discussing Chicago and the terrible time people had there?

    So I guess the question is... would a AAA or AA Corp go for that sort of thing if the data related to weaponizing it wasn't part of the package they received? (I'm assuming that for basically all of them if they received information about weaponizing it they'd just ignore everything else in favor of having their own bioweapons, am I badly off base here or relatively on target?)

    Are there any non-Corp or smaller than Megacorp entities that could and would make use of such information themselves?
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    Granted, part of this is probably just that I'm still a little bit thrown off by the suggestion that the Red Cross apparently still exists in Shadow Run. Then again, maybe they just neglected to mention which Mega Corp owns it now when they were discussing Chicago and the terrible time people had there?
    Are you perhaps talking about the Black Crescent, the neo-anarchist equivalent to the red cross? Because they definitely aren't corporate owned.

    There are various charities mentioned in the books, though typically as the little guy getting stepped on or as a front for the latest conspiracy. Court decisions do sometimes go against the megacorps and there are in fact legal consequences if the corps go too far. Not all national governments are complete corporate shills. There are still various people and groups trying to do good in the Shadowrun verse. It's just that if they manage to survive more than a few months they're probably well armed and willing to fight dirty to get what they want. It's very much a dystopia but that doesn't mean it's completely grimderp.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    So I guess the question is... would a AAA or AA Corp go for that sort of thing if the data related to weaponizing it wasn't part of the package they received? (I'm assuming that for basically all of them if they received information about weaponizing it they'd just ignore everything else in favor of having their own bioweapons, am I badly off base here or relatively on target?)
    Possibly, people would still pay for the cure to the HMHVV and the Corps are not so dumb as to discount the advantages of positive publicity, being the life savers that ended the scourge of this disease always looks good on the news
    Or of course its rumored the Vampires are very organized so you could create the cure and then blackmail them with keeping it under wraps
    On a similar note its been mentioned that Elves hate the disease as elves who catch it tend to turn into super-powered homicidal psychopaths (AKA Banshee's) so I can see the various Elven Nations paying heavily for a cure
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    Default Re: Shadowrun Topic(Talk & Questions)

    Well, corps with in-depth awakened research/resources might want to get the cure out to help strengthen their hold. The Infected are dual-natured, and thus provide a small security risk to magic defenses. So by curing Infected, they leave fewer people who can deal with their ward and spirit defenses, essentially increasing security. Of course, this can backfire if they have less of a portion of the Awakened population than they thought. And of course, the profit from selling the cure an the positive rep would be tempting for any corp.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Thanatos 51-50 View Post
    *snip Barton Arrow system*
    Initial Thoughts: The quiver should probably be a good bit more expensive than the bow. Lots of servos and communications stuff in there. The bow itself isn’t much more than a standard compound bow with a smartlink targeter attached. Plus a “slot” to interface with a zipline.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    Also, given the nature of the setting, is a group that's actually interested in curing a plague or eradicating some strain or another of some terrible disease such as HMHVV too much for suspension of disbelief or could such a group that had some capability to act upon said interest actually exist? It seems like some organizations such as The Red Cross may or may not exist in some capacity in this universe still, but I'm not sure what that means, exactly.
    Doing good deeds for the barrio is called "hooding" after good ol' Robin of Loxley. One of the books had a list of run reward modifiers, and "feel good" missions gave 10% more karma, while "cold hearted" missions gave 10% more nuyen. Plus, you gotta take care of your block sometimes, y'know? Plus it shouldn't be hard for you to have an NPC representing "a variety of local interests" give a charitable donation to the crew. Yakuza get colds too.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    So if they go through all that and then the payday itself turns sour and becomes a running gun battle through a different facility as it burns down around the team's ears, that's probably closer to two sessions or maybe a session and a half then?
    Yeah, about a session and a half sounds right. The missions I put together tended to be fairly involved, especially in the latter part of the campaign when I wanted to push the PCs a bit more to see what they can handle.


    Quote Originally Posted by Coidzor View Post
    is a group that's actually interested in curing a plague or eradicating some strain or another of some terrible disease
    At the very least I'm fairly sure there are labs studying the diseases. A cure could command a lot of money... and animosity. So I say yeah, I'm sure someone is looking into it, someone wants it stopped, and someone else is looking to steal it.


    Quote Originally Posted by Tome View Post
    Are you perhaps talking about the Black Crescent, the neo-anarchist equivalent to the red cross? Because they definitely aren't corporate owned.
    Charities probably exist as I don't think all corporations are evil, charities look good for PR and tax purposes, and (in my case) PCs sometimes just like to support the little guy at getting back up on their feet. In the aborted campaign I last had I put together a type of 'Hell's Angels' biker gang that went around schools and made sure no one tried to mess with the kids in the playground.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Coidzor View Post
    It's mostly just that the more I think about it, Corps don't seem like they'd *want* to actually cure any diseases unless it was eminently profitable
    Curing a horrific contagious disease is always one patent application away from being extremely profitable, especially if you also have a vaccine.
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    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Sith_Happens View Post
    Curing a horrific contagious disease is always one patent application away from being extremely profitable, especially if you also have a vaccine.
    This.

    Pharmaceutical companies make money hand over fist, even in real life. A cure for something as infectious and, perhaps more importantly, scary as HMHVV is something they could make a lot of money from. A vaccine would essentially be a licence to print money licence to print even more money.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Tome View Post
    This.

    Pharmaceutical companies make money hand over fist, even in real life. A cure for something as infectious and, perhaps more importantly, scary as HMHVV is something they could make a lot of money from. A vaccine would essentially be a licence to print money licence to print even more money.
    Not to mention a chance to make an enemy of every Vampire, Banshee, Ghoul, Dzoo-na-Qua, Goblin, etc on the planet. Which should make for some fun scenario's
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    Default Re: Shadowrun Topic(Talk & Questions)

    Not all. There have to be some infected (likely of one of the more intelligent varieties) who want to be cured.

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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Lanaya View Post
    Not all. There have to be some infected (likely of one of the more intelligent varieties) who want to be cured.
    And in at least some jurisdictions, the intelligent infected get hunted down and shot with the cure, since they're a public health threat.

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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Telwar View Post
    And in at least some jurisdictions, the intelligent infected get hunted down and shot with the cure, since they're a public health threat.
    That could easily be a run or two itself. Say, the corp that's developing the cure pays you to go test out the side effects because they're having trouble getting volunteers after the last failure ... or public health officials in the government need to get 70% saturation to really do any good but they can't convince the victims to come to clinics ...

    Worst case scenario, it's probably not much worse for the infected than just getting hunted down and SHOT.

    EDIT: Ooh, ooh! Or you could get paid to steal the product-in-development from the shadowrunners who're getting paid to do the seek-and-test mission!
    Last edited by Dimers; 2014-06-22 at 10:21 PM.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Dimers View Post
    EDIT: Ooh, ooh! Or you could get paid to steal the product-in-development from the shadowrunners who're getting paid to do the seek-and-test mission!
    Now that is awesome!
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    Default Re: Shadowrun Topic(Talk & Questions)

    *waves* Hi, everybody! (I promise this was my last Simpsons quote in this post.)

    I'm currently rolling up a 5th edition mage, as a back-up character, but I cannot for the life of me find out what my astral limit is, neither in the book nor in the errata. Can anyone point me in the right direction?


    EDIT: Nevermind, found it on page 278. This rulebook could be a lot better at cross referencing.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Thanatos 51-50 View Post
    So, like I said, I've been working on the Trick Arrow ideas, and, yeah, I've changed the name to the Barton System, because my reasons for not calling it "Barton" in the first place were stupid.
    Without Further Adieu:

    [Barton System]
    Draft One: Sanity Test
    Spoiler: Raw Number Tables
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    Bows, Quivers, And Shafts:
    Item Accuracy Damage AP Availability Cost (Nuyen)
    Barton System Bow (Ratings 1-10) 6 (Rating+2)P* -(Rating/4)* (Rating) 100(Rating)+100
    Barton System Quiver (Ratings 1-6) -- -- -- (Rating)R 100(Rating)
    Barton Solid Shafts (Ratings 1-10) As Bow (Rating+2)P* -(Rating/4)* (Rating+1) 10(Rating)
    Barton Stealth Shafts (Ratings 1-10) As Bow (Rating+2)P* -(Rating/4)* (Rating+2)R 25(Rating)
    *Apply the lowest of the bow's or the arrow's damage code

    Trick Arrowheads
    *All Barton Shafts Are assumed to be regular ("Broadhead") Arrows until another Arrowhead is applied, either with the Quiver itself, purchased with the trick arrowhead attached, or applied with a Simple Logic + Armourer (2) check as a Complex action.*
    Arrowhead Cost (Nuyen) Availability
    Injection 30 + Drug 2R + Drug
    Payload 40 + Grenade As Grenade
    Stick 'n' Shock 20 8R
    Zipline 70 10R
    Noisemaker 10 2
    Tracker 15 8R
    Screamer 25 10R
    Bug 15 8R
    Snowstorm 15 + Jammer As Jammer
    Thanatos 51-50:

    I've had a chance to look more in-depth at your Barton Bow system:

    Arrowhead prices seem low, although maybe there’s been some deflation since 2060? Snowstorm arrowheads should cost at least twice as much as a normal (non-vehicle) ECM unit of the same rating, possibly more. Tracker and Bug arrowheads should be based on double the cost the cost of similar gear to account for miniaturization and packaging in an arrowhead. Payload arrows should probably be based on the cost of a mini-grenade, which used to be double the cost of the standard grenade.

    If you have stealth shafts, why not a stealth zipline? The bow could contain a stick of the catalyst, or perhaps the arrowhead could contain it, and the signal to terminate the stealth shaft also brings the catalyst in contact with the zipline.

    Who do you think is most likely to manufacture this? Ares? Or maybe someone smaller?

    Edit: A couple more questions:

    Is there a Money Laundering skill? So you can keep the money you steal without needing to pay a fence to launder it for you first? If not, what would you recommend?

    2E-3E: A Programming Suite (300,000¥) can give you a +5 Task bonus for programming if you’re on a mainframe. But if you’re a programmer, why should you pay 300k¥ when you could write a programming suite yourself? Anyone have any ideas about target numbers and such? A 300 Mp rating 10 program would cost the correct amount.
    Last edited by Lord Torath; 2014-06-26 at 06:28 PM.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Lord Torath View Post
    Thanatos 51-50:

    I've had a chance to look more in-depth at your Barton Bow system:
    WHEEEEEEEEEE!

    Arrowhead prices seem low, although maybe there’s been some deflation since 2060? Snowstorm arrowheads should cost at least twice as much as a normal (non-vehicle) ECM unit of the same rating, possibly more. Tracker and Bug arrowheads should be based on double the cost the cost of similar gear to account for miniaturization and packaging in an arrowhead. Payload arrows should probably be based on the cost of a mini-grenade, which used to be double the cost of the standard grenade.
    Tracker and Bug Arrowheads cost more than the price of a Normal Rating 10 arrow and a Stealth RFID tag purchased separately. I didn't want to make them *too expensive*, though, which would discourage players from actually using them as often as I would like to encourage.
    Also notable is that Barton Arrows start at five times more expensive than their "Normal" arrow counterparts, owing paritially to all that data collection in the shaft. We have to give the Archer *some* monetary break. They're not deckers. As it stands, a Fully kitted-out, max Rating System costs over 7,000 nuyen.
    I don't know if mini-grenades are extant in 5e, yet, which is the reference I used for determining prices. I'll look at price adjustments.

    If you have stealth shafts, why not a stealth zipline? The bow could contain a stick of the catalyst, or perhaps the arrowhead could contain it, and the signal to terminate the stealth shaft also brings the catalyst in contact with the zipline.
    I missed writing that line, but a Zipline Arrow with a stealth shaft also has its zipline burn. I shall edit that on Draft Two. Thank you.

    Who do you think is most likely to manufacture this? Ares? Or maybe someone smaller?
    Ares seems the most likely candidate, yeah, but probably through the guise of a smaller corp. "Hawkeye Hi-Tek Low-Tek Self-Defence" or something likewise ridiculously named.

    Edit: A couple more questions:

    Is there a Money Laundering skill? So you can keep the money you steal without needing to pay a fence to launder it for you first? If not, what would you recommend?

    2E-3E: A Programming Suite (300,000¥) can give you a +5 Task bonus for programming if you’re on a mainframe. But if you’re a programmer, why should you pay 300k¥ when you could write a programming suite yourself? Anyone have any ideas about target numbers and such? A 300 Mp rating 10 program would cost the correct amount.[/QUOTE]
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Thanatos 51-50 View Post
    Is there a Money Laundering skill?
    [/QUOTE]

    Not in 4e that I know of, though I think a Knowledge skill in the banking system would suffice as a substitute if I were the DM.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by DigoDragon View Post
    That[4-6hours]'s usually enough time to run one detailed mission from start to payday. By detailed I mean there are several objectives, the legwork is RP'd out, the target location is a decent sized facility, etc.
    Since I was about to ask a question in that direction... We tend to play about five hours, tough with some distractions in between (6.30pm til midnight) and we hardly get anything done... I'm not really annoyed but it just feels it really hinders development if you take three sessions or so to finish a task and get rewarded. Then again, I am aware we tend to be not very disciplined and get sidetracked a lot by random banter and character interaction, while also not just following the most simple structure for a run. I guess I can try to keep people from bantering too much so we work a bit faster...

    (Though, this is something that happens when we play other systems, too. Only when I GM we tend to get an adventure done in a session or two.)

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    I finally got to use my Edward Elric clone in battle. He worked well enough considering I didn't really try to optimize him (much) but also because our GM was still testing our abilities. Our troll and he quite easily wiped the floor with a bunch of goons (the troll a bit more easily) but I guess I was rather lucky none of them had decent armor... I guess I'll save some money to get some top notch Agility/Strength enhancements for my arm to keep up.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Thanatos 51-50 View Post
    Is there a Money Laundering skill? So you can keep the money you steal without needing to pay a fence to launder it for you first? If not, what would you recommend?
    I had a character with an Accounting knowledge skill. He also had a day job, as a magical consultant, and a criminal SIN. I was having him launder his money.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Thanatos 51-50 View Post
    Tracker and Bug Arrowheads cost more than the price of a Normal Rating 10 arrow and a Stealth RFID tag purchased separately. I didn't want to make them *too expensive*, though, which would discourage players from actually using them as often as I would like to encourage.
    Also notable is that Barton Arrows start at five times more expensive than their "Normal" arrow counterparts, owing partially to all that data collection in the shaft. We have to give the Archer *some* monetary break. They're not deckers. As it stands, a Fully kitted-out, max Rating System costs over 7,000 nuyen.
    Okay, that's probably due to price differences between the editions (arrows didn't have ratings in 1-3E). 7,000¥ - 10,000¥ was about what I was thinking for a fully kitted up bow with a full quiver and a fair selection of arrows.
    Last edited by Lord Torath; 2014-06-27 at 08:29 PM.
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    Default Re: Shadowrun Topic(Talk & Questions)

    Quote Originally Posted by Kato View Post
    Then again, I am aware we tend to be not very disciplined and get sidetracked a lot by random banter and character interaction, while also not just following the most simple structure for a run.
    The random banter stuff is a major thing that'll slow down a session. Definitely in my group, where everyone knows all the famous Monty Python quotes and most of the popular internet memes.
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    Default Re: Barton System: Numbers: Part One

    Quote Originally Posted by Lord Torath View Post
    Okay, that's probably due to price differences between the editions (arrows didn't have ratings in 1-3E). 7,000¥ - 10,000¥ was about what I was thinking for a fully kitted up bow with a full quiver and a fair selection of arrows.
    Just did the math, max rating bow, max rating quiver, and a full quiver of max rating arrows (40 solid/20 stealth), costs 10,700 nuyen, and I haven't even bought arrowheads yet.
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    Default Re: Shadowrun Topic(Talk & Questions)

    The street grimoire is out, for anyone playing an awakened character.

    I'm mildly annoyed that the writers apparently forgot that aspected magicians were a thing. I'd like to play one if they didn't keep getting shafted.
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