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What do you think of this idea https://www.reddit.com/r/Shadowrun/comments/4b55t9/target_device_and_stealth_tag_tracker_rounds/  +
Ares screech rifle and cyber ears, will turning them off block the attack  +
If I have a fake corp SIN and they scan it, do they think I'm a corp citizen?  +
In regards to Peak-discharge Battery Packs (Run&Gun, page 52), can the satchel or backpack variants be mounted on a drone? I'm specifically asking about a roto-drone, but a general answer would be helpful too. Related to this, most weapons that require energy to fire often mention being tied into a vehicle's power to eliminate the need for battery packs, but how would this work with a drone-mounted weapon?  +
What is the cost for the workshop vehicle mod (Rigger 5.0, 166-167)? The price is missing in the table (R5 keeping to form!), but chummer lists it as 50,000, which is the cost of a "facility". This seems far too steep, since the core book says a "shop" can fit in a van.  +
How would I go about purchasing a secondary lifestyle location for my character that is just a vehicle garage? The rules state it needs to be at minimum a medium lifestyle, but that's like buying a second house because you want a tool shed. I just need somewhere to store and work on a vehicle or two.  +
So I do need to buy a house to get a tool shed? Is there any way I can get a facility attached to a lower lifestyle? And if not, can I rent out the actual living part? Cause it's never going to be used. I just need storage and the workshop/facility.  +
Does a single antidote patch work for any toxin or do we need a patch for a specific one? Antidote patch: Add the rating of an antidote patch to any toxin resistance tests made within twenty minutes after it has been applied. The window to apply an antidote patch after being poisoned is often very narrow, depending on the toxin (Toxins, Drugs, and BTLs, p. 408). Also, do these stack? Can I wear 2 or 3 patches?  +
Doing more research into toxins, I've come to realise that the powers presented in the books are on the order of 2-3x too high. The easiest to get (Avail -), cheapest (5¥) toxin is a 1 Combat Turn, 11 Power, 0 Penetration, Stun Damage and Nausea, Contact and Inhalation Vector: Pepper Punch. Since this is so cheap, we can assume that literally every single NPC has some, either as a spray can or capsule rounds, or deployed as anti intruder fog in a building. The contact vector means that a gas mask is ineffective against this toxin. Thus, we can look at what happens when even a highly toxin resistant runner gets hit with this. Toxin resistance is Body+Willpower+Other modifications. Says 5+5+6 gives 16 dice, which comes to say, 5 toxin resistance hits. The power is then reduced to 6. Our runner then takes six stun damage, and is now nauseated as the power is higher than their willpower of 5, unable to act for 3 combat turns, and taking a -4 wound penalty for 10 minutes. All because a mall cop managed to hit them with a single capsule round. When toxins are used in large areas pacification methods, then the ongoing exposure to a 5¥, unrestricted toxin will kill a wageslave in 12 seconds. With toxins so powerful, they are almost a one shot removal from a situation when a GM uses them against a PC, forcing everyone to invest into armours with chemseal. Gasmasks are ineffective, as there is a single Inhalation vector toxin in the core book which is not also contact. Given that toxins are one of the very, very few ways of dealing with certain characters in combat, can we talk about how we can make them something other than "I use toxin, you lose" requiring the counter of "I have chemseal, I win"  +
Do technomancers with datajacks still need skinlink to use their special brains on things? The description on 452 suggests as much (mental communication between datajacks) but it is not really solid evidence  +
I would like to ask about a number of highly questionable aspects of full body replacement characters. Are cyberlimbs and or averaged cyberlimb attributes subject to the augmentation max of attribute+4? Does movement and encumbrance use base agility and strength or averaged agility / strength subject to #2? Does each +3 cyberlimb armour count for encumbrance like all other + armour? Can you get cyberlimb optimisation for any skill? Does said optimisation only apply from limbs actively involved in the skill? Can you raise the accuracy of weapons by selecting a weapons skill? What is the standard social reaction to someone who is so highly and obviously dangerously augmented?  +
All my questions relate to the Rigger 5.0 book, since it's such a mess :P The Renraku Pelican (page 137): Can the storage compartment be used as a hidden weapon mount? The GTS Tower drone (page 143): Does it come with a re-trans unit or not? Do it's drone racks count as landing racks? If not, can drone arms be mounted for the purpose of re-racking it's drones? And could said arms do the job if they were primitive arms (page 125)?  +
I would like the whole matter on jumped in being remote controled or not to be officialy ruled. If jumped in is NOT being remote control then dont make action taken while jumped in be considered remote controled. Either it is or it isnt, having that cleared out will finaly put a few issues to rest. As it stands riggers gets the worst of both world. An action is considered remote controled if it were to put a nerf on an action, if the action were to be better done if it were considered remote controled, its not. I would like, once and for all to set the matter straight. Is jumped in considered the same as remote controled or are we RAW on this one and follow the 4 type of control. Manual, Remote Operation ( from control device matrix action ), Jumped in as per rigger special, and autopilot. Or do we include Jumped in in the same bag as the control device matrix action.  +
For number 5, see Run Faster. Page 57. "Purchasing cyber and bioware is not just about getting those extra dice and edge for your street sam. Every drop of Essence that is lost is a little piece of your character’s soul that is gone forever, a little piece of what connects her to the rest of metahumanity slipping off into oblivion for a few wires. Each piece of obvious ware is a question asked by every passerby. Just how strong is the arm? How fast? Do you use it to shoot people? Punch them in the brain? Bend iron bars and grab the bank vault gold? The kind of cyberarms and cyberlegs that runners and their ilk use are not conventional replacements for lost limbs; they are extra enhancements, circuitry blended with biology to take the body to new heights. Observers often know this, and they look at those who sport these augmentations with a combination of awe, curiosity, and respect. And what about that twitch, that jumpiness those enhanced reflexes give you? They make you touchy, on edge, and possibly unable to handle overly stimulating environments. Every piece of ware that goes into your character is a chance to define their behaviors and mannerisms, their little quirks. Enhance those bones with bioware or bone lacing and fear of elevator trips, wooden stairs, and even jumping on floors in older structures may be a genuine quirk. As for others like you, well, you got the wires to get an edge, and every other person with the same systems has the same edge and more than likely the same mentality. They’re looking at you as competition, a rival for the top spot on the shadow roster of the megas. An obstacle that may keep them from being the one hired for that big payday. Even if you’re both contracted for the same job, you’ve got to shine brighter, move faster, and curtail more threats."  +
Apparently the people want bayonets for pistols so they can do this. Officially the block on bayonets mentions it's only allowed for rifle and up. Seeing as it isn't brokeballs insane, would the rules division be amenable to allowing them?  +
Stimpatches in autoinjectors, yes or no?  +
So, I've got a couple of questions to ask, may as well drop them here. 1) Does the shapechange spell interact with cyberware at all? By which I mean, if somebody with a significant amount of 'ware were to use it, would it push all of it out of them similar to other transformation stuff, or is it a case of, since it's paid for with essence, it transforms with them. The secondary question to this, is, if it does transform with them, do they gain the effects of the 'ware while in another form, or does it effectively disappear until they're back in their normal body? 2) Can the RPC built stock on a suit of sleeping tiger be upgraded to R4 for the cost of one rating, or can it only be upgraded by replacing the entire coating with a new set at R4? Same question for most stock mods, really, such as upgrading the R2 gas vents on an FN-HAR to R3.  +
Spirit pacts :D  +
For the purposes of shifters: does clothing shift with you when you change form or does it get left behind?  +
Reposting from rules chat, since this is useful info. Me: Say I have cyberlegs with max customised agility and strength, and enhanced agility and strength too, but also have modular connectors for feet. Do the feet also need to be customised/enhanced? Voro: Customization and enhancement flows "down" limbs. So if you have a modular lower arm, it can use the enhancements and customizations of the upper arm above it (or it's own instead, though you can't add them together or split them)  +