Monday, September 19, 2022

Very Stupid Vehicles: The Birdhouse Sparrow

Skateboarding teaches you how to take a fall properly. If you try to kickflip down some stairs, it might take you thirty tries - and you just learn how to take a tumble out of it without getting hurt.



The joy of Shadowrun 3e is the vehicle, spell and firearm creation system. I can't help using them all the time, even though Shadowrun provides plenty of things in those three categories to satisfy whatever you need. It's just cool to build something unique, something that serves as a signature to your character. I'm gonna start wantonly abusing this system to create things that don't normally fit inside these rules neatly. Enjoy!

I want to say, as a minisode of Things That It's Weird That Shadowrun Doesn't Have, that we do have rules for skateboards and in-line roller skates in form of the rules for cyberskates. I see no reason to alter the rules at all from what's presented there. If you want, you can provide mild (TN 4 or 5) challenges for needing to grind or jump something, but in general it just increases your running multiplier. That's not a big deal. This may cause a "dominant strategy" of everyone carrying a skateboard everywhere, but... I don't think it's a big deal. This thing is meant to be some ridiculous fun, and not a "power option" for the party's street samurai to rocket down facility hallways at mach one. If you allow this and it gets abused, feel free to put the fear of death into your PCs with some crash tests. 

~-=[+]=-~

Birdhouse remains a potent force in the world of Skateboarding. Their new line of boards featuring electric motors and a host of assistance features debuted at the X-Games in 2065 during a special showcase. Veteran skater(and long-time Birdhouse sponsor recipient) Danni Smithfield took to a half-pipe to show what the new boards had to offer and the tricks that could be accomplished with them. The astonishing segment had Danni dozens of feet in the air, hitting tricks that would be impossible with normal boards. The fact that Danni is a physad was quietly left out of promotional materials. 

Birdhouse electric boards come in a variety of models and styles and are packaged with a wrist-mounted control that can give the board limited commands. Some models also feature speed control via foot-mounded pads on the front of the board or a system that detects weight shifts. The Kestrel and its dangerous top speed is notorious in the community for causing injury, with the model frequently called "a great advertisement for Bone Lacing". 

Both models remain popular, though the high price tag ensures that its users are mostly professionals and teens from rich families. This fueled a divide in the community, with many skaters(even some high-profile veterans) considering the boards in violation of the philosophy of skating, and a growing threat to a sport that already has many connections to the shadows. They were saw as boards for rich kids, who had fancy high-tech skate parks and weren't ever harassed by Lone Star. In addition to the models being unpopular with the community, they've also been criticized by parent groups for being "insanely, preposterously dangerous". In response to the accusations that the boards are too dangerous to use, Birdhouse reaffirmed its purchase policies and began offering courses in safety and usage of the electric boards. In addition, Birdhouse has launched a new line of protective equipment for use with the Birdhouse Kestrel. 

Mechanics. It is not possible to rig or use datajack controls while driving this vehicle. Use all applicable rules for driving, with the exception that the skill used for driving tests is Athletics. The board's wrist control functions as a miniature remote control deck with a flux of 0 that can not be accessed via datajack and only accepts voice or physical commands. Adding a powered deck to a real remote control network is possible, but requires an Electronics(B/R) 4 and Electronics 4 check in addition to any other work. The base time for these checks is 4 hours. 

Collisions while driving a powered board treat the driver as a pedestrian in terms of damage.

Birdhouse Sparrow

Hand Speed Accel Body Armor Sig Auto Pilot Sensor Cargo Load
3 50 6 1 0 8 - 1 1 2 10
Seating Entry Fuel Econ S/B L/T Chass SI Availability Cost
- - 50 PF 1km/pf 3 min - Sm. Crawler 1 5/1 Week 21,625¥  

Birdhouse Kestrel

Hand Speed Accel Body Armor Sig Auto Pilot Sensor Cargo Load
3 100 10 1 0 8 - 1 1 2 10
Seating Entry Fuel Econ S/B L/T Chass SI Availability Cost
- - 50 PF 1km/pf 3 min - Sm. Crawler 1 8/10 days 30,625¥


Birdhouse Cityshell Protective Gear

Cityshell gear is a specialized variant of the Rapid Transit jumpsuit line commissioned from Victory by Birdhouse. It features gel padding and densiplast plates as other Rapid Transit jumpsuits, but also features high-tech fabric designed to reduce damage from skids, slides or road rash, and extra contoured plates in the areas a skater would typically be injured. They come in a variety of fits and styles, and their patterns can be changed via an electric charge in the same way a Rapid Transit suit can. 

In addition to the following statistics, Cityshell protective gear reduces collision damage by one level when suffered as a result of failing an athletics test with a skateboard, powered skateboard, or other similar extreme sports device.


Conceal Ballistic Impact Weight Availability Cost Street Index Legality
- 0 4 2 4/48hrs 1,000¥ 1 Legal

Sunday, September 18, 2022

Shadowrun (3e) Weapon Showdown

 "I am completely out of ammo. That's never happened to me before."



I wonder if some of you are getting tired of niche content for a game nobody but me and my group plays. Hi, guys! You're the only ones who might care about this post. I'm not doing great, so I thought I'd bang out some helpful philosophy and information, even if it's ridiculously specific. Today we're talking about weapon skills in SR3. 

I should say something general before diving into the analysis of Shadowrun 3e, and detailing my guidelines might help someone analyze a game they actually play. First, ask yourself what's important in your system beyond damage. Concealability, utility, and ammo costs, for example. I promise you that stacking the most damage possible isn't always a good idea, and you'll see plenty of that below. Next would be accessibility and usability. In SR3's case this is trends of Availability Numbers, but in other systems this might be proficiency requirements, general rarity, or even what feats you need to take to make a weapon "work". The final consideration is if the system you're looking at is tilted in a particular direction. You can understand why melee weapons aren't very valuable in Mechwarrior, I hope. 

Anyway. Let's go. 


Edged Weapons. The Cadillac of melee weapons. Plenty of concealable options and plenty of options for raw killing power. They can accept dikote to increase damage further, meaning a short Cougar Fineblade is (STR+1)S for a conceal of 8, making it a dominant strategy for a lot of characters. It has two shortcomings: one is the obvious idea that you're not subduing anyone with an edged weapon. The other is that none of these weapons have a reach above 1: so if you come into contact with someone that has major reach, you need to have learned a martial art in addition so you can apply Close Combat. 

Clubs. You know, this whole thing started because I kinda wanted to play someone who uses clubs and I was disappointed with the options. Clubs are great at subduing people with stun damage, but other weapons can accomplish that. It has a great concealable stun damage option with the extending baton, but other weapons can do that as well. It's also locked to reach-1 weapons and none of them can benefit fully from dikote. The only time I can justify this skill is for someone who isn't invested into combat very much and wants to use a stun baton. It's a great weapon, especially considering that shock damage can cause target number penalties. It's just that there are other skills which have access to shock weapons too... and they have more than one good weapon. The final saving grace to clubs is that you can gun-bash with it if your hands are occupied and your GM is a real bastard about that kind of thing. I should note that this sort of heavy-handedness isn't supported by any of the book's listed rules.

Pole Arms/Staffs. Not very concealable, but very effective. These are all reach-2 weapons with superior damage codes. There are some decent subduing options like bo staff or telescoping staff. There's also combat axe, spear and claymore if you want to murder people. These truly are the Heavy Weapons of the melee set: very powerful but limited in application. At least, in most games. Nothing's going to conceal most of these weapons, and having a weapon you didn't even try to conceal pretty much guarantees that Lone Star officers have to stop you. 

Whips. The Porche of melee weapons. Remember when I said there's better subduing weapons? The Manriki-Gusari has a somewhat poor damage code, but it's a reach-2 weapon with a concealability of a whopping ten. This means that even high-quality MAD machines struggle to point this thing out. The damage code means you have to be pretty good at using it, however. Whips also have the slightly-more-murderier Kusari-gama with a similar concealability. Whips also has one of Shadowrun's holy grails, the monowhip. The monowhip is the only source of melee-based 1/2 impact armor damage in the entire game, but is also incredibly dangerous to use.  If you're willing to deal with Ninjutsu, you can even apply some great maneuvers to whips. It's strange to say, but this skill is one of the game's best melee options.

Cyber-Implant Weaponry. Extremely effective, full stop. Their damage profile looks mediocre at first glance, but they can be dikoted and hand blades have a great bonus to power. cyber-implant weaponry also gain a large power bonus if you've got two of them. This is in addition to two-weapon combat. These are technically the most effective melee weapons in the game if you build for it. The disadvantages may not seem so obvious, but they're significant. Firstly, they cost essence. Not much, but it's a consideration. It means you're rarely going to see cyber-implant physads. The other is that these are weapons you can't put down. You can buy retractable blades, but it's still one more thing that prevents you from walking through a MAD with confidence. Razorboys and other sammies frequently have to find other ways of entering facilities than walking straight in. However, if you're already buying cyberware... may as well get some hand blades too.

Martial Arts. Unarmed combat can be expensive thanks to required maneuver purchase, but can function wonderfully as either a supplement to your primary skill or the primary skill itself. There's a martial art that can supplement every other melee skill by teaching it maneuvers, even cyber-implant weaponry. As a primary weapon it's still pretty good, but you have limited options for increasing your attack's power. You also have access to the shock hand. The drawback here, obviously, is that it's very expensive. Not everyone has the room in their build to buy a whole melee skill, then another melee skill, then all those maneuvers. It's also not easy to deal lethal damage with unarmed combat, and generally not worth taking the maneuver that facilitates it. Killing being a better option than knocking out, however... rarely comes up. Consideration leans heavily toward the opposite in Shadowrun.

Thrown Weapons. Listen. If you wanna use grenades, you either have to take this, or launch weapons. That's your lot. Grenades have way more utility to them than The Real Big Boom, too: flash-bangs, smoke grenades and chemical splash grenades can be very powerful in the right hands. A successful team will make room for one or two people to use grenades. This also gives you access to shuriken: low damage, completely silent, and very concealable weapons. You can do worse for weapon skills.

Projectile Weapons. The Ranger-X bow is a preposterously high-power weapon which is dead silent and can only be fired once a turn unless you're a physad. You can also use funky arrowheads and pretend you're Green Arrow. Frankly, what a character can do when built specifically for the Ranger-X bow is astonishing. You know how I feel about weapon skills that only have one good weapon, though. You're either an Archer or you're not. Nobody takes this skill "just in case". 


Pistols. These may be the best weapons in the game, all things considered. While hold-out and light pistols may have limited(almost no) usefulness, heavy pistols are a shadowrunner's workhorse. Heavy pistols have superior power(which is often the real dangerous part of a damage code) while maintaining fair concealability. They can also benefit from concealed holsters, not something that(strictly RAW) melee weapons can use. Most have decent ammo counts, and they can even fit silencers with impunity since they don't need much recoil compensation. This is also the skill that handles the arguably-best chemtech weapon, the Supersquirt-II. You also get tasers, one of the game's few shock weapons and the only ranged one. The pistol's only drawback is range, with heavy pistol's short range being a mere 5 meters. This won't come up that often while you're inside a building, but it's a consideration. 

SMGs. Concealable and high-damage, but with the drawback of (almost always) being loud and needing a certain build to make full use. Burst fire is powerful, but needs recoil to be properly compensated to be effective at all. Access to full-auto fire also means full-auto tricks like cover fire and searching fire, but not every SMG gets this. They also have slightly more range than pistols. The drawback is that these frequently need to be built around for maximum effectiveness. This isn't a good weapon for the party mage or skill-monkey, but can be one of the sammy's best overall options. 

Rifles. Rifles are for distance combat. You can probably think of a hundred different scenarios a shadowrunner can use a long-distance weapon for, and you're right. You can't begin the game with sniper rifles, but sport rifles can fill in for a while. You also get the dart rifle, which isn't a great chemtech application weapon, but it's your best one for sheer range. Probably not your first choice for a weapon, but an excellent one chosen as secondary. The sheer distance can also mean a character who shouldn't be in open combat(like a stealth character, face or decker) can help out in combat. 

Assault Rifles. Just go back and read the SMG paragraph again. Seriously, though, these things are SMGs that trade conceal rating for a bit of power and much better range. This is also one of the few weapons you can justify placing an under-barrel weapon like a grenade launcher on. Not being able to conceal them is often a concern, so expect to use only after your party's gone all Plan B, or if you're marching into a Z-zone. These are solid all-around weapons, and in some ways compete with heavy weapons thanks to decent power, better accessibility, and having the same Full-Auto tricks as machine guns.

Shotguns. Superior single-shot damage and access to limited AoE via shot rounds. You can even saw the barrel off for some decent conceal: a sawn-off SPAS-22 with the stock folded has the same conceal as a heavy pistol. You also have access to some interesting shotgun-only rounds like shock lock, dragon's breath and flare rounds. If you're waiting for me to drop the other shoe and list a serious drawback... uh... they're loud? They're very loud. That's all I can think of, shotguns are fucking great. You even get to use net guns with this skill. 


Heavy Weapons. Machine guns and assault cannons. These require specialized gear or tactics, are frequently very hard to find, and will get SWAT vans and attack helicopters called on you if Lone Star spies you carrying one. They're also very hard to find, and you have limited options of heavy weapons you can begin the game with. Nobody gets to come out of the gate with a panther cannon. Heavy Weapons do the big damage, though. The real big damage. This is another 'specialized' skill: you're either a heavy weapons character or you're not. All heavy weapons will require specialized building outside of just taking the skill, including wearing a restrictive gyromount stabilization, cyberware or physad powers to reduce recoil, and(with some weapons) having to kneel before firing.  

Launch Weapons. If you don't already know everything there is to know about rocket launchers, I simply can't help you. Mortars are expensive and hard to find, but can also provide some grenade-like utility like wide-area smoke cover. This is also the skill you use for grenade launchers, which have more range(but fewer neat grenade tricks) than just throwing them by hand. If you need something asploded like a wall or a car, this is the skill you're taking. Keep this in mind, though: un-subtle teams have to be very good at what they do, or else lead short, violent lives. 

Spray Weapons. You want chemtech aoe sprayers and flamethrowers? We got those. It's about all we've got, though. Chemtech application can be very powerful, but there's probably better ways to go about it than a big tank on your back like you just read about the Mad Gasser of Mattoon. Flamethrowers can be powerful since they use the same 'aoe' choke settings as shotguns, deal damage vs. half impact armor and have the ability to light buildings and people on fire. Their damage code is lackluster, however, and the only concealable flamethrower(the Shiawase Blazer) has a mere four shots in its tank. Overall, limited use weapons that(once again) would likely be the purview of a specialist and nobody else. 


All Those Other Weird Fiddly Weapon Skills. There's a ton of skills that are only useful for one or two weapons and, if I'm being honest, most of these are just traps. Gun canes, gun bracers, eye weapons, fangs and crap...there's virtually no point. I don't think any of these things are better than just concealing a traditional weapon and working around that. The exceptions are gyrojet weapons (which are decent to use on land and the best undersea weapon)... and lasers. The lasers are OBVIOUSLY great weapons, but they're insanely hard to find and expensive. They almost feel like weapons only the GM will ever see use of. If you ever find one, though... I guess start spending that karma. I wouldn't buy the skill before having the laser in your hand, though.


What did we learn? Well, most weapons have some kind of point even if their application is limited and you'd never take them as your single, solitary weapon skill. Everyone should have a melee skill to defend themselves, and I think virtually every build can fit pistols into it. Aside from that, what skills you take have a lot to do with how your character intends to act. Characters sneaking into locations have to worry about conceal rating a lot since a high conceal may let you walk past guards or even straight through MADs. A group heavy may care a lot less so long as nobody questions the gun case in the back of their car. Don't get pulled over. A physad obviously has carte blanche to take whatever weapon they want and just throw as many dice as possible at using it. Having a wide variety of weapons available for your use isn't always a concern, after all. Sometimes you're just the Shuriken Dude or the Flamethrower Girl. If you're fine with that, I'm fine with that. 

 Just think twice before you take those eye guns. Please. 

Wednesday, August 17, 2022

Another Big List of Very Awesome Names: Hacker callsigns

 "Dade?"

"Yeah, Ma?"

"What are you doing?"

"I'm taking over a TV network."

"Finish up, honey, and get to sleep."



I just felt like putting another list together as a challenge. I thought maybe that this time I'd talk a little about the process and what passes for my naming philosophy here. Whether it's shadowrunning names, hacker callsigns, or secret agent pseudonyms, a name your character chose for themselves is prime real estate for expression. Even if it's one they earned from others, it's still far more meaningful than the name they were born with. So to me, this isn't an opportunity to pass up. 

I want to get it out of the way that I think edgy names detailing how dangerous someone is aren't exactly bad. However, their best use is probably to contrast to someone's physical appearance and/or demeanor. It's compelling when someone who's earned a name like "The Plague" or "Planet Cracker" isn't what you expected when you heard those names, and it's even better when you can prove why they got those names later on. I think that the more talented someone is, the more they trend toward a name that's descriptive, colorful or even just strange. After all, they don't feel like they have anything to prove.

It's also easier to express something about your character if you choose something personal instead of just something to make people think they're dangerous. If the fact that your character is super dangerous and skillful is the only thing you can think of? I urge you to re-think your character's personality and background. Normal people have hobbies, likes and dislikes, important events in their past, philosophies that could have inspired them, or a name that they could've earned by being good at a particular thing...or even just doing it a lot. Listen to a few songs by Tech N9ne and you can probably get why he earned a nickname comparing him to a sub-machine gun: his rapid-fire cadence. 

Double meanings are a lot of fun too. Our friend Planet Cracker might be a very dangerous hacker known for taking whole systems offline, or he could just be prolific in the world of software cracking. He could be both! Someone named Bloody Mary could be particularly violent...or a hopeless alcoholic. It can be really hard to come up with two aspects of your character that come together like this, so I'll let you in on my secret: Sometimes I come up with the name first. A name popping into my head has given me a shot of inspiration more than once. It's part of why I come up with these lists! We often hold our TTRPG characters to higher standards than real people. In the real world, people have weird stuff they're into and weird little quirks or events in their life that stick with them and create nicknames. I met a guy named Popcorn Tub once. Bucket of popcorn in their PFP and everything. Like I said, names come from everywhere. 

A special note about Shadowrunner handles: A lot of them trend toward multiple words. Orange Queen, Chromed Accountant, Cigar Chomper, Neon Wraith, The Smiling Bandit, etc. There are still plenty of single-word names, but in general don't be afraid to go pretty long in this setting. Just be aware that you are GOING to get a shortened version of your callsign used on you whether you want it or not, so it's best to consider that and build it into your name from the beginning. 

Finally, some hacker-related naming advice. Most of this was "common sense" enough that I almost didn't include it, but I felt bad. The stereotype of a hacker(data specialist, decker, etc) is a tech-oriented, often tech-obsessed person who relies on their intellect and cleverness to accomplish goals. They usually came up in a culture where reputation is extremely important: they might even be arrogant or dramatic because of it. Puns, especially puns on tech terms, are going to be very common. Names centered around secrecy, thievery or crime will also be common. Names which are extremely weird are pretty memorable too, and that's very important to them. If you're making a hacker(decker, data specialist, etc), I firmly believe that you can't skip this step. You need a cool name. You can't just be Bob the Hacker. 

Though, that name certainly works for Bob the Drag Queen, so. Do what you want.



Concrete Drinker
Redline Rider
Burnout Shaman
Graverobber
Muzzler
Blowtorch Surgeon
Matrix Mortician
Cruel Candy
Glacier Cowboy
Signal Thief

Habit
Sub Standard
Dance Hall Demon
Aphasic Firewall
Itchfinger
WIPcrack
Gumbreath
Cognitophage
Antisocial Engineer
Dataline Tramp

Squidpunk
Actual Hal
Rabid Child
Bad End
Have Mallet, Will Travel
Abberationist
Backdoor Spider
Laglurker
Poetry in Stasis
Scriptfather



--[~~~~\/~~~~]--



These are way harder to do, because they're more serious than my last drill. That's why you got thirty and not fifty. Doing these drills and actually working on my naming schemes is tough, but it's taught me that I'm probably a lot better at this than the average gamer. A lot of people struggle, and I've even known one or two who are confident but awful at it. I hope these posts help. 

If I can leave you with one piece of advice, it's this: Don't be afraid to be weird. Don't ever let anyone tell you that your character has to be more normal or that a name is too strange. The real world has amazingly wild people in it, and whether their name is one they were given or one they chose for themselves doesn't matter at all.




Monday, June 6, 2022

A Big List of Very Awesome Names

Merrily the feast I'll make
Toray I'll brew, tomorrow bake
Merrily I'll dance and sing
For next day will a stranger bring
Little does my lady dream: Rumpelstiltskin is my name!



I don't know why I made this list. These names just pop into my head sometimes. Honestly, I doubt any of them are even usable. Still, if I have to suffer, so do you. Feel free to use or even mix and match these names. Some are intended as Internet/Hacker names, some are normal(There aren't enough quotation marks for that word in this context so I won't try)...but most? I doubt you can tell the difference. Shoutout to Sugar Dunkerton, a real person whose name would fit seamlessly onto this list. 


Dolores Buttergun
Macklin Grote
Slapp Hammley
Fingal Crunchman
Wonderful Dennis
Stained Jenny
Tugwug Brown
Iaim Leavington
Stanch Harkins
The Wunch

Bananas Harrington
Amy Stocklette
Bevlette Stanford
Spink "Spank" Spunk
Ding Langley
Ring Dingley
Dong Dangly
Mediocre Dennis
Answer Dancer
Doctor Gun

Special Chills
Spectral Chimp
Species Chance
Dog Friend
Cat Enemy
Turtle Acquaintance
Coco Shame
Terrible Dennis
Slack Action (courtesy of the graffiti on the Warhol Bridge)
The Brunch Goblin

Randold Arnall
Actual Size
Whump Stumpington
The Blame Rancher
Vertical Betty
Dustin Debris
Wicked Short Ron
Ann Ville
Beau Dega
Hieronymous Ugrunt

Horkins
Rhonda Redundo
Chip Danger
Dullar Sharpe
Runsible Burbank
Ringo Tenspeed
"Argyle" Agnes Angus
Danny Convict
Pismo Blunt
Accidental Pete


Well, that's fifty names for you. Good for at least fifty characters, right? Because these are all gold, obviously. Thank you for sitting through my shitpost despite the growing horrible realization that I'm probably doing this again some day. To get real for a moment, this sort of brainstorming WORKS: if you write down everything you come up with, no matter how dumb, you'll at least end up with the building blocks in front of you to piece together what you really want. As evidenced, there's actually some decent ones in this list!

As a parting piece of advice: Life's too short for normal names. Give your characters something wild that'll spark a conversation. 


Saturday, April 23, 2022

Compulsive, The World's Best Flaw

 The sun shines, not out of affection, but out of compulsion.



Something that SR5 distinctly improved upon compared to SR3 is flaws. SR3 just doesn't have a whole lot of them, and I pretty firmly believe the flaws you take are an important defining factor to your character. Lucky for us, SR3 outright tells you to come up with your own flaws, and even includes a "general category" of flaw called Compulsive. Today I'm gonna list some new compulsive behavior flaws I came up with. These are for SR3, but they can surely be easily adapted to other editions with a bit of care. For SR5, I'd place these somewhere between 5 and 20 karma. Just use your judgment. 


Fitness Fanatic (-2). The character is serious about all aspects of their fitness. Their lifestyle costs are increased by ten percent to account for fitness equipment, doctor's visits, better food, vitamin supplements, or anything else the GM and player deem appropriate. In addition, the character must succeed at a Willpower (6) test to consume anything with an addiction rating, or any other substance or food deemed particularly unhealthy. The target number may be adjusted at the GM's discretion for times of desperation or extremely harmful substances. 


Shopaholic(-1 to -5). The character loves to shop. It doesn't matter what they're buying, they're addicted to the rush of joy that comes along buying something new. Every month, the character must spend at least 1000¥ per level of this flaw. This must be in objects, equipment, food, or anything else the character owns: bribes and services do not count, but experiences like concerts or a spa trip do.  If this is not done by the time lifestyle payment is due, the character loses their cool and blows the entire amount on anything with an availability of "always", and it doesn't count against this month's shopping, either. 


Fashionista(-2 or -3). Whether an aspirational poser or they came from real money and status, the character can't stand to be seen wearing pedestrian clothing. At -2, the character takes a +1 to all mental and social target numbers when dirty, unkempt, or wearing less than fine clothing. At -3, the character must wear tres chic clothing and an additional 1000¥ in wearables such as jewelry, electronics or weapons with a custom finish or engraving. 

Armor clothing costs can be increased by 50% to match appropriately with the character's fine clothing, or doubled to match with a tres chic outfit. The armored clothing must still be paired with an appropriate set of clothing. Security or mil-spec armor violates this flaw regardless of how well it's tailored. 


Gang Pride(-2). The character is proud to be a member(or former member) of a street gang. The character represents the gang's colors or uniform at all times, regardless of what else they're wearing. In addition, they must succeed at a Willpower (6) test when asked about their gang membership or clothing, or else directly and firmly state their affiliation. 

These sorts of actions aren't popular with high society or corporate types, and the character may face social penalties when dealing with them, at the GM's discretion. 


Child of the Street(-1). The opposite of Fashionista, the character can't stand to wear expensive clothing or live in comfort, finding both stifling and uncomfortable. The character takes a +1 to all target numbers while wearing anything "fine" or "tres chic". They may wear armor, but not any armor clothing that counts as fine or tres chic. In addition, when faced with a living situation better than Squatter(13 points or higher in the expanded lifestyles optional rule) they must succeed at a Willpower(8) test to stay the night, or else leave to stay outside. 

Needless to say, this flaw is incompatible with Fashionista. 



I like doing this a lot, so expect more in the future. A final note: Remember to check with the GM for the final value of these flaws. After all, they may disagree with how much they're worth at face value, or they could be running a game where they'll be more or less of a hassle. Gang Pride in a campaign where the characters are all members in a go-gang is liable to get you in a lot of trouble, for example.



Tuesday, April 19, 2022

I Hate the Steyr AUG-CSL

 I don't like warriors. Too narrow-minded, no subtlety. And worse, they fight for hopeless causes. Honor? Huh! Honor's killed millions of people, it hasn't saved a single one. 



Equipment lists often have sub-standard or even useless gear in them from the player's point of view. I mean, that's fine. The biggest culprit is probably the D&D 3.X/PF armor list, but these things would logically exist in the world. Not everyone is going to have access to the best stuff, and they'd have to make due with brigandine, chain mail, half-plate, or what have you. It's helpful for the GM too: they can give enemies worse gear to soften an encounter. Shadowrun is no different, and has lots of gear a runner might not have much use for, but an NPC might. 

This sub-standard gear usually has some justification for its existence, even if it's nothing a PC would touch. Corporate execs might want a light or hold-out pistol because of the weight or style, or because they can just directly get APDS ammo from their corporation's armory. A ganger might buy a vibro knife instead of a cougar fineblade for its intimidating thrum when it's turned on, or they might carry around a rattan stick because their daily itinerary is mostly filled with harassing shop clerks for protection money.

But I do have a limit. I understand that Shadowrun may even have its fill of dumb hipster shit in it, but it's really rare that you find a piece of gear that utterly can't justify its existence beyond the consumer being pretty stupid. This is where the AUG-CSL comes in. 

Real life does have modular weaponry that uses the same pieces to build weapons with multiple functionalities. Shadowrun isn't really set up for this in its mechanics, so we have this thing. It's a weapon "system" that can be rearranged into four different configurations: an assault rifle, a carbine rifle, an SMG and an LMG. My issues are numerous and my rage is immeasurable, but I'll try to list them here in no order. 

One. While my local game has adapted skill groups that soften this problem, it's really super rare for people to take many weapon skills. It just doesn't come up. The Rifles skill is often useful for extreme range combat or assassination, but it's pretty rare someone has more than one of SMGs, Assault Rifles, and Heavy Weapons: They all do the same thing. They makes the bullet go super fast. The three weapon types do have differences I'm not going to go into here, but suffice to say that skill points are at a premium. Nobody has the room to learn a bunch of gun skills. 

Two. Only one of the forms really has any value. The Carbine Rifle configuration is a rifle that can burst fire: It(and the HK G38, a virtually identical weapon to the AUG-CSL) is the only source of this capability outside of building your own weapon. The other three are just lackluster, common weapons in their category with no decent accessories. Their damage codes are competitive, thank god. In fact, they only differ in the following ways: their concealability rating, the skill it takes to use them, and their range. Basically, this means all you're doing is bolting more parts on to progressively increase the range of your weapon, something that's got a limited usefulness to begin with: a lot of your encounters are probably taking place inside fifty meters. That is, after all, about half a football field.  

Three. It's expensive and hard to find. Not much to say here, it's twice the cost and harder to find than weapons which are far better than it. You also can't start the game with this piece of shit, despite it being a (almost) completely pointless weapon. Obviously this is to imply that this thing is some sort of rare proof of concept build or limited release, and that probably is what they were going for. That doesn't mean I have to be happy about it. 

Four. Reconfiguring the weapon requires an assault rifles B/R check. It's a simple TN, four, but it still means this stupid thing has yet another skill requirement to get any use out of it. Of course, you can probably ask your fixer to configure it to Carbine Rifle then throw all the other parts away. The fact that you can take it apart probably has some level of use, but for that you have the SA Puzzler and the WW Infiltrator, which are even better at this purpose, cheaper, and easier to find. 


So technically, this weapon might have an edge use case. If your GM is a real jerk and likes making custom firearms hard to get(I don't see the point) then it's your only source of a rifle that can burst. Even that's of an extremely limited use: This isn't a weapon you can start with, so by the time you can get this you can just get a sniper rifle. It's arguable which damage code would be better(14S sniper rifle vs. the 10D burst) but I lean toward the sniper rifle reflexively. Higher damage codes are usually better, and it's a third of the bullets fired: those special APDS assassinatin' bullets add up. 

Oh, and the HK-G38 sucks too. 

Sunday, February 13, 2022

10,000,000 Channels And Nothing On

"I am gross and perverted,

I'm obsessed and deranged

I have existed for years,

But very little has changed"



I almost put this together in the style of an in-universe channel guide, but that's a daunting task and a daunting task means I'd probably never actually write this article. Television still exists in the future, obviously, but popular culture in the real world has changed. Anyway, SR3 doesn't give a whole lot of great examples for what's on to begin with. SR5 and 6 probably make great strides in updating and filling out what trideo entertainment is like. However, instead of doing boring research then regurgitating all of that, I figured I'd just make up my own stuff. Consider this a set of examples to help you come up with your own world details, whether you're a player or a GM. 


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Taking It Like a Man [Mitsuhama, 3 Seasons]

Synopsis: The show follows Daniel Fullerton, a 35 year old wageslave who works in a Mitsuhama receiving center. At random times during his day, Daniel is struck in the genitals. This occurs more and more frequently and in increasingly bizarre situations as seasons continue, with Mitsuhama contriving more and more elaborate stunts that Daniel is (initially) unaware of.

Highlights: In season one, Daniel is unaware of the show until the season finale, wherein he is assaulted by "ninjas" who have broken into his house for the sole purpose of repeatedly punching him in the testicles. The cameras follow him to the hospital, where a troll orderly "accidentally" runs into his crotch with a wheelchair. In season two, Daniel becomes aware of the cameras and the show and begins trying to evade them both. Because of this, he is assigned an armored camera drone to follow him continuously. Fans of the first season begin to recognize Daniel and "join in on the fun". Daniel suffers a mental breakdown in the season two finale when the therapist he hired to cope with his time on the show punches him in the crotch. In the premiere of the third season, Daniel murders an actor with a pen knife once he realizes he's in another contrived situation. The rest of the season continues with Daniel occasionally having to evade the law and show "employees" now being armed. The latest season is the most popular yet and the show is signed for three more.


Fishbone's House [Shadowlands, 10 Seasons]

Synopsis: Papa Fishbone is a retired veteran of running and Houngan of Ghede. He uploads a structured show to the Shadowlands node which provides amusing but useful commentary and advice for new runners. He reviews footage from various sources such as opticams, gun-cams and stolen security footage. His "reviews" are often requests, but not always. Other personalities on the show include a plastic Halloween skeleton poorly rigged into a puppet which acts sarcastic and mean to Papa, and a former running mate of his named Snow Fairy who provides expert advice whenever the Matrix or computer technology is concerned. 

Highlights: Papa's show was raided at some point during season seven. Papa channels a great form spirit of Ghede on camera and kills the Wuxing strike team sent after him while mocking them with heavy criticism. Afterward, Papa sits down while still possessed by Ghede and finishes the show while puppeting the corpse of a Wuxing secmage to provide a foil to his run commentary. The entire double-length episode is uploaded as a "Halloween Special". 


Heartblips [Renraku, 2 Seasons]

Synopsis: Heartblips is a serious relationship drama set solely on the Matrix. The show's main gimmick is its POV selection mode, where viewers can follow several of the show's characters at any given moment. Watching the show while on the Matrix has proven wildly popular thanks to this gimmick and the many re-watches an average viewer can expect to find easter eggs and hidden details. 

Highlights: In Season One, Slicer and Hair Trigger's relationship proves rocky when Slicer accidentally finds information on Hair Trigger's real identity. In an unexpected twist, Slicer is unbothered by Hair Trigger's gender, but their real job as a Renraku security decker spells trouble for the pair's future. A popular B-plot in both seasons consists of the programmer Slowish trying to design an Agent that can act as a digital version of his late dog. Copies of the Agent were sold by Renraku following the plot's resolution. In the Season Two finale, Stained Glass Angel is revealed to be an AI with no physical presence at all: a fact that dedicated fans of the show have been collecting evidence of since the first episode.


Midtown Mike's Fun with Guns[ARES, 15 Seasons]

Synopsis: Modeled ironically after a daytime television show, hosts and experts review, test and showcase weapon technology. "Midtown Mike" has been recast several times, with in-jokes and subtle references being the only way this is acknowledged at all. The current Mike is a slightly overweight troll prone to excitement and yelling, especially when a guest brings him a troll-modified version of the weapon being showcased that episode. The show essentially only exists as ARES propaganda, with only ARES products receiving positive reviews. Every show features several structured segments, such as Wuss Watch, wherein nonlethal technology is "reviewed", mocked, and given a score of  "zero" regardless of merit. The current Mike frequently demands nonlethal technology be used directly on him. 

Highlights: Several Midtown Mikes have been seriously injured on-screen, and frequently these accidents are the host's final episode. One Midtown Mike died on-screen thanks to a malfunction with an Ares Longbow Light Anti-Tank Weapon. The footage was edited out of re-runs, but still exists on the Matrix. Several former hosts returned for the show's tenth anniversary reunion, and a recent "Behind the Scenes" special episode revealed that Midtown Mikey, the show's only female host, has stayed on in a behind-the-camera expert role. 


Midnight Makeover[Independent, 6 Seasons]

Synopsis: A team of five explicitly LGBT experts (including former runners) perform style makeovers on both the willing and unwilling. The show alternates between two styles of episode. The first and most common focuses on "shadow" fashion and helping runners and posers alike stay fashionable and avoid "edgelord" style while wearing body armor. One of the hosts(a retired combat decker) has a particular grudge against black leather aesthetic. Twice per season there is a special double-length episode where a corporate executive is kidnapped then publicly humiliated, usually by forcing or locking them into a ridiculous costume. These episodes are commonly thought to be runs that Midnight Makeover is explicitly being paid to perform, but this has never been stated on-camera. 

Highlights: During the latest season, a Transgressive Makeover victim was proving especially slippery. The team breaks into their house, replaces every stitch of clothing in the building and disables their matrix access. Then, the show's decker manufactures an emergency at the exec's facility so the victim is forced to arrive at work in an oversized neon green suit which strobes randomly and plays sound effects. He is subsequently fired and the team spends the final five minutes of the episode celebrating.


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These were fun to write, I might even do more in the future.  As you can see, I've got a lot to say about entertainment in the world of Shadowrun, particularly "Shadow Entertainment". I can imagine an enormous underbelly of Shadow Shows uploaded to the matrix, or even whole pirated stations. Papa Fishbone's show is an idea I had a long, long time ago and is even partly validated by Shadowrun's canon: There's a sponsored corporate show listed in the Sprawl Survival Guide examples which contains outtakes and accidents from Desert Wars. If that exists, it means a lot of other shit does too. I also especially like the idea of runners helping other runners, which is something that kind of already happens as canon via the in-universe comments the books are littered with. 

A final thought: if you thought these shows were especially ridiculous, violent or even cruel: Congratulations. You understand Shadowrun.