Three By Shadow
On April 17, 2012 at 09:56 PM Crusher said:

@ NinjaFlashX: Yes, that was quite an oops moment. A lesson for me from the Gamemaster to think about the world beyond the rulebook. Although I doubt Moonclaw regretted her actions too much. Keep your powder dry, chummer.

On April 17, 2012 at 05:20 AM NinjaFlashX said:

Moonclaw, still invisible and shaken by the sudden hysteria around her, strikes him again with the shock glove. This proves to be a mistake, as the glove impacts the weak man’s chest, and sends its stunning jolt of electricity through his body and into Ling Fei, who is still in contact with him. The pair seize and convulse for a second, before falling slack; Ling Fei manages to hold on to the courier, who is still conscious, but clearly very stunned and unable to break free of Ling Fei’s grip. The rigger is shaken but uninjured from the shock glove’s electric bite. EPIC! Please tell me Moonclaw’s player went “Oops!” after this part. LOL! Enjoying reading your adventure logs! Love Shadowrun.

On March 10, 2012 at 03:56 AM Crusher said:

check out the awesome art Tomato commissioned of Crusher for my birthday:

On January 01, 2012 at 07:04 PM Tomato said:

Here’s an example combat turn, to show how this is done via email. This roll occurred during Moonclaw’s side quest for lodge materials, for quickdraw of her submachinegun and resultant wounding of the ghoul. Karma and combat pool have already been allocated for these rolls, to use if necessary.
-———————————————————————————————-
Quickdraw: RXN (6) test
1, 3, 4, 5, 6 —> Success

Firing 8D6 @ TN: 4 (short range) +2 (walking (backwards=difficult ground)) + 1 (stunned) + 2 (recoil) + 2 (partial light) + 4 (called shot) – 2 (gas vent) = 13
1, 1, 2, 2, 3, 5, 5, 5 —> No successes, rerolling karma… 1 left
1, 2, 2, 2, 4, 5, 5, 8 —> No successes

Firing 4D6 @ TN: 4 + 2 + 1 + 3 (recoil) + 2 = 12
2, 3, 4, 4 —> No successes, rerolling karma… 0 left
2, 4, 5, 12 —> 1 success, all 3 rounds

Dodge test: 4 combat pool @ TN: 4 + 2 (6/3 rounds fired) + 3 (Serious stun) = 9
3, 4, 4, 4 —> No successes

Ghoul resists 10S: BOD (13) test @ 7D6:
2, 3, 3, 4, 4, 4, 16 —> 1 success

Ghoul takes S.

BOD (11) test to not get knocked down, needs 4 successes:
1, 2, 2, 4, 5, 8, 9 —> 0 successes, is knocked down

WIL (8) test to get up (simple action):
3, 4, 4, 5, 5 —> 0 successes

trying again… WIL (8) test to get up (simple action):
3, 4, 4, 4, 11 —> 1 success

Max movement rate of zombies is QUI x 2.

On November 15, 2011 at 03:42 PM Tomato said:

House Rule: Mana Fountains

Mana fountains are places where the natural life-energy of Gaia escapes into the atmosphere. They can be small, no more than a pinhole leak in the earth’s crust, or they can be the size of houses; the largest recorded mana fountain, in the jungles of central Africa, was reportedly visible in astral space from miles away. They serve as beacons to astral denizens, drawing spirits, elementals and dual-natured beings inexorably toward them. Mana fountains tend to wax and wane in strength with the cycles of the moon, awakening and going dormant in a manner similar to volcanoes.

To an Awakened, a mana fountain can have many uses. Sorcery and conjuring within the presence of a fountain is less taxing on the body, and binding foci or creating a lodge or library at a fountain site is also easier. Placing items in the mana fountain will cause the astral signature on those items to deteriorate over time, eventually eliminating it completely. There may be other effects of mana fountains that are not fully understood, and some have even posited that they are dangerous, both because of the concentration of power coming from them, and their tendency to invite strong spirits into the vicinity.

On July 13, 2011 at 01:12 PM Tomato said:

On Willpower and the Undead.

Zombies are manufactured, usually by a practitioner of a certain magical art. They obtain a body, prepare it in a ritual, then bind a spirit into it. So there is simultaneously an astral part and a physical part, but they’re not necessarily the same, so they cannot truly be said to be ‘dual-beings’, although they may behave as such.

I’m going to rule that damaging the vessel only inhibits physical actions, and ditto for the spirit and astral actions. The body could burn away, but the spirit would remain; in fact, it would become Free in this case. This means they have different damage records. Stun damage still affects the body (but I’ve also ruled that Stun damage is converted to Physical in the case of the undead), astral and will attacks affect the spirit.

On July 07, 2011 at 08:20 PM Wintermancer said:

Hey! Awesome looking game. Very much enjoying reading through your Adventure Log. Also, I love what you’ve done with Google Maps. Don’t hate me if I steal the idea for my own Shadowrun campaign. Imitation, after all, is the sincerest form of flattery, yes? ;) I look forward to seeing how your story progresses!

On September 01, 2010 at 07:52 PM Crusher said:

We’re creating a map of the Chicago area with places of interest using Googlemaps. Have a “look:” http://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=111600327157823561979.00048f3534ff81b811d4c&t=h&z=10.

On June 03, 2010 at 12:49 AM Tomato said:

Here’s one of our house rules:

Using Firearms in Close Combat

  • humans, elves and dwarves can use up to heavy pistols, orks and trolls up to SMGs. they will deal their damage code + 1, unless used for bashing, which will be (str)M stun. use the firearms skill for the close combat test, applying a +2 TN.
  • a single bullet is fired regardless of whether the combat is won or lost. in the case of burst or automatic fire, apply the appropriate damage and power modifications, and double the recoil penalty.
  • guns used in this way have an effective reach of 1, and cannot be used as close combat weapons outside of this range (though they may be fired as normal).
  • this makes available a firearms (infighting) specialization.
  • for example, a man with an Ares Predator and man with a spear stand two meters apart. The man with the spear can attack the man with the pistol in HTH, and the man with the pistol can use it to defend, but doesn’t get the HTH +1 damage code if he wins. on his turn, he may close the distance or shoot at this range with firearms skill as normal. if they are 0 meters apart, both men can attack, and the spear receives its reach bonus of -1. the gun has a +2 TN and does +1 level of damage. you can also choose to fire at this range as normal.
On May 16, 2010 at 09:14 PM JimTriche said:

I’d like to just say, it’s good to see a few more Shadowrun campaigns on the Portal here, and if you see anything on my Wiki you’d like to co-op for your own, please feel free. The more references and cross-pollenization of sights and people the better, in my opinion. Also, the formatting tags work in comments too, this is awesome.

Into The Breach Wiki
On May 11, 2010 at 07:06 AM JimTriche said:

I always liked 2nd, though I’ll agree that 1st while it was awesome at the time, is completely brickish when compared to 2nd or 3rd. I’ve bought a few of the 4E books, I am stealing much fluff from them, but I always preferred the Target Numbers from 2E rather than hits and exploding Thresholds from 3rd or 4th edition. It all tends to work out the same, but it seems to make it mean more to me when a character gets an off the wall TN and manages to pull off something pisser awesome.

On May 11, 2010 at 04:31 AM Tomato said:

Ignore the below. Updates still coming, and the most ambitious run yet has just unfolded…

On February 24, 2010 at 05:27 PM Crusher said:

if anyone is still reading this post or we’re going to stop updating…

On February 03, 2010 at 10:13 PM Crusher said:

Speaking of the tech keeping up with the times, I just read an article in the NY times about how the CIA makes something like at least one attack every day with Predators and Reapers (the military’s UAV drones.) Plus there are all these battletac-esque super soldier data relay systems, which link grunts up with planes, tanks and artillery in a heads up display. Then you’ve got the cyberwars going on with entities like Google and China, and you know that’s just the tip of the iceberg in terms of what the public actually gets to read about. The future is now, chummer.

On February 03, 2010 at 09:45 PM onsilius said:

Good points, but as the timeline moves forward, tech changes drastically. Now that everything’s wireless, well the more things change… :) As for the slang, that wasn’t removed. Anyone who tells you otherwise is a drekhead trying to frag your mind.

On January 22, 2010 at 03:36 AM Crusher said:

I agree, shadowrun is just an entire world crafted for badassery. Really the only reason we steered away from 4th was because we didn’t want the hassle of moving up to a new system. Plus some of the changes they made really do seem to get away from the spirit of SR. I read that they got rid of words like drek, slag and slottin’, and replaced riggers and deckers with ‘hackers’, guys who access the matrix wirelessly to do things like turn off lights in buildings and stuff. I feel like the rigger belongs in the getaway car, not hiding behind a crate inside surfing the web.

On January 20, 2010 at 05:42 PM onsilius said:

4e seems pretty cool. I like that they have kept SOTA up to date as in based on what we have now, what is logical for them to have in ~2070. I’ve had all the books since 1e which was unplayable. I’m no SRun rules expert, but each addition seems to keep getting better and more streamlined. I like it. Then again I love any game with an awesome setting, background, history, and stories.

On January 18, 2010 at 11:57 PM Tomato said:

second was too confusing, and third was the version we really remembered and learned (fourth came out after we had stopped playing). really we just didn’t want to go through the hassle of learning the rules all over again. SR is complicated enough as it is.

On January 18, 2010 at 06:41 PM onsilius said:

Always looking for a good Shadowrun read. So why did you guys decide to go with 3rd instead of 4th edition?

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