Category Archives: Data Dump

DIGITAL GIRL, A SHADOWRUN PARODY

(In the Tune of Madonna’s Material Girl)

This song is dedicated to Alice Haeffner


Some IC stops you, Some IC tracks you
They cannot stop me
But a virus that is killing people?
That is exciting

Hackers come and hackers go
But none of them survived (That’s right)
That was before Echo Mirage
Jacked in to bright the fight

[Chorus]
‘Cause we are living in a new digital world
And I am now a digital girl
You know that we are living in a new digital world
And I am now a digital girl.

System wreckers, call us Deckers
we were now the best
But crash virus of ’29
Was different from the rest
Some groups tried and they all died
So Echo Mirage was trained (no way)
Given brand new Cyberdecks
And they got out of our way

[Chorus]
‘Cause we are living in a new digital world
And I am now a digital girl
You know that we are living in a new digital world
And I am now a digital girl
Living in a new digital world
And I am now a digital girl
You know that we are living in a new digital world
And I am now a digital girl

Bio-feedback was a killer
wiped out much of our team
But I am still alive and kicking
as a Ghost in the Machine. .

[Chorus]
‘Cause everybody’s living in a new digital world
And I am now a digital girl
You know that we are living in a new digital world
And I am now a digital girl
Living in a new digital world
Amd I am now a digital girl
You know that we are living in a new digital world
And I am now a digital girl

Shadowrun Killcode

Kill Code has been released on PDF.  If you are interested in purchasing this book, please consider doing so from this link, which uses our affiliate link, so that we get a small portion of your purchase – and you don’t pay anything extra

https://www.drivethrurpg.com/product/244831/Shadowrun-Kill-Code-Advanced-Matrix-Rules?affiliate_id=954647

Character Sheets

A few people have shown interest in seeing the character sheets from some of the Actual Plays.  So I thought I would drop our current roster, as well as the sheets from characters in the past.  Please note that many of these sheets are current for the sessions we are playing now, which have had 2 years of play time since the sessions that are currently being released.  However, the sheets for Valkyrie, Jackdaw, and Zero should be mosty accurate for when they made their last appearances in the game.

With that, I bring you the current Roster of Characters.  Hope you enjoy.

RD_Jones
RD_Kinect
RD_Lightning
RD_Mr. Black (Zedmond Blackwell)
RD_Teddy

And characters from past appearances
RD_Jackdaw
RD_Valkyrie
RD_Zero

Summer of 69, a Shadowrun parody

I got my first real six-gun
Oh, from a fence named ‘Slime’
Shot it till my targets bled
Was the summer of sixty-nine

Me and some guys from the hood
Formed a team and we had it made
Slim-jim quit, Slow-D got geeked
Should have known, we’d never get paid

Oh, when I look back now
Those runs seemed to last forever
And if I had the choice
I’d never want to be there
Those were the worst days of my life

Ain’t no point in complainin’
When you’ve got a run to do
Spent my evenings doin’ my legwork
That’s when I was shot by you, yeah

Standin on your safe-house porch
I thought that I was being clever
Oh, and when you pulled that gun
I knew that this would hurt forever
Those were the worst days of my life

Shadowrunning 101 – Tips and Tricks

A question was asked.  What are some good (maybe lesser known) Shadowrun 5e tips and tricks.  I thought about it, and only had a few answers immediately ready.  Now, that I have a chance to sit and think about the question, I figure I will take down the answers here.

I’ve already written a few write-ups that you can find on this site about different ways you can use Reagents and some methods to speed up the Matrix.

These are going to be other tips and tricks that I’ve either discovered on my own or learned from others.

Stat Blocks – Some make the mistake of trying to stat up their NPCs.  Instead of wasting time coming up with stat blocks for NPCs that may not even survive, just grab some dice.  If you figure that the “average” human is going to have attributes of 3s, and skills in the 3 range as well, that means “average” dice pools of 6.  Well, your Average nobody will probably have a specialization or augmented bonus of some sort, so grab 8 dice instead.  8 dice is good for low-life grunts who aren’t there really to pose a significant threat, but to merely delay your PCs, or be a nuisance.  If you want your NPCs to pose a significant threat, grab 12 dice instead.  12 dice is enough to score 4 hits on average, or to buy 3 hits.  If several gangers with 12 dice shoot at someone, they are likely to hit.  Serious threats, on the other hand, warrant 16 dice.  This allows for 4 purchased hits, or 5 if you roll average.  NPCs might cause some actual damage with this amount of dice.

Now, with everything, you need to know your players, and your PCs.  If they are all of the optimized variety, you can add 2-4 dice to the numbers I’ve listed above.

For Major NPCs, if they survive, you can stat them later.  No one is really going to notice if they were firing with 16 dice in one encounter, and later (after you’ve had a chance to think about some of their gear and augmentations) they suddenly have 19 dice.  But even if you give them a stat block later, keep it short.  Attack, defense, armor values maybe.  A few key skills that will matter; Negotiations, Con, Small Unit Tactics, Composure, Judge Intentions.

This works outside of combat as well.  Street chase between PCs and a group of semi-skilled gangers, 8 dice should work.

Gear – In the same vein as stat blocks, it is okay to leave gear mostly ambiguous until it matters.  No one is going to realize that you were capping yourself at X dice during the fight, but when they scoop up the guns, the accuracy is Y.  Its not that important, since guns rarely fetch a fencing value worth anything, so they are likely to just be left behind.

Say Yes – Some refer to this as “Yes, and” or “yes, but.”  When your player asks to do something, say yes.  Let them be the hero of the story.  Of course, you may get some players that want to do the absurd that really doesn’t make sense or fit the game/world/story.  So use a little common sense, and ask your players to use a little common sense.  But if a Player asks if there’s a window on that wall over there, and it really doesn’t matter one way or the other, say yes.  Now, if you’ve mapped the place out, and that wall leads into a lab, or another room, instead of outside, then you say no.  Is there a fire extinguisher in the hallway?  Yes, and it happens to be mounted on the wall right by those NPCs.

Now, saying Yes goes both ways.  If you are a player, and the GM presents some information, or what may be some plot info, and he asks if you are going to interact with it, say yes.  Unless you have a really valid reason not to, you should usually take whatever bait the GM lays for you.

Metagaming – Usually, metagaming is something you should avoid.  If you’ve read some novels, and you know what certain people go on to do in the lore, don’t just assume that the lore in the game you are playing is identical.  If you’ve played through a certain module before, then let some of the other players come up with some of the important decisions.  Metagaming isn’t always bad though.  As a friend points out, you sometimes need to engineer  a situation to further the story.  Example.  Take a modern horror story perhaps, where the PCs come across a classic Vampire.  They know nothing about it, nothing about its strengths and weakneses.   It is up to the Player to discover the ineffectiveness  of their current weapon, and then to improvise.  The player knows he needs a wooden stake, but the PC should try a golf club, then maybe a gun.. and then out of desperation because nothing works, he grabs the chair and breaks it over the vampire’s back, only to have the vampire recoil in fear at the broken, wooden chair leg.

Don’t be afraid to fail – Failure doesn’t mean game over.  Failure doesn’t even always mean death of a PC.  Failure in certain tasks can mean that now more interesting things are about to happen.  You should trust that your GM is not going to immediately kill everyone because they were all knocked out.  If the players are fighting, say feral ghouls, where being knocked out will likely lead to the PCs being eaten, then the GM should say something to the players.

Trust – This goes both ways, and is partially addressed in the “say yes” portion above.  If you are a GM, trust your players not to go out of their way to ruin the game (unless this is actually an issue, then there might be other problems).  Trust that your players are there to have fun as well as you, and will actually play the game.

On the player side, trust that your GM is not just looking for new and interesting ways to ruin your PC.  Dramatic things happen, bad things happen, but these are often catalysts to the story.  When it looks like the story is leading into a place of no return, trust that your GM is going to leave you an out of some sort.  Maybe the opposition is way overpowered, you might be able to run.  You might be able to sneak.  You might be able to talk your way past a stronger opponent,  The point is, have some trust in your GM.

Play the game –  This come into play with trusting your GM, but there’s more than that.  Pull levers.  If you notice that the plot is to the left, don’t be a dick and go right just out of spite.  Play the game.  If the game allows your stuff to be hacked so that a certain archetype (Deckers) have something to do, then don’t go out of your way to minimize that aspect.  Play the game.  If there’s a McGuffin presented to you, and you know it’s probably a trap.  Interact with it anyway.  Play the game.

Playing in Character –  As a GM, most of us like when our players remain in-character, and don’t drift OOC all that much.  We like the immersion, the interactions, etc.  Just remember that roleplaying your character is not license to be a dick to the other players.  If your sole response to something bad is “But that’s what my character would do” you might want to rethink your character.  Rogues shouldn’t be stealing from party members.  “Loners” shouldn’t be making the game harder for everyone else, because they want to be the whiny, broody type that never wants to play along with the rest.  Characters can be dicks, but ultimately, it is you, the player, who chose to play that dick of a character.  Remember that.

 

I might have more for later.  I will either update this, or start a new page.  If you have ideas that I might have missed, feel free to leave a comment below.

Crashes!

Crash

Car accidents can be a dangerous thing, and this is still true in Shadowrun. However, the way the actual crash rules are written out, you are in for more danger if you are in a big rig that slams into a Smart Car, while the passengers in the Smart Car are likely to walk away uninjured.  Makes total sense, right?  Nah.

So, I am going to try to come up with something might make sense here, toss the idea around, see if I can get others to comment, contribute ideas, and maybe we can refine it to something that is acceptable to many GMs and Players.

First, Crashes usually involve the impact of a vehicle with another vehicle, or physical object.  For the sake of Crash damage rules, we are going to address a vehicle hitting a solid object, or Barrier.  And a vehicle hitting another Vehicle.

Next, lets address the different attributes of a Vehicle.  Body represents the structure of the vehicle, and Armor represents the ability of your vehicle to shrug off damage.

So, in the instance of hitting a barrier, lets start with the assumption that a vehicle that hits a fragile object is not going to cause much damage.  It really doesn’t matter how fast a vehicle is going, running into a pane of glass is just going to break the glass.  So if the Body of the vehicle is higher than either the Armor or Structure of the barrier, assume it passes right through undamaged.  If either value is higher, then it might pass through with little to no damage.
     So for instances like this, I propose that one consults the speed chart for the vehicle, and if the resulting “damage” is higher than the Armor of the barrier being struck, then the GM may rule that the vehicle destroys the barrier with little to no damage to the car.  Examples, if a Honda Spirit (Body 8, Armor 6) travelling at 51-200 m/turn (Body x2, or 16DV) hits an Armored glass pane, or other “Reinforced Material” (Armor 12, Structure 8), then the vehicle is going to bust right through.  However, in this case, since the structure is higher than the armor, I might call for the car to resist a DV equal to the difference in DV of the Vehicle and the Armor of the target.  In this case, 4DV to the vehicle and Passengers, but since the DV is not higher than the Armor of the vehicle, the damage is STUN, and the passengers get to utilize the Armor of their vehicle as well.  Note, the -6AP mentioned in crash damage resistances applies to personal armor worn, if any, not the added armor of the vehicle passengers are in.

In the next instance, one of the vehicle hitting tougher objects, in which both the Armor and Structure of the target are higher than the Body of the Car.  I might recommend figuring the DV that ramming vehicle will inflict, and having the vehicle resist half that amount.  As for Passengers, it makes little sense for the size of the vehicle they are in increase the damage they are taking.  So for instances like this, I recommend a flat rate of 10S, modified by the speed of the vehicle.  Normal Crash rules for damage resistance apply (resisting with Body + Armor -6AP)  I also propose adding in the Armor of the vehicle (or perhaps it structure) as sort of the “crumple zone” impact safety feature of the vehicle.
So for example.  If that same Honda Spirit runs into a brick wall or other “Structural Material” (Armor 16, Structure 10), at the same speed of 51-200m/turn.  The vehicle would be inflicting 16P against the wall, and would be resisting 8P DV.  If this damage is lower than the armor of the vehicle, the vehicle shrugs off all damage.  The Passengers all have to resist 10S normally, but they get to add the vehicle’s 6 Armor to their roll.

In the case of vehicles hitting other vehicles, I would propose similar numbers as those with vehicles vs structures.  First, consider the speeds of the vehicles  If a faster vehicle is hitting a slower vehicle int he same direction, just take the relative speed.  If the relative speed is 1-10m, then the Damage being inflicted by the ramming car is Body/2, which is not likely to much more than force a Crash roll, but still compare DV of the ramming vehicle with the Armor of the rammed vehicle to see if any damage is caused (less DV than Armor means no damage).

But lets assume a large or fast vehicle hits one that is not so large, or it’s a head-on collision with a high relative speed. Two Hyundai Shin-Hyungs travelling 110m/t head on collide,  The DVs based on these speeds are Body x2.  You could take the Relative Speed, and have it Body x3, but since both vehicles are travelling the same speed, it’s easier I think to just have them each inflict the same damage to each other.  In the case of the Passengers through, I would modify the flat 10S by the Relative Speed, so all passengers are resisting 30S, and might possibly die in this impact once you consider the extra stun rolling over into Physical at a 2:1 rate.
So, Two Hyundais are impacting head on.  They are both Body 10, Armor 6.  Each is inflicting 16DV to the other vehicle, which is higher than the armor, so each will have to resist the damage.  The Passengers have to resist  30S with Body+Personal Armor (-6AP) + Vehicle Armor.  So if they had Body 5, Armor 12, they’d be resisting with 17 dice (5+6+6).  Assuming average results, each is likely to be taking 20+ Stun damage, resulting in unconsciousness, and possibly death.

If Anyone has any comments, suggestions, etc, I would greatly appreciate hearing them.  This hasn’t been play tested.  I basically came up with this as I was sitting here typing it, so it may not fairly address vehicle or passenger damage in crashes..  but it seems like it would be better than the crash rules as presented in the Core Book.

Message to our Patreon Supporters

Earlier today, I posted a Patreon message for my patrons. We don’t have many yet, but that’s no problem. The message was a list of free stuff available. I purchased the Playstation Humble Bundle, mainly for the Resident Evil and Devil may cry stuff. That left quite a few games that I’ll probably never play, so I decided to give my patrons first crack at anything they wanted from the list of PS3 games (and a PS4 game). I’ll eventually take the remainder of the list to twitter for random giveaways or something.

I am also in the process of editing our first bonus actual play. Several months ago, we took a short break from Shadowrun, and I ran a Dark Heresy game. I’ll be releasing those episodes to patrons in the near future as well.. with the caveat that the ending is pretty much left to your imagination. Our last session ended with the group just about to resolve everything, and then one of my players ended up in the hospital for several weeks. By the time he was out and able to resume gaming, a month or so had passed, and no one was in the mood to pause our shadowrun game again for a single DH session.. so, the very ending, we’re just gonna leave open.. hopefully that won’t happen again.

We will probably be doing something like this again in the future.. either slowing our shadowrun game to an every other week thing to fit an alternate game in for bonus content, or finding a day where I can run a game once or twice a month. The games may vary. Perhaps depending on patron preference, they might be Shadowrun, or things like World of Darkness, Mekton, Cyberpunk, Edge of the Empire, or even other Star Wars systems. I have a lot of games on my shelf that I have an itch to run, and this would be the perfect opportunity to break some of them out. OR, I might get to play in some of them, and someone else can GM for the campaign. We shall see.

In any case, if you are interested in supporting the Relative Dimension, you can find our patreon page here
https://www.patreon.com/relativedimension

House Rules – Matrix

As I mentioned in my Decking article, my group recently had a discussion about the Matrix.  Despite being one of the best versions of the Matrix to date, there are still times when it just seems to take forever.  In my game, what happened was that the team was given a job, sort of immediate action needed, no time to “plan.”  They had to steal a shipping container that was being loaded onto a truck.  They were about 2 hours away from the docks where the truck was being loaded, so the player of the Decker decided to flit on down in the Matrix and try for some surveillance.   Continue reading House Rules – Matrix

Shadowrunning 101 – Decking

Decking, or..  How do I hack The Matrix?

Before everything, this is not going to touch on Technomancers.  They are their own beast, and I will try to get a basic write-up for them in the near future.

To begin, this informational is going to use just the Core Book.  It will not take into account anything in Data Trails, or any other books that may have any Matrix sections.  Another disclosure is that this is my own best interpretation.  You, or your GM, may have other ideas, which I’d love to see in the comments below.  Even though SR5 has the best rendition of the Matrix so far, it still has some issues, and after my most recent game (as of writing this), my group and I discussed a few options to help speed up the Matrix even more, and I will follow up with a new post with what we discussed.  I am going to start with a quick data dump of Matrix terms other things you need to know.  If you already know about Icons, Grids, etc, you might want to skip down a little.  Still here?  Then let us begin.   Continue reading Shadowrunning 101 – Decking