Wednesday, October 21, 2015

SR5 Character Advancement costs and training times

General

  • You can never skip ratings.
  • Time to improve a skill is reduced by 25 percent (round down) if you can find an instructor
  • You cannot improve an attribute or skill that is on downtime from an associated implant/augmentation.
  • If you are only improving skills, you can learn/improve a number of skills up to Logic/2 (round up) during your downtime.
  • Otherwise, you can only improve one of the following during a single downtime period:
    • One Mental and one Physical attribute
    • One attribute and one skill


Learning/Improving an Attribute

  • costs (New Rating) x 5 Karma
  • You can improve a single attribute's rating by at most 2 during a downtime.
  • takes (New Rating) x 1 week to complete
  • Attributes cannot be improved past your metatype maximum using Karma.

Improving Edge

  • costs (New Rating) x 5 Karma
  • training time is instant


Learning/Improving a skill

  • Karma cost:
    • Active skill = (New Rating) x 2 Karma.
    • Knowlege/Langage skill = (New Rating) x 1
  • Max rating improvement per downtime:
    • Active = 2
    • Knowledge/Language = 3
  • At new ratings 1-4, it takes (New Rating) x 1 day to learn.
  • At new ratings 5-8, it takes (New Rating) x 1 week to learn.
  • At new ratings 9-13, it takes (New Rating) x 2 week to learn. (note that you cannot reach rating 13 without the Aptitude Quality)


Learning/Improving an Active Skill Group

  • It costs (New Rating) x 5 to raise and can only be raised by 1 per downtime.
  • It takes (New Rating) x 2 weeks to learn.
  • No other skills or attributes can be improved while you are improving a skill group.


Learning a new specialization

  • costs 7 Karma
  • takes 1 month
  • No other skills or attributes can be improved while you are learning a specialization.


Misc

  • New complex form costs 4 Karma
  • New spells/rituals/preparations costs 5 Karma
  • New initiate level costs 10 + (Grade x 3) karma
  • You can purchase Positive Qualities (with GM approval) for listed Karma cost x 2.
  • You can remove Negative Qualities (with GM approval) for listed Karma x 2.

Saturday, August 22, 2015

[TIPS] Shadowrun Returns: Hong Kong Guide

Character Build Tips

  • Far and away, the easiest build (like in previous games) is a ranged street samurai. Focus karma into Body, Quickness and Ranged Combat (mostly rifles, but also some shotgun). Opt for having an automatic rifle, sniper rifle and shotgun. That will cover virtually every combat scenario. There's now a "Cyberware Affinity" which you must also level. It's misleading because it looks like it's for melee cyberware only (e.g. spurs/razors) but you need it for the useful upgrades like Dermal Plating and Wired Reflexes.
    • Note that this also allows you to dump excess nuyen into cyberware upgrades.
    • Monofilament Whip requires 4 Cyberware Affinity. Wired Reflexes requires 5 Cyberware Affinity.
    • The best overall gun in the game, the Vindicator Minigun, requires 5 Strength and 5 Ranged Combat.
  • Charisma/Etiquette is not as useful in previous games, and I would not go crazy leveling it unless it's needed for your role.
  • Unlike in previous games, combats do not start with your enemies lighting you up on their turn. Instead, enemies get 1 AP worth of movement to get behind cover. This means that your main character doesn't need to be nearly as tanky as before... but note that you'll typically still start near the front.
  • The "free" storyline NPCs you get are a decker (with a grenade launcher!), a support shaman, a rigger (with a badass pet drone who can also throw grenades) and a jack-of-all-trades samurai (some crowd control, some melee, rifle skill). Additionally you can optionally recruit a melee samurai.
  • Unlike previous games, money is very tight. Even if you complete all optional objectives for nuyen, you still won't be able to buy everything you want in most cases. This is especially true if you went rifles, or went cyberware. (and of course doubly true if you went both).
  • Leading up to the final mission, you will have somewhere between 185-200 Karma depending on how you've played the game.

Character Archetypes

  • Rifleman
    • Assault rifle and Sniper rifle, focus on Quickness/Ranged Combat with enough Body/Cyberware Affinity to outfit yourself with quickness and accuracy mods. Cash should go towards weapons and cyberware.
    • Variant: Go for just a sniper rifle and monofilament whip. Sniper rifle deals death at range, and use the whip when they get up close.
  • Cybersamurai
    • Cyber Spurs or razors. Max out Body / Cyberware Affinity and Strength / Close Combat. Money should go towards the best armor and cyberware upgrades. Consider grenades as well for AOE damage since you already have high strength, and will likely have extra money lying around.
  • Fast-talking Mage
    • Max Charisma and spellcasting. Money should go towards Tailored Pheromones (0 Essence cost) and spells.


Weapons

  • Analysis
    • Pistols are flexible weapons with good value. They're good close up and at medium distance, they have free reloads (Pistols 4), and their abilities cover many situations (high armor pierce, multiple targets, and disarm). They're also far cheaper than the other weapons, but will do less damage in general. A good pick if you're pumping a lot of cash into other areas.
    • SMGs are great against unarmored opponents as short to medium range. They fire more bullets than an assault rifle at lower damage per bullet, leading to significantly more damage against an unarmored opponent but less against an armored one. Their "aimed shot" gives the worst accuracy bonus of all weapons and doesn't penetrate armor. Their "flush" ability is weak, dealing less damage than the rifle's Full Auto which has the same effect. On the other hand, you can hit multiple targets reliably at both longer and shorter ranges than shotguns. SMGs are a good cheap option if you are already very accurate and can strip armor from the enemy.
    • Shotguns are beasts up close and at medium range, but have a very strong falloff at range. Their natural scatter makes it a great group killer when enemies are 6 squares away. They have high per hit damage, minimizing the impact of armor. The Kneecap AP reducer can be a critical ability (preventing enemies from using 2 AP abilities such as AOE spells or grenades) and their final ability Shred Armor is effective against heavy opponents. 
    • Rifles are the most versatile weapons in the game. The basic types are assault rifle (medium-high damage per bullet, full auto) and sniper rifle (very high damage per bullet, low capacity, single-shot only). Automatic rifles can't hit multiple targets (this has been changed from previous games) but can put out accurate hits on enemies behind cover, flush them with Full Auto, or shred them if they're out in the open. Sniper rifles allow you to deal consistently high damage every round at a distance, pretty much auto-winning any long-distance fight. They're not great up close, but once you have the deadeye ability you can even use it in close combat. The biggest drawback to rifles is that you'll want an assault rifle and a sniper rifle, and it's a huge expense. They're already the most expensive weapons and having two of them means you'll usually be 1-2 upgrades behind the best weapon available, and likely will not end the game with the best of both unless you spent no money elsewhere.
    • The monofilament whip is an insanely good weapon. It's great at penetrating armor (with cyberware affinity) and dealing solid constant damage, and the range is much more than you might expect. It also immediately flushes an enemy from cover, allowing you to land a hit with the whip and then full auto with your rifle. It likely won't critical as often as your primary weapon giving it less damage against a flanked target, but it's invaluable against enemies behind cover.
  • Final weapons (all require Ranged Weapons 7)
    • Pistol
      • Ruger Thunderbolt (¥2000, 2750 with smartlink) DMG 14, Range M, CAP 12, has burst fire
      • Remington Roomsweeper (¥1500), DMG 14, Range M, CAP 4, AOE 6, fires as shotgun
      • Ruger Super Warhawk (¥1250,  1500 with smartlink) DMG 16, Range M, CAP 6, cannot Chain Shot or Double Tap
    • SMG
      • HK 227 (¥3000, 3750 with smartlink), DMG 12 / RNG M / CAP 30
    • Shotgun
      • Defiance T-250 (¥3500, 4250 with smartlink) DMG 20, RNG S, CAP 5, AOE 6
      • Enfield AS-7 (¥2500, 3000 with smartlink) DMG 18, RNG S, CAP 10, AOE 6, can burst
    • Rifle
      • Ares Alpha (¥4000, ¥5000 with smartlink) DMG 16, RNG L, CAP 40
      • Vindicator Minigun (¥5000) DMG 20 / RNG L / CAP 42 / AOE 6
      • Ranger Arms SM-3 (¥3000, 3750 with smartlink) DMG 20 / RNG L / CAP 6, pierces 1 armor
    • Other
      • ArmTech MGL-6 (¥1200), DMG 12 / RNG L / CAP 6 / AOE 3, costs 2 AP to reload

Cyberware

  • For the classic ranged street samurai, this is your loadout:
    • Brain
      • Encephalon (2000¥, 1E, +1 int): Unnecessary. Save your essence.
    • Head
      • Datajack (500¥, .5E): Need a datajack somewhere for the accuracy bonus on weapons.
    • Eyes
      • Vision magnification (alpha = 1000¥, 0.5E, +6% to-hit): Probably your default choice.
      • Eye Datajack (1000¥, 0.5E): More expensive than the head version, and you have better options in this slot.
      • Laster Designator (1000¥, 0.5E, Mark Target 0AP / 2CD): Actually gives you a better chance to hit than the Vision magnification, but the cooldown and failure chance make it worse for your primary damage-dealer. Now for a support build...
      • BrightLight System (1500¥, 0.5E, blinds opponents for 2AP / 6 CD): You're wasting two valuable action points just to blind someone??? If you're biuilt correctly, that'll be enough to just kill most enemies outright on full auto.
    • Right Arm / Left Arm
      • Saeder-Krupp Skillwires (1450¥, 0.3E, +1 Quickness, +1 Ranged Combat): Your best option. Improves exactly what you want and has a low Essence cost.
      • Yamatetsu Cyberarm (alpha = 1750¥, 1,0E, +1 STR and +6 HP): Not helpful for a ranged samurai but definitely worth considering for the melee build.
      • Renraku Skillwires (1000¥, 0.3E, +1 Dodge): Weak benefit overall, but not a bad option if you're out of Essence.
      • Transys Neuronet Skillwires (1000¥, 0.3E, +1 Throwing Weapons): ...how often do you throw things?
      • Shiawase Magnet Arm (1000¥, 1.0E, automatically throws back grenades targeted at you): Pretty entertaining and very effective in the right situations, but the fact that you 1. need to be close to your teammates, inviting other AOE attacks like spells and 2. require the grenade to be tossed at YOU and not your teammates, makes this upgrade not worth it. Especially for the essence cost.
      • Auto-Loader Cyber-Arm (1000¥, 1.0E, +1 Quickness and automatically reloads): Worth considering.  Saves you an AP every couple rounds on average, depends on how often you need to reload. However, I find it's mostly obviated by having many weapon slots (e.g. sniper rifle, assault rifle, shotgun). It can be very valuable if you use low capacity weapons like the grenade launcher or sniper rifle.
      • JoltAlert (1000¥, 0E, Stunning brings you to 1AP): Partial immunity to stunning. Too niche to recommend as a primary option, but the essence cost is right.
      • Induction Datajack (1000¥. 0.3E): Lower essence cost, but loses out due to way better options in this slot.
    • R-Arm Cyberweapon

    • Body
      • Wired Reflexes (2950¥, 1.5E, Passive: +1 movement, Active: +1 AP. 0AP cost, 2 round effect, 4 round cooldown): The winner! Good at killing people? This will help you kill them even faster.
      • Suprathyroid (2150¥, 0.5E, +1 to all physical stats): Nifty, but not specific enough for you. More useful on the melee samurai.
      • Reflex Trigger (1850¥, 1.0E, Passive: +1 movement, Active: Dodge first attack every round, 0AP cost, 3 round effect, 4 round cooldown): Much more useful for melee attackers who expect to get shot at a lot, with significant enemy success. Ranged samurai sit behind cover and snipe everyone.
      • Shiawase Bone Lacing (Kevlar = 1200¥, 1.0E, +1 Body/STR): Useful for the melee samurai, but not for the ranged one.
      • Synthacardium (Mk2 = 1750¥, 0.5E, +1 Dodge/Movement/Throwing Weapons): Low Essence Cost but small benefit as well. More useful for melee builds but still not worth it.
    • Skin
      • Dermal Plating (Ares = ¥3250, 1.0E, +2 Armor, +1 Body): Want people to hurt you less? Get this one.
      • Cross Dermal Sheath (¥2250, 1.3E, +1 Body, trigger to regen 6hp/round for three rounds, 1 AP): Marginal value for melee types who get injured frequently. The problem is that combats often do not last three rounds, and losing 1 AP is a huge blow. If in that 1 AP you could prevent 18 damage by killing someone earlier, that's far more valuable than this.
      • Tailored Pheromones (¥2000, 0E, +1 Charisma): This is actually a great pickup if you're flush with cash and like the noncombat approach. The 0 Essence cost means you can get it on spellcasters as well.
      • Orthoskin (¥2500, 0.3E, +1 Armor): The low Essence version of Dermal Plating with corresponding loss in sturdiness.
    • Right Leg / Left Leg
      • Cyberleg (Aztechnology  = 1750¥, 1.0E, +6 HP and +1 Quickness): Excellent option for a ranged samurai. Gives bonuses to health and Quickness as it upgrades.
      • Hydraulic Jack (Mk1 = 2250¥, 1.0E, +3 Movement active. 0 AP / 6 round cooldown): Not useful for a ranged samurai, but worth considering if you want to get up close and melee them. The difference between being one space short and being in range is basically worth one AP (since you can move and melee in the same action)

Quick note before you begin playing (not a spoiler)

  • When you get an email from Strangler Bao saying that he has a "problem", go talk to him IMMEDIATELY. Otherwise if you complete any more missions he'll handle it on his own... and you may not like that.

Mission Tips (Spoilers!)

  • General
    • This should seem obvious by now to people familiar with the franchise or the previous games, but ALWAYS BRING A DECKER ALONG. You will miss out on a lot of alternate solutions, optional paydata, and just great flavor text. If you're on a second run feel free to try without one though for the challenge.
    • After completing missions, check in with Maximum Law. You can often get free nuyen for just telling him about your mission (200¥ each).
  • City of Darkness
    • If you can't talk your way past the Yellow Lotus guards, run southwest and find an alternate path to the lower levels. The burning tire is also in this direction.
    • Killing ANY Yellow Lotus member nullifies the optional "don't kill the crew" objective. The most likely thing that will trip you up is killing the Yellow Lotus member after he beats up the old man, due to failing to fit any of the other dialogue critiera (etiquette: shadowrunner, strength 4, etc.).
    • The code to Strangler Bao's door in the Lotus Den (NOT the door panel in the lower level) is 7881, obtainable from hacking the terminal.
    • You don't need to return to the student after completing the Feng Shui objectives, as there's no benefit other than some short dialogue. Note that you get 1 Karma the moment you complete the objective.
  • Outsider
    • Getting past the Red Spears in the garage is mandatory to collect the armor piece if you want to complete the mission without having to kill the Whampoans and keep Gaichu alive. Once you have it, go back into the boat mall (where the elders are) and see the materials/armor dealer, who can identify it for you if you didn't have the Etiquette required. Note that you also need the silver necklace from the sewers, among other pieces of evidence, to convince Porter Lam.
    • To clarify: you need all of the evidence in order to get Porter Lam to side with you in the final confrontation. Otherwise you are forced to kill them all. This is assuming that you didn't attack Gaichu, obviously.
  • The Dig
    • The best value items are hidden behind the bookshelf in the office. Generally, only smash cases that contain items worth 900¥ or more to avoid tripping the alarm. Feel free to grab 10k before heading downstairs, as there are no nuyen items there. Excess amounts of stealing past 10,000 will not gather any further benefit.
    • The Shipping Terminal in the basement contains a new spell (a buffed version of Aim that also applies to the nearest ally) and a shipping manifest, worth paydata (432¥) and +1 karma.
    • When leaving the dig, you are faced with a "save or kill the mummy" choice. Killing the mummy gives you a great sword: 5 damage, 10 reach (it casts lightning bolt as one of its abilities), armor reduction -2, cooldown 2. For comparison, Gaichu's first sword does 3 damage, has 1 reach, and no AR reduction. The sword is not sellable.
  • Bad Qi
    • You can easily bypass security if you have Etiquette: Security and talk to the employee in the north room.
    • The lobby matrix jackpoint is not just used as a way to get past the guards. It also contains "Wuxing Delivery Data" paydata (150¥), though it takes quite a bit of hacking to get there.
    • A prototype pistol is available if you have Pistol: 4 or Intelligence: 5.
    • The wall safe in the north room on the upper floor contains 150¥. You can open it with the correct code, Etiquette: Security or Quickness: 5.
    • Once you past 25 Qi disruption, spirits will spawn and attack you. Their damage is no joke and they have great range, so I'd suggest hiding in a room and forcing them to come to you. Gobbet's Rat Totem steal/destroying spirit ability works on them.
    • 50% is the most disruption you can do on the upper floor, before you go to the temple. They'll tell you in game when it's complete.
  • Exit, Stage Left
    • The jackpoint by the restaurant will give you Neville Ma's apartment code (1635), a party invitation and hotel expansion plans (paydata worth 350¥). It also allows you to punch in a maintenance code, which you will find later after you explore the apartment. It'll tell you that Neville, Penelope and Victor Wang have keys.
    • Getting into the party (an optional objective) gives you 1 Karma.
    • Like most such decisions, you get 1 Karma for the non-violent option with Ku Feng.
    • It's possibly to turn Neville's female companion into a future ally.
  • Uninvited Guests
    • Killing the Talon (optional) gives you 2 karma.
    • The matrix jackpoint by the getaway car also contains matrix paydata (250¥).
  • Retribution (1500¥, 8 Karma, +1 optional)
    • There's no way to sneak this mission, so make sure you're "packing heat" and also take advantage of the new combat initiation feature (click the holstered pistol icon on the top right to surprise your enemy)
    • As usual, the matrix jackpoint has paydata (540¥) available as well. It also allows you to unlock the elevator door, which leads to a lower area with medical supplies (and +1 Karma for exploring it). Nothing actually happens down there, despite the explosive barrels. It's not entirely clear what the purpose is.
    • It's a bit confusing what the "front door" is. The front door is where you came in (the southwest exit). One member of their team will be instantly killed by going through the locked off, northwest quarantine area. The final member will come in from the southeast exit (the separate, narrow room). I'd personally suggest you instakill the heavy gunner, since snipers and mages are very squishy and die quickly.
  • Misdirection (2000¥, 8 Karma)
    • Bring Racter on this mission, of course.
    • (Matrix jackpoint: ground floor) Before you start jacking, some of the blocker codes are available from a computer terminal west of the jackpoint.
    • The matrix jackpoint you run into will likely have the hardest matrix host you've faced so far. After passing through the first room, you'll reach a fourway interaction. The other exits are northwest, northeast and a southwest portal. The northwest leads to gas valve control, but there's nothing you can do there yet (you'll need those later). Go to the northeast portal instead. It leads to elevator control, and some paydata (792¥).
    • Taylor's door code: 98144
    • Hardingham's door code: 23847
    • Once the gas is launched, immediately run back to the camera server room to jack in, to disable the gas.
    • When you get down to the abandoned metro station, you can use the console to disable alternate entry points (requires Intelligence: 5, Racter can do it) which also gives you 1 Karma.
    • There is a super dumb interface issue down here. When you grab the advanced medkit, you may be full on space and it'll ask you whether you want to move it to stash. However, you can't see the button to do so if you have the other team with you in your party. You need to click the center of the screen and drag down to reveal it.
    • The first Ares squad you see (the ones talking about how you were spotted upstairs) is completely skippable for no loss. In fact, fighting them will trigger guard dogs to spawn in the elevators behind you.
  • Whistleblower (1600¥, 8 Karma)
    • Sneaking past the guards is not particularly hard, especially since you've been doing the same thing all game in the matrix. Only the patrolling guard in each area is a problem. Just follow behind him and stay out of his line of sight. The stationary guards won't do a thing unless you get in front of them.
    • Getting to the lower level without the alarm going off gives you 1 Karma.
    • Avoiding combat on the lower deck is much harder. Many of the rooms are "open and get screwed immediately". The key is to head north from the start and enter rooms on the outside ring going clockwise. Use the alarm console to draw some guards away, and then patch into the camera feed (intelligence: 5 or Isobel/Racter).
    • As a rare exception, the jackpoint in Ho Chung has no paydata! It only has the video feed tipping you off as to the ambush.
    • If you end up going for the hilarious but dangerous "kill 'em all" approach, it's critical that you hack into the utility grid next to you and short out both wires. It does 20 damage and -1 AP to anyone standing in the water. You get 1 Karma if you manage to pull off this option.
  • Deckcon 2056 (8 Karma)
    • This mission is only available after you talk to Is0bel enough.
    • I'd strongly suggest you bring Gaichu along, as the interaction between him and other convention goers is hilarious.
    • If you have Decking: 5 or bring another decker along (besides Is0bel), that can make this mission significantly easier. A drone can also bypass some social interaction to get the uniform.
    • The man in the men's restroom (across from Is0bel) sells Hyper Ex, a drug that gives +5% to attack and +2 movement for 5 rounds. He's the only vendor of such in the game.
    • There's a lot of fluff dialog with people around the convention that you can do as much or as little as you want while you wait for Is0bel.
      • Gamege, at the north side of the room, is a shadowrunner. You can start a conversation with him if you have Etiqutte: Shadowrunner.
      • At the northwest corner, you can get the guard out of the way with high Body or Decking and pickpocket the convention members for about 200¥ total.
      • There's a fun reference to the Allegiance Alpha in some of the dialog, a throwback to the starting crappy cyberdeck from Shadowrun on the Sega Genesis.
  • The Extraction
    • Don't let Xiaozhi get away! From the very beginning she will try to run out of the combat. Don't let her get out of sight. Killing her gives you the broker's code (00006) for the locked northern door.
      • You get 2 karma for opening the door. Also there is a Cram, 266¥, and an Advanced Medkit.
  • Prosperity Tower
    • Getting the Wuxing shipping data from earlier gives you an alternate approach.
    • Keeping Bull and his runners alive previously ("Misdirection") gives you the location of security nodes in the Matrix.
    • The code for the lockers with the uniforms is 2627. You get +1 Karma for suiting up.
    • Fixing the turbine gives you nothing. Breaking the turbine gives you access to the security room, and the jackpoint in there.
      • Floor B3: Secure Datastore
        • Gives you access to the locker code (2626, unsure if this is a typo)
        • Give you the first aid station code (4990)
      • Security Network Node: B3
        • Allows you to weaken the building security (part of your optional objectives)
    • The First Aid room (4990 code) contains a Docwagon Platinum kit, and a Premium Medkit.
    • You ultimately need to end up in Lab Twelve. The codes are 44526 and 25301 if you want to skip the other levels.
    • Sales and Acquisitions Floor:
      • You'll need either Etiquette: Shadowrunner, or Charisma 5 to get past the front desk without a fight.
      • There are two jackpoints on this level. One is to the west (careful, the door entrance is hard to see) and the other is in the Tsang VP's northeast office.
      • The west jackpoint has the other Lab Twelve access code (25301) and the security network node for this floor, which is part of the optional objective to weaken security.
      • Once you step into the Tsang VP's office he forces you to jack in for him. Whether you choose to go in loud or with his blessing is up to you.
        • This jackpoint has the optional blackmail info on Josephine Tsang, the foreign account records, and ¥2,124.
      • Note that the VP will insist on the embezzlement data and the money when you jack out. He will not let you leave the room without giving it to him.
      • There are nine enemies total on this floor. Four inside the VP's office (including the VP, a mage) and five in the hallway (including a grenadier and a summoning mage). It's very difficult to kill all of them within three rounds to prevent the alarm going off unless you initiate combat. Due to the fact that the alarm almost assuredly will go off, if you're inside the VP's office you may as well hunker down in there and jack in to disarm the alarm immediately when you get the chance.
      • When the alarm is on, two guards will spawn every round for three rounds.
    • Thaumaturgical Research Floor
      • Need Charisma 7 to get past the guards.
      • The security jackpoint has the equipment room code (8974) and a security node to disable in the optional quest.
      • The equipment room (right off the security jackpoint room, 8974 to enter) has 1x DocWagon Gold Trauma Kit, 3x Advanced Medkits, a Remington 990 Smartlink Shotgun, a special Steyr Aug-CSL (unique rifle, 15 damage, higher chance to hit on successive shots), 2x Renraku Flashbang Grenades, 1x HE Phosphorus Grenade
      • The magic labs has a Spell Focus: Life Siphon 2, a Strip Armor 3 (removes 5 armor)
      • The "Core System Access" terminal has two datastores.
        • Passcodes:
          • Special Operations Blocker: Scion
          • Device Operations Blocker: Prodigal
        • It also gives you the Blocker IC passcodes for the ASIST interface.
      • The containment lab door code is 1915. Releasing the monster gives you 1 Karma.
    • Lab Twelve
      • Your System Trace score resets before you do anything on this floor in the Matrix, which is very important.
  • City of Death (Final Mission)
    • Outer Ring
      • The Street Shaman being harassed by the Yellow Lotus can be saved with either Body 7 or combat. Once you save him, you can either turn him in for the bounty or coerce him into giving you a free item. He also sells medkits and trauma kits. You don't get any Karma for playing the nice route.
      • Ku Feng the vampire queen shows up at near the start of this mission, and you can get her to be in your party or cover the area for you. Bringing her into your party allows you to exceed the normal four-person limit, and you get the "Monster Squad" achievement if you have her and Gaichu together. You will lose her before the final fight, so feel free to let her health get low.
    • Mid Ring
      • Killing the Ranged Servitor in the southern room gives you 1 Karma.
      • Rescuing the citizens from the guards by detonating the explosives (this is before leaving the area) is a losing endeavor. The citizens are already possessed/zombified and will attack after you cross over, and you're forced to kill them all.
    • The Fortune Engine, final fight
      • AOE spells (like Gobbet's Toxic Fog) are extremely effective against Qian Yu, since her 2x2 size results in multiple hits.



Hacking

  • Hacking in the new Shadowrun is quite different than before. First, you have the stealth portion, where you need to avoid tracer programs moving on a set path. To bypass locks you need to enter several multi-digit combinations on a keypad. This unlocks the next section: picking a multiple choice pattern from among many patterns. The key here is to wait, as it will briefly reveal random parts of the correct combination.
  • Each numpad combination successfully completed on the left side increases your total hacking time by 10 seconds, giving you both more time to examine the correct symbols and also a buffer for incorrect guesses.
    • The pattern matching section on the right is actually fairly easy. You can usually solve it with plenty of time remaining even if you only do a few solves on the numpad portion.
    • Note that failing a pattern resets the pattern.
  • Somewhat of an exploit: you can jack out from anywhere by spamming AOE spells on yourself in combat until you get dump shock. Note that logging back in maintains your trace status.

Character Backstories (Spoilers!)

  • Ten-Armed Ambrose used to be a shadowrunner in UCAS, who got terribly crippled on a run. His teammate Karen saved his life, and then convinced him not to kill himself when he was upset at his permanent, nearly-paralyzed condition. He eventually recovered and became a great doctor, but his Karen never got over their team dying and ended up killing herself (ironic). Finishing his Karen backstory gives you 1 Karma.
    • Ambrose has a complicated additional history that you can't access without very high stats. You'll need either Intelligence 6, Drone Control 7, Biotech 6 or Astral Perception to get more hints.
  • Racter is a former Russian drone researcher interested in a future where metahumans can shed their mortal bodies and move into machines. His drone self-repair research was stolen by two colleagues and sold to megacorps (this is an optional mission you can do). He was severed in half as a child in an accident and is missing his body below the hips, and also self-diagnoses himself as a psychopath. He believes he suffers no Essence loss from augmentation due to his psychopathy.
  • Gaichu is a former Renraku Red Samurai, who was bitten by a ghoul on a mission and turned into a ghoul. His squad expected him to commit suicide at this point due to his impurity, and he refused and ran, killing two of them in the process. You later work him to ambush and kill the rest. He regularly struggles with embracing his primal, ghoulish side or exercising human, samurai restraint. In his climactic encounter with his old team lead, you can guide him to either intentionally infect his pinned leader or to merely kill him. Completing his storyline gives you an achievement.
  • Is0bel is formerly from Somalia. Her parents were upper-class Somalians and fled from there, looking for a better life for their family. They ended up in the Mansion District of the Walled City, a complete hellhole. She watched her own brother die of a heroin overdose. She eventually fled the district with Gobbet's help, who met her while exploring. Is0bel intentionally left her parents behind when she fled because she knew she wanted her traumatic childhood memories removed, and couldn't have done that if her parents had been around her. After she gets her memories back, she feels guilt over their eventual death after she left.
  • Gobbet is a Rat Shaman who grew up in Hong Kong, but outside of the Walled City. She started running from a very early age, and two of her former teams have had their members killed. For a while she lived on the "Sinking Ship", a floating mass of shipping containers in the bay, along with other Rat Shamans. She was tricked by a fellow team member into stealing a powerful and evil magical that unleashes demon spirits into the world, who brought it back to the Sinking Ship and killed many of the people aboard. She helped her friends kill her former teammate, but left the Sinking Ship after that.
  • Duncan Wu
    • There's a bunch of annoying repetition and daddy issues in his backstory, but the short summary is that Raymond took in both of you off the streets of the Barrens. You used to run together in a gang, but Raymond forbid you to see them after you came under his care to prevent criminal relapsing. One day an old gangmate, Lockjaw, came asking for your help, and you went with him to save your other gangmate. A local group of ghouls had moved into where your friends had been squatting and eaten/killed some of them. Lockjaw died, but you managed to rescue your other friend.
  • Reliable Matthew is a drone dealer on the southern side of Heoi. He doesn't own any of the drones that he sells, and is pushed hard by his supplier to make sales. His cheeriness is just an act: he slots BTLs (better-than-life chips) to keep up his happy attitude. You get a miniquest to pick up his BTLs from Ambrose and can confront him on his habit, but you end up needing to give it to him no matter what. He lives a depressing, sad life and only BTLs help him get through the day. You get 1 Karma for finishing his story.
  • Ka Feis
    • Callum Ka Fei is the intellectual son, always hoping to move away from his family's business and work in a corporate structure. He chafes against his parents' restrictions and constantly seeks a more interesting life. You eventually find out that his mother had an affair, and that Callum is not Henry's son.
    • Frederick Ka Fei is the burly bouncer son who can bench press 700kg. He also chafes against his parents' authority, confident that he'll be happier if he can leave. He wrpmg;y believes his father was a bigtime pirate instead of just a smuggler, and tries to join a pirate crew until found out and thoroughly rebuked by his father.
    • Ermine Ka Fei is the gun running, brains-of-the-operation mother.  She used to work for the corporation Baihu.
    • Henry Ka Fei is the reluctant father, who loves his family but misses his younger days as a smuggler and fisherman at sea. He ends up with a serious crisis that you help him resolve, as to whether he should leave his family and go back to sea, or to stay with them.

Saturday, June 20, 2015

SD card write speed comparison

Gear

SD Cards
    1. SanDisk Extreme Pro 32GB 95 MB/s
    2. SanDisk Ultra 64GB 40 MB/s
    3. Transcend 32GB 30 MB/s
    4. #1 but with duplication on (writes to both cards simultaneously)
    5. #2 but with duplication on
    6. #3 but with duplication on

Camera

    • Nikon D7000


Test

  • Number of shots in 30 seconds when shutter is held depressed in high-speed mode
  • All testing done with newly formatted cards


Result

  1. 47 shots
  2. 46 shots
  3. 24 shots
  4. 35 shots
  5. 27 shots
  6. 18 shots

The 40 MB/s card is likely writing to disk fast enough that it isn't filling the camera buffer, which makes it look identical to the 95 MB/s over 30 seconds without duplication. A longer test would likely reveal a difference.

Friday, May 29, 2015

The Long Dark Long-Term Survival Strategy

Always start in Mystery Lake.


Mystery Lake


  • Your first priority is warm clothing. At first wear anything that's warmer than what you got, then worry about efficient weight-to-warmth ratios once you can comfortably explore through most temperatures.
  • Your second priority is setting up a home base from which you can store your goods, craft and cook. The best candidate by far is the Camp Office on the edge of the lake, as it has a relatively central location, is on the main transit route through the map (the railroad) and it has a bed, indoor fireplace, workbench and containers.
  • Your explorations should focus on visiting each area of the map, collecting all of the loot and storing it all in your base like a pack rat. Ideal locations to hit first (besides the Camp Office) is the Forestry Outlook (possible weapon spawns), Trapper's Homestead and Logging Cabins. Additionally, one loop around Mystery Lake and a browse through the cabins will likely net you significantly better clothing (often you find a Down Ski Jacket or Mariner's Peacoat).
    • You should make sure you hold onto a hatchet and a knife. Hatchets are great for foraging wood (which you will do a lot of) and knives dramatically improve your ability to fight off wolves (this will also happen a lot).
  • Hopefully you will find a rifle and storm lantern by now and are ready to tackle the Carter Hydro Dam. You can still do it without a rifle, but it's a bit more dangerous (you should definitely have a knife). Head to the dam and take off your clothes upon entering (in case you struggle with Fluffy) and kill Fluffy if he's in the dam. Once he's dead, loot the Dam freely but do not leave the dam through the lower door. Accumulate the gear by the doorway or the fire barrel on the turbine floor. Cook, eat, rest, and get ready to start lugging the gear in one or two trips back to the Camp Office.

Coastal Highway

  • Eventually, either due to boredom or running out of resources (especially bandages, clothing or ammunition) you will want to explore more. Your next goal is the Coastal Highway, but before you begin you will want to prep accordingly.
    • Set up a mini-base in the entrance of the Carter Hydro Dam. I suggest plopping down a bedroll, half a gallon of water, 1500 calories of durable food and medication to treat every possible condition. This base is to rest at before you proceed forward (the Coastal Highway entrance is right next to the Carter Hydro Dam).
  • The Coastal Highway map is quite dangerous due to the wolf density, close corners and uneven ground. It's difficult to navigate and there's no good location for a base, so our plan is to loot the map and lug everything back in stages to Mystery Lake.
  • When you're ready, go through the Ravine next to the Carter Hydro Dam. Make sure you have a decent amount of food (though you can find food easily), plenty of water (it's much more time-consuming and dangerous to make water), medication for struggles, prybar, can opener, and your rifle/hatchet/knife as usual.
  • Your general plan is to loot each location, collect the items in the Log Sort, and repeat until you've cleared the map. After the map is cleaned out, move the gear from the Log Sort back to Mystery Lake. If you ever get in over your head, just go back through the Ravine and you can recuperate at the Dam (see why we built that mini-base?). If something really bad has happened (e.g. out of ammo, depleted all your food and water) you can use the resources at the Dam to rest a night and make it back to the Camp Office the next day to rebuild your reserves.
  • Remember: you are not here for food. Food is far easier and safer to obtain in Mystery Lake. Always prioritize taking useful items (e.g. scrap, cloth, tools) over food. Only carry enough food to keep you alive with some emergency leftover. If you have to shoot a wolf, I'd generally discourage you from even bothering to harvest it. Taking the meat means you need to spend more time gathering wood and cooking it, and then more time to boil water since you're staying longer... and there's no safe, good place to do any of this.
  • Use flares to fend off wolves. Don't even hesitate- that's what they're there for. Since you have no intention of harvesting them, it's pointless to kill the wolves. Then again, shoot the wolf if there's any doubt about whether you can get away safely, or if it's blocking a key loot location. Don't forget you can also drop food (default is the "4" key) to distract them. The raw meat you find in fridges and freezers are excellent decoys.
  • This is probably obvious, but don't mess with the bears.

Wednesday, May 27, 2015

The Long Dark: Clothing Stats

All stats are given in (warmth / wind chill bonus, weight, [total warmth to weight ratio]), always in Fahrenheit and at 100% condition.

Head

  • Toque (+1.8 / +1.8, 0.6 pounds, 6°/lb)
  • Basic Wool Hat (+1.8 / +0.0, 0.6 pounds, 3°/lb)

Neck

  • Basic Wool Scarf (~+1.8 / +1.8, 0.6 pounds, 6°/lb)

Outer Body / Coat

  • Wolfskin Coat (+12.6 / +9.0, 6.6 pounds, 3.27°/lb)
    • 1x Cured Wolf Pelt, 1x Cured Gut, 4h = 30% repair
  • Basic Winter Coat (6.6 pounds)
  • Premium Winter Coat (+7.2 / +7.2, 4.4 pounds, 3.27°/lb)
  • Down Ski Jacket (+3.4 / +1.8, 1.1 pounds, 4.72°/lb)
  • Insulated Vest (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)

Inner Body / Sweater Layer

  • Heavy Wool Sweater (+2.6 / +1.8, 1.1 pounds, 4°/lb)
  • Thin Wool Sweater (1.1 pounds)

Outer Legs

  • Deerskin Pants (+5.4 / +5.4, )

Inner Legs

  • Cotton Long Underwear (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)
  • Wool Long Underwear (+2.6 / +1.8, 1.1 pounds, 4°/lb)
  • Jeans (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)

Hands

  • Rabbitskin Gloves (+7.2 / +3.6, 0.9 pounds, 12°/lb)
  • Mittens (+3.4 / +1.8, 0.6 pounds, 8.67°/lb)
  • Basic Gloves (+1.8 / +1.8, 0.6 pounds, 6°/lb)

Socks

  • Wool Socks (+1.8 / +0.0, 0.6 pounds, 3°/lb)
  • Cotton Socks (+0.9 / +0.0, 0.2 pounds, 4.5°/lb)
    • 1x cloth, 20m = 75% repair

Feet

  • Deerskin Boots (+7.2 / +5.4, 3.3 pounds, 3.8°/lb)
    • 1x Cured Deer Hide, 1x Cured Gut, 2h24m = 30% repair
  • Insulated Boots (+5.4 / +3.4, 4.4 pounds, 2°/lb)
  • Basic Boots (+1.8 / +0.0, 2.2 pounds, 0.82°/lb)
  • Shoes (+0.9 / +0.0, 1.1 pounds, 0.82°/lb)




Tuesday, May 26, 2015

The Long Dark: Plants

Saplings are useful for making bows, but not that easy to find. A key thing is that their spawns are not random- they are only available in certain groves on every map.

Here is what Maple saplings look like:


Note that they weigh .66 pounds.

Green Birch Saplings look very similar:


Note that plants spawns are random and locations may differ game to game. Additionally, they do respawn but it may take a very long time.

Mystery Lake

  • Green Maple Saplings
    • By the Carter Hydro Dam. Approach from the rail, and it will be below you in the valley on your left (under the main entrance).
    • Near the Frozen Creek
  • Green Birch Saplings
    • "Behind" the Trapper's Homestead.
    • Along the river leading away from Mystery Lake
  • Old Man's Beard Lichen
    • "Behind" the Trapper's Homestead, towards the edge of the map.
    • Near the Deadfall Area
    • Unnamed Pond
    • River (Northern Access)
  • Reishi Mushrooms
    • Deadfall Area
    • Unnamed Pond
  • Frozen Creek
    • Rose Hips
  • Bears
    • South of the Fishing Cabin (between the Clearcut and the Unnamed Pond), on the frozen lake
    • Clearcut (at the base of the Forestry Outlook)

Ravine (transition area between Mystery Lake and Coastal Highway)

  • Near the ML entrance (before you cross the chasm on the log, off trail next to a cave on your right as you come from ML)
    • Old Man's Beard Lichen
    • Green Birch Saplings
  • Near the chasm-spanning log
    • Rose Hips
    • Old Beard Lichen
  • Near the ML side of the train track tunnels
    • Reishi Mushroom

Coastal Highway

  • Rose Hips
    • Jackrabbit Island
  • Old Beard Lichen
    • Misanthrope's Homestead
  • Reishi Mushrooms
    • Waterfront Cottages
  • Bears
    • Wandering near Misanthrope's Homestead, on the ice
    • Coastal Townsite




Thursday, May 7, 2015

[DOTA] Always display hero icons on the minimap

Everyone should always have these enabled. There's literally no reason not to. It might take an adjustment time to learn the icons, but it's still better than just having colors.


Saturday, March 28, 2015

Pillars of Eternity puzzle solutions

Mechanics questions

  • All "Styles" (Two-handed, Two-weapon, etc.) Talents only apply to melee weapons. You do not get the bonuses when using ranged weapons.


Temple of Eothas Bell Puzzle
  • Right, middle, left, right

Defiance Bay
  • Copperlane
    • Dalton is located on the western section of the district, on the west side of the two close bridges.
  • Ondra's Gift
    • Supply and Demand quest: your objective is the "Ramshackle House" east of the lighthouse.

Monday, March 16, 2015

Pathfinder Bestiary stat blocks and Racial Skill Modifiers

Q. Are Racial Modifiers included in skills as listed for a monster?

A. Yes.

The citation link is here.

Example:

If the monster has this skill block:

Skills: Perception +8;
Racial Modifiers: Perception +4


You can just use the +8 Perception. The "Racial Modifiers" is just telling you where some of the bonus is coming from.


Saturday, February 21, 2015

List of games beaten

Total War: Warhammer 2 A
  • [March 26 2023] Long Campaign Victory (Mortal Empires): Lizardmen, Gor-Rok, VH/VH, 241 Turns, Chaos Invasion On
    • [March 20 2023] Short Campaign Victory 110 Turns
  • [January 7 2022] Short Campaign Victory (Mortal Empires): Orks, Wurzzag, VH/VH, 175 Turns, Chaos Invasion On
  • [December 27 2021] Ultimate Campaign Victory (Mortal Empires): Bretonnia, Louen Leoncouer, VH/VH, 123 Turns, Chaos Invasion On
  • [October 27 2021] Long Campaign Victory (Mortal Empires): High Elves, Alith Anar, VH/VH, 227 Turns, Chaos Invasion On
  • [October 1 2021] Long Campaign Victory (Mortal Empires): Tomb Kings, Arkhan, VH/VH, 192 Turns, Chaos Invasion On
  • [September 16 2021] Short Campaign Victory (Mortal Empires): Empire, Karl Franz, VH/VH, 198 Turns, Chaos Invasion On
  • [September 2 2020] Short Campaign Victory (Mortal Empires): Dwarves, Thorgrim Grudgebearer, VH/VH, 223 Turns, Chaos Invasion On
  • [August 23 2020] Short Campaign Victory (Mortal Empires): Vampire Counts, Heinrich Kimmler, VH/VH, 154 Turns, Chaos Invasion On
  • [August 10 2020] Short Campaign Victory (Mortal Empires): Chaos, Archaeon, Very Hard/Very Hard, 263 Turns, Chaos Invasion On
  • [August 1 2018] Vortex Campaign: Dark Elves, Malekith, Hard/Hard, 198 Turns, Chaos Invasion On

[February 9 2023] Red Read Redemption A (85.2% completion)

Rimworld A+
  • [February 2 2022] Escaped via Stellarch Shuttle: Royalty core, Crashlanded, Cassandra Classic, "Strive to Survive", Commitment mode, temperate biome
  • [July 15 2020] Built ship and escape: vanilla core, Crashlanded, Cassandra Classic, "Strive to Survive", Commitment mode, temperate biome

[December 29 2021] Black Mesa A- (Hard difficulty)

[December 4 2021] Rise of the Tomb Raider B+
  • Campaign beaten on Survivor (85% Completion)
  • Blood Ties DLC (completed)

Age of Empires 4 A-
  • [November 6 2021] All Campaigns Beaten (Hard)



[August 13 2021] Shadow Tactics: Blades of the Shogun B+
  • Campaign completed on Hardcore

[August 2 2021] Project Highrise B+
  • All scenarios completed with all medals   

[July 14 2021] Regions of Ruin B+
  • Goblin King beaten (Troll difficulty)

[July 4 2021] Wolfenstein: The New Colossus B+
  • Campaign completed on Death Incarnate
  • Completed Killboard

[March 9 2021] Titanfall 2 A-
  • Campaign completed on Hard

[March 9 2021] Tropico 6 A-
  • All missions completed on Hard
[January ? 2021] Path of Exile A
  • 3.12 (Heist League): Trickster Essence Drain/Contagion
    • Level 96
    • Awakening Level 8
    • Atlas Bonuses: ?/?
    • Defeated:
      • Elder, Shaper, Sirus (flawless), Catarina, The Pale Council
      • (uber atziri)
      • (breach bosses, beastmaster bosses)

[September 15 2020] Northgard B+
  • Story completed (Hard)

[September 15 2020] Wasteland 3 A- 
  • Overthrow Patriarch Ending, Ranger Difficulty

Frostpunk B+
  • [September 3 2020] A New Home (default settings): 1887, 496 citizens
  • [September 4 2020] The Arks (default settings): No one died, saved New Manchester
  • [September 4 2020] The Refugees (default settings): Saved all Lords
  • [September 6 2020] The Fall of Winterhome (default settings): Saved 91 citizens


The Long Dark
  • [July 20 2020] Badge: "Winter's Embrace" (Winter in July: -10 celsius inside/outside)
  • [July 12 2020] Episode 3: A-
  • [2019] Episode 2 Redux
  • [2019] Episode 1 Redux


[April 29 2020] XCOM: Chimera Squad, A-
  • Expert Ironman difficulty, 81 campaign days, 9 scars, 8 max ranged agents


[April 21 2020] Star Wars: Fallen Order (Jedi Master) B+

[Jan 7 2019] Total War: Warhammer 1
  • Greenskins (Grimgor) Long Campaign Victory, Very Hard
    • 51 regions owned, 15 provinces owned, turn 282


[Dec 28 2019] They Are Billions B+
  • 100% Campaign (Normal, 14630 score, 389862 infected killed) B-


[June 1 2019] Elder Scrolls Online
  • Completed main quest, cp440


[2019] Factorio A+
  • [May 6 2020] 0.17 release, default settings, random seed
    • solo, rocket (no satellite): 16:02:56
    • Lazy Bastard, Logistic Network Embargo
  • [Oct 27 2019] 0.17 release, Industrial Revolution mod, random seed
    • solo, rocket with satellite: 71:54:41
  • [May 5 2019] 0.17 experimental, default settings, random seed
    • solo, rocket with satellite: 31:22:18
    • 3P, rocket with fish 28:24:27


[Feb 3 2019] Dragon Age: 2 A-
  • Hard mode, Blood Mage Hawke/Merrill/Varric/Aveline


[2018] Tropico 5 (aka Mustache Mania aka Similization)
  • [Dec 26 2018] Medium/Medium/Occasional Campaign completed
  • [Dec 27 2018] Very Hard/Very Hard/Occasional Sandbox
    • 2000 pop
    • 84% approval
    • $1.5MM+

[2018] Warhammer: Vermintide 2 A-

  • Bardin: Item level 300


[Dec 20 2018] Battlefield V A+
  • Level 50
  • War stories: Under No Flag, Nordlys, Tirailleur, The Last Tiger (all on hardcore difficulty)


Kingdom: New Lands B
  • [Dec 15 2018] 5th island beaten (no skull island)


Dungeons 3 B+
  • [Nov 29 2018]: Normal difficulty


Hearts of Iron 4 A-
  • China (no DLC), Recruit, Ironman
    • Chinese United Front with warlords + Communists
    • Sep 6 1938 fully removed Japan from China
    • Sep 20 1938 Japanese are back, rolling war
    • ??? white peace with Japam
    • ??? Conquered Korea
    • Mar 9 1942 Won surprise war by Communist China + warlords


DOOM (2016) A
  • [September 17 2018] Hurt Me Plenty





[May 6 2018] BATTLETECH (Harebrained Schemes 2018) A-

[Apr 3 2018] Deus Ex: Mankind Divided A-
  • "Give Me Deus Ex" difficulty. Pacifist other than the mercs at the very beginning (didn't realize the trick to shoot your operative with a tranq dart so you don't need to rush). Completed both endings (bomb + Orchid) and saved Miller.
  • Jensen's Stories:
    • Desperate Measures: "Give Me Deus Ex" difficulty. Pacifist, no alarms. Kept Whittaker's name out of it.
    • System Rift: "Give Me Deus Ex" difficulty. Pacifist. Gave the data to the widower.



[Oct 15 2017] Crusader Kings 2: The Game of Thrones 1.4 B+
  • Started as Joffrey, put down all rebellions and "won" the war against the northern walkers (game crashes when they're forced to accept peace at 100%). Normal difficulty.


[July 30 2017] Undertale A-
  • 7/30/17 Neutral Route, no EXP gained, spared Flowey

[July 10 2017] Galactic Civilizations III B+
  • Tight galaxy, Medium size, 8 civs, Normal difficulty, Domination, Yor
  • Tight galaxy, Medium size, 8 civs, Gifted difficulty, Influence, Iridium, Score 60
  • Spiral galaxy, Medium size, 8 civs, Genius difficulty, Research, Iconian, Score 46


[April 16 2017] Transmissions: Element 120 (Hard) A-
[March 2017] Hotline Miami 2

[Jan 14 2017] Deadbolt (Medium and Hard)
[Dec 2016] Witcher 3 (base game)
  • Hardest difficulty, all named quests completed excluding collecting all Gwent Cards
  • 90 hours (Steam stats)


[Oct 2016] Tropico 4 Campaign

[Sep 2016] Fallout 4: Hard (L75, Railroad ending)

[Apr 2016] Shadowrun Returns: Shadows of Hong Kong (Bonus missions, Hard)
[Mar 2016] Firewatch
[Mar 2016] Tomb Raider (2013, 74%)

[Dec 2015] Sleeping Dogs (incl. Nightmare at North Point and Year of the Snake)
[Dec 2015] Gunpoint


[Feb 2015] Assassin's Creed IV: Black Flag
[Feb 2015] Shadowrun Dragonfall: Director's Cut (Hard)
[Feb 2015] Batman: Arkham Origins (Hard, 50%, all Riddler items collected)
[Sep 7 2015] Shadowrun Returns: Hong Kong (Hard), 90/100
[Sep 26 2015] Shadows of Mordor 98%

Shadowrun Returns: Dragonfall

Portal 2
Half-Life 2: Episode Two
Portal 1
Half-Life 2: Episode One
Half-Life 2

Medieval 2: Total War
Medieval 2: Total War Kingdoms


Star Fox
Super Smash Bros

Pokemon Red
Shadowrun (Genesis version)
Super Mario Bros

Saturday, January 31, 2015

[SR5] Patrol IC behavior + Host security levels

You may be interested in my SR5 Matrix Rules Summary.

The rulebook does not specify exactly how to run Patrol IC behavior is supposed to work.

I came up with a system (with help from the people at shadowruntabletop.com) that integrates your Overwatch Score into the host's "security level". It also defines what the Patrol IC does.

Here is a sample host, but host behavior may vary (differing OS thresholds, Patrol IC check frequency, etc.).


OS 0-9
OS 10-29 Go to Yellow Alert (if at Green)
OS 30+ Go to Red Alert

  • Green Alert (normal operation)
    • Patrol IC doesn't scan for silent icons
    • Patrol IC investigates first illegal action per turn
    • Patrol IC monitors for custom condition (e.g. checking a special file for marks) once a turn
    • If alarm raised, launches Level 1 IC
  • Yellow Alert (cautious operation)
    • System decker alerted
    • Patrol IC scans for silent icons once per turn, but does not launch IC unless an illegal action is committed
    • Patrol IC investigates first illegal action per turn
    • Patrol IC monitors for custom behavior (e.g. checking a special file for marks) every pass
    • If alarm raised, launches Level 1|2 IC
  • Red Alert (high threat response mode)
    • System decker alerted
    • Patrol IC scans for silent icons every pass and immediately launches IC if spotted
    • Patrol IC investigates first illegal action per pass
    • Patrol IC monitors for custom behavior (e.g. checking a special file for marks) every pass
    • If alarm raised, launches Level 1|2|3 IC
    • (Optional host behavior such as archiving files or rebooting)

  • Patrol IC
    • Launches IC if a spotted icon ("loud" or "silent" but already spotted) performs an illegal action
    • No initiative needs to be rolled until Yellow Alert

  • Level 1 IC
    • Acid (Firewall)
    • Binder (Data Processing)
    • Jammer (Attack)
    • Marker (Sleaze)
    • Crash (crashes a program)
    • Track
    • Killer (Matrix damage)
  • Level 2 IC
    • Blaster (matrix + stun damage, linklock)
    • Scramble (reboots you)
    • Tar Baby (linklock + mark)
  • Level 3 IC
    • Sparky(matix + biofeedback damage)
    • Black IC (matix + biofeedback damage, linklock)


Wednesday, January 28, 2015

[SR5] Technomancer Rules Summary

Entries in curly braces {{{ }}} are house rules, typically because the existing rules are unclear.

  • TMs are constantly in AR mode
  • Dropping into VR mode puts them into a "trance"
    • This gives you +2 to all Matrix actions, but NOT Resonance actions
    • You can only be in hot-sim VR
  • Resonance
    • "attribute represents how connected you are to the Resonance"
    • Resonance max is Essence rounded down
    • Whenever Essence is lost, you lose an equal amount of Resonance rounded up
    • Hitting zero Resonance means you lose the Technomancer quality and all Resonance abilities
  • Resonance Signature
    • Whenever a Resonance ability is used, it leaves behiind a unique signature = user's Resonance rating
    • Lasts for 1 hour * rating
    • Resonance beings can detect a signature as long as they get 3 hits on a Matrix Perception test
      • If you've seen it before you recognize it (or do a Memory Test, GM discretion)
      • 5+ hits = "you get an impression of what kind of being or ability left it there"
    • Resonance beings have their own signatures "on themselves all the time" at the corresponding rating
    • Sprites and their actions leave signatures for their compiling TM
    • You can hide anyone's Resonance signature for 1 Combat Turn per hit on Erase Signature
  • Resonance Actions
    • Only usable in the Matrix but are not Matrix actions (no Overwatch score accrual)
    • You do not get bonus VR dice for Resonance actions
  • Living Persona
    • You cannot store data, you have to store it on a "nearby device" (typically a commlink)
    • Matrix Attributes:
      • Device Rating = Resonance
      • Attack = Charisma
      • Sleaze = Intuition
      • Data Processing = Logic
      • Firewall = Willpower
    • Matrix damage is counted as Stun damage
    • You cannot be a slave or a matser, or part of a PAN or WAN
    • May add Resonance to Addiction Tests for hot-sim
    • You get an additional +2 to Matrix Perception tests
    • Resonance abilities cannot be used through other devices like a commlink or a deck
    • Can reboot their living persona as Reboot Device, but it doesn't count as a Matrix Action
  • Threading
    • Uses the Resonance Action "Thread Complex Form"
    • Must also choose a Level for the effect (up to 3 x Resonance)
    • Affected by noise, different grid and public grid modifiers
    • Complex Forms only usable on spotted icons
      • Complex Forms that target Devices can also target Personas (p.252)
    • Sustaining a complex form gives you a -2 penalty on all actions per sustained form
    • Anything that may break your concentration requires a Resonance + Willpower (2) test
      • Cannot sustain forms when unconscious
    • Complex Forms always cause Fading
    • Fading = (Complex form Fade Value) or (DV 2), whichever is higher
      • Note that Complex Forms have specific fade values relative to the Level
    • Threading test net hits > Resonance rating, damage is Physical
    • Threading test net hits <= Resonance rating, damage is Stun
  • Killing Complex Forms
    • Used to kill another technomacner's form without their permission
    • Software + Resonance [Mental] vs. (complex form Level) + (threader Resonance)
    • Each net hit reduces hits from their threading test, 0 hits ends the complex form
    • Must resist Fading as if you threaded the targeted complex form
  • Learning Complex Forms (p.252)
    • Learn a complex by analyzing it with Software + Intuition [Mental]
      • (# of hits / 12) = days it takes to learn
    • Can know up to (Resonance * 2) complex forms
  • Complex Forms
    • Diffusion of (Matrix Attribute)
      • Target = Device|Persona
      • Duration = Sustained
      • Force value = Level + 1
      • Software + Resonance[Level] vs. Willpower + Data Firewall
      • Their attribute is reduced by net hits (cannot drop below 1)
      • {{{Threading another Diffusion for the same attribute replaces the old Diffusion (they do not stack)}}}
    • Puppeteer
      • Target = Device|Persona
      • Duration = immediate
      • Force value = Level + 4
      • Software + Resonance[Level] vs. Willpower + Firewall (1|2|3)
        • Free/Simple/Complex Action = 1/2/3 threshold
      • Success means the target does specified Matrix action as their next action
    • Resonance Veil
      • Target = Device|Persona
      • Duration = Sustained
      • Force value = Level - 1
      • Software + Resonance[Level] vs. Intuition + Data Processing
      • Target "believes something has happened in the Matrix"
      • If the target has reason to believe it's fake, they get Matrix Perception vs. (net hits)
  • Fading
    • Resisted by Resonance + Willpower
    • Damage is only healable naturally through rest
    • Caused by threading complex forms or sprite summoning
      • see "Threading" or "Sprites" for specific damage reules
  • Sprites
    • General
      • Device Rating and Resonance = Level
      • Matrix Atributes are based on level and type of sprite
      • If Sprite is physically tracked, it gives location of the owner (same for Convergence)
      • Matrix Condition = 8 + (Level / 2)
      • Sprites are personas, and cnanot be part of a PAN or WAN
      • Commanded using the "Command Sprite" Resonance Simple Action (see Command Sprite Resonance Action for more details)
      • Sprite-Technomancer Link (p.256)
        • Can communicate with your sprite through the Matrix (text, images, etc.)
        • Losing connection to the Matrix also loses connection to the sprites (but is restored when you're back online)
        • Registered sprites will wait for you to come back, but compiled sprites will vanish
    • Compiling a Sprite
      • May be compiled at a Level up to (2 * Resonance)
      • Every net hit on the Compile Sprite (Resonance) action is one task the sprite will do
      • Limit of one compiled sprite at a time
      • When compiled, Overwatch Score starts
      • Convergence makes the sprite vanish immediately
      • Owner is the TM who compiled it, and has their Resonance signature
    • Compiled Sprite Tasks
    • Task can be one of
      • single use of a sprite power
      • one Combat Turn worth of Matrix actions to the same job
      • participation in cybercombat until all enemy combatants have been defeated or you escape safely
      • (Sustaining a power counts as 1 task indefinitely unless you change it in some way)
  • Registering a Sprite
    • Registering requires (# of hours) = sprite Level
      • Sprite Overwatch Score does not increase due to time while it is being registered
      • Neither you nor the sprite can take other actions during this period
    • Registering + Resonance [Level] v. (Sprite Level * 2)
      • One net hit will result in successful registering
      • Each net hit will also add to that sprite's # of tasks
      • OS is erased immediately
    • Registered sprites do not count against your compiled sprite limit of one
    • You can register # of sprites <= Logic (this is from Errata)
    • Sprite will stay with you as long as it owes you at least one task
  • Registered Sprite Tasks
    • Special task list only for registered sprites:
      • Compiled Sprite Task
      • Aid Study
      • Assist Threading
      • Loaned Task
      • Remote Task
      • Re-register Sprite
      • Standby
      • Sustain Complex Form
  • Decompiling
    • You can dismiss your own sprites {{{for free}}, decompiling is used for other owners's sprites
    • Decompiling + Resonance [Social] vs. (sprite Level) + (compiler's Resonance only if sprite is registered)
      • Net hits reduce # of owed sprite tasks by 1
      • When the sprite reaches 0 tasks, it returns to the Resonance on its next action
  • Sprite powers
    • Using a sprite power is a Standard Resonance action
    • Camouflage
    • Cookie
    • Diagnostics
    • Electron Storm
    • Gremlins
    • Hash
    • Stability
    • Suppression
      • {{{The exact implementation of the rules for this are unclear. What lies below is my own interpretation.}}}
        • Sprite uses it to "stun" the next IC to be spawned for (Level / 2) turns. This takes up one power usage.
        • The IC will still spawn and be visible, it just can't (and no one can act against it)
    • Watermark
  • Fade damage when compiling/decompiling/registering
    • Fading = 2 * (opposed sprite net hits)
    • Sprite rating > Resonance, damage is Physical
    • Sprite rating <= Resonance, damage is Stun
  • Submersion
    • Strengthens the TM's connection with the Resonance
    • Measured in Grades, starting from Grade 1 (cannot exceed your Resonance attribute)
    • {{{Cost for submersion is 10 + (Grade * 3)}}}
      • The original text is 10 x (Grade + 3) but this is a mistake
    • If Resonance is ever lowered below Submersion, the Submersion grade goes down as well
    • Resonance can be increased up to 6 + Submersion grade (spending Karma as normal to do so)
    • Allows access to the Resonance Realms
    • Each submersion grade gives you a new echo power
    • Each Echo cannot be picked more than once unless otherwise stated
    • Echoes
      • Attack Upgrade: +1 Attack, max(2)
    • Data Processing Upgrade: +1 Data Processing, max(2)
      • Firewall Upgrade: +1 Firewall, max(2)
      • Mind over Machine: +1 Rating control rig, max(3)
      • NeuroFilter: +1 biofeedback resist, max(2)
        • Note that this does not protect against Fade damage.
      • Overclocking: +1d6 hot-sim VR
      • Resonance Link: Establishes a one-way empathic link with another TM.
      • Resonance [Program]: This echo lets you copy the effects of one common or hacking program (p. 245). Can be taken once per type of program
      • Sleaze Upgrade: +1 Sleaze, max(2)
  • Resonance Actions
    • Call/Dismiss Sprite (Simple)
    • Command Sprite (Simple)
      • Sprites are intelligent and will follow orders to the best of their ability.
      • If the command is complex or confusing, the sprite rolls a (Level * 2) test against a threshold set by the GM to see if it understands.
    • Compile Sprite (Complex)
    • Decompile Sprite (Complex)
    • Kill Complex Form Sprite (Complex)
    • Register Sprite (Complex)
    • Thread Complex Form (Complex)
  • Types of sprites (p. 259)
    • Courier
      • Cookie, Hash
    • Crack
      • Suppression
    • Data
      • Camouflage, Watermark
    • Fault
      • Electron Storm
    • Machine
      • Diagnostics, Gremlins, Stability

Friday, January 23, 2015

[SR5] Matrix rules summary

Opti has a neat flowchart for Matrix actions here.

Anything in curly braces {{{ }}} is a house rule. Usually the original rule or an explanation as to why is listed right after it.
  • Everything in the Matrix is an icon
    • Rules prevent icons from not resembling their actual identity (e.g. must look like a person, or a file)
    • Matrix appears by default as a "black flatland under a black sky"
    • Typically displays one icon per PAN
      • But will still display dangerous devices on that network separately
  • Terminology
    • Hosts are a "self-contained place in the Matrix... [with] no physical location, as they exist purely in the Matrix cloud"
    • Everything in the matrix is one of these six things: persona, device, PAN, file, host, or a mark
    • Datastream visibility is filtered out by default but can be shown (but are useless without snooping)
    • Personas are usually based on a commlink, cyberdeck, rigged vehicle/drone, or technomancer
    • Devices represent electronic devices (such as cars, music players, maglocks, etc.). Typically they do something in the physical world
    • Files are a collection of data, or possibly a collection of files (a "folder")
    • Marks (matrix authentication recognition key) "keeps track of which personas have access to which devices, files hosts, and other personas"
    • Grids are a Matrix Service Provider
      • All public and global grids are accessible at any time
      • Local grids are only accessible if you are physically in the area
      • Hopping between grids is still confined to what is available in your area
      • Grid by lifestyle:
        • Low or lower = public grid
        • Middle = local grid
        • High = global grid (pick a Big Ten megacorp as provider)
        • Luxury = any grid you want
    • Commlinks are a "combination computer, smartphone, media player, passport, wallet, credit card, Matrix browser, chip reader, GPS navigator, digital camera, and portable gaming device"
      • Data Processing and Firewall are = commlink's Device Rating
    • Cyberdecks (p. 227)
      • about the size of a small tablet or notebook
      • built-in sim module
    • Direct Neural Interface is required for VR
      • This can come from trodes or having an implanted (datajacks|commlink|cyberdeck)
  • Matrix Attributes
    • Attack, Sleaze, Data Processing, Firewall
  • Matrix Condition Monitor
    • Every device in the Matrix has health = 8 + (Device Rating / 2)
    • Damage is resisted by Device Rating + Firewall
    • No wound modifiers (except Technomancers since they take Stun damage)
    • Filling the Matrix damage track "dumps" you
    • Repairing device Matrix damage requires:
      • toolkit
      • an hour of work
      • Hardware + Logic [Mental] test (every hit repairs one box or cuts future repair session times in half)
        • Device is not usable during the repair process
        • Critical glitches permanently break the device
  • IC and sprites also take matrix damage but cannot be repaired
    • Biofeedback damage
      • Resisted by Willpower + Firewall
      • Stun if cold-cim, Physical if hot-sim
  • Dumpshock
    • If you disconnect from the Matrix while in VR without going to AR first, you get dumpshock
    • 6S or 6P depending on cold/hot sim
    • Resisted as normal Biofeedback (but if you got dumped due to a bricked deck you don't get Firewall to help resist)
    • You also suffer 2 to all actions for (10 - Willpower) minutes
  • Link-locked
    • Any persona (includes agent, techno, sprite) can be link-locked
    • When locked, you cannot use Switch Interface mode, Enter/Exit Host, or Reboot actions on your device
    • You can escape with a successful Jack Out (p. 240) action but you still suffer dumpshock
    • Typically falling unconscious during VR will switch you to AR automatically, but link-lock prevents this
      • IC will keep attacking you even when unconscious
  • User Modes
    • AR
      • Can be used without falling into a trance
      • -2 to Perception tests in physical space
    • Cold-sim VR
      • All physical senses blocked (as if asleep)
      • Initiative is Data Processing + Intuition + 3d6
      • Biofeedback damage is Stun
    • Hot-sim VR
      • All physical senses blocked (as if asleep)
      • Initiative is Data Processing + Intuition + 4d6
      • Biofeedback damage is Physical
      • +2 to all Matrix actions
  • Noise
    • Caused by distance, nearby electronics, natural/artificial dampening, cosmic background radiation, etc.
    • Spam zones has huge Matrix traffic and everything is slowed
    • Static zones have electromagnetic blockage (tunnels, sewers, deep in a steel building) or are far away from civilization (deserts, north pole, in the middle of the ocean)
    • Noise penalty = distance + situational - noise reduction
      • Penalty never applied to defense or resistance tests
    • Distance table (p.231):
      • Direct connection = 0
      • 0 - 100m = 0
      • .1 - 1.0km = 1
      • 1.01 - 10km = 3
      • 10.01 - 100km = 5
      • > 100.01km = 8
    • Situational modifier table:
      • Faraday cage = no signal
      • Salt water = 1 per cm
      • Fresh water = 1 per 10cm
      • Dense foliage = 1 per 5m
      • Metal-laced earth or wall = 1 per 5m
      • Wireless negation (wallpaper or paint) = Rating
      • Spam or Static zone = Rating
        • 1 = City downtown | Abandoned building
        • 2 = Sprawl downtown | Abandoned neighborhood, barrens
        • 3 = Major event or advertising blitz | Rural area, abandoned underground area, heavy rain/snow
        • 4 = Commercial area in a city | Wilderness, severe storm
        • 5 = Commercial area in a sprawl | Remote place with satellite access only
        • 6 = Massive gathering or widespread emergency | Remote enclosed place (cave, desert ruin)
      • {{{For Spam and Static Zones, take the worst of the target and the source. If the target is in a 4 noise spam zone and the source is in a 2 Static zone, they both have 4 noise to interact with each other.}}}
  • Illegal Actions
    • Failed Attack deals 1 damage per net defense hit (UNRESISTABLE)
    • Failed Sleaze puts a mark on you and informs host, who launches IC
  • Overwatch score
    • Accumulates whenever you perform an illegal action
    • Rebooting clears your marks and score
    • Each hit on a defense test (regardless of test success or failure) adds to the score
    • Every {{{5 + 3d6}}} minutes from the first tally, it increases another 2D6 (rolled in secret by the DM)
      • Rules-as-written: 15 minutes
    • If outside a host or when leaving a host with score 40+, convergence occurs
      • You get hit with 12 DV Matrix damage (resist normally)
      • forced to reboot (dumpshock applied if in VR)
        • This even applies to technomancers
      • physical location reported to owner of the grid and your current host
    • Can use the Check Overwatch Score action or Baby Monitor program to check your score
      • DM should not tell player how many hits the defense is getting
  • PANs & WANs
    • Can slave (Device Rating x 3) devices to your commlink or deck
    • Whenever slaves defend, they can use master's firewall or their own rating for the test
    • Marks on slaves apply to master as well
    • In reverse, if you fail a sleaze on a slaved device only its owner marks you, not the master as well
    • WANs can slave unlimited devices
      • Being inside a host that has a WAN makes you "directly connected" to all devices in the WAN
    • Only devices can be slaves/masters/part of a PAN (not personas, files, etc.)
    • When directly connected to a device: (p. 358-359)
      • you can target a device on a network independently without being on the host
      • the device cannot use the host rating in tests
  • Grids
    • Targets must always be on a grid
      • Megacorps would be on their global grid
      • Smaller companies and wealthier people would be on the local or private grid
      • Lower class people/organizations would be on the public grid
    • Matrix actions against a target on a different grid have a -2 penalty (including trying to grid jump!)
    • Changing grids requires either Grid-Hop (if you have access) or Brute Force/Hack on the Fly
      • Penalties only apply when you're outside of a host
    • The public grid has a -2 penalty always, even in a host (on a public grid)
  • Typical Device Ratings
    • 1 = General appliances, public terminals, entertainment systems
    • 2 = Standard personal electronics, basic cyberware, vehicles, drones, weapons, residential security devices
    • 3 = Security vehicles, alphaware, corporate security devices
    • 4 = High-end devices, betaware, military vehicles and security devices
    • 5 = Deltaware, credsticks, black-ops vehicles and security devices
    • 6 = Billion-nuyen experimental devices, space craft
  • Matrix Spotting Table
    • Not running silent
      • < 100m = Automatic
      • 100+ m = Simple Computer + Intuition [Data Processing]
      • a host (any distance) = automatic
    • Running silent
      • Must first check if there are any silent icons in the vicinity (within 100m or in the same host)
      •  Opposed Computer + Intuition [Data Processing] vs. Logic + Sleaze (1 net hit = detect)
      • If there are multiple silent running icons, you roll once against a random one
        • {{{If you know "a feature" of an icon running silent (e.g. the last one who attacked you), you can look for a specific one}}}
  • Matrix Perception
    • Autospot anything within 100m that is not running silent
    • Spotting beyond 100m or any silent device requires a test (see Matrix Spotting Table)
    • Any marked icon is always visible
    • Any spotted icon will stay visible even if it starts running silent
      • Icon can use the Hide action or reboot/jack out
    • If you are running silent you have a -2 modifier to all Matrix actions
    • Sample things you can perceive per hit:
      • Spot a target
      • The most recent edit date of a file.
      •  The number of boxes of Matrix damage on the target’s Condition Monitor.
      • The presence of a data bomb on a file.
      • The programs being run by a persona.
      • The target’s device rating.
      • The target’s commode.
      • The rating of one of the target’s Matrix attributes.
      • The type of icon (host, persona, device, file), if it is using a non-standard (or even illegal) look.
      • Whether a file is protected, and at what rating.
      • The grid a persona, device, or host is using.
      • If you’re out on the grid, whether there is an icon running silent within 100 meters.
      • If you’re in a host, whether there is an icon running silent in the host.
      • If you know at least one feature of an icon running silent, you can spot the icon (Running Silent, below).
      • The last Matrix action an icon performed, and when.
      • The marks on an icon, but not their owners.
  • Running Silent
    • Switching to silent running is a Simple Action
    • -2 to all Matrix Actions while running silent
    • See "Matrix Spotting Table->Running silent" for spotting rules
    • Any owner can set a Matrix object to silent running
  • Noticing Hackers
    • A successful Attack or a failed Sleaze will result in detection
    • IC may be launched (only if in a host)
  • Recognition Keys (marks)
    • Marks are individualized to their owner
    • Icons can invite other icons for 1-3 marks (Invite Mark action)
    • Otherwise, Brute Force and Hack on the Fly are the only other options
    • Marks are invisible to everyone but the mark owner, but can be spotted with Matrix Perception
    • All marks you have and are on you are removed when you reboot
    • Marks can never be given or transferred
  • Owners
    • Every device, persona, host, and file has an owner.
    • Each Matrix object can only have one owner.
    • "For all intents and purposes, owning an icon is the same as having four marks on it." (p.236)
    • Owning a device and being its owner are not necessarily the same (e.g. if you steal someone else's commlink)
    • Matrix Ownership is registered with the device and the grids
    • Ownership can be transferred (if you are the owner) in a ~1 minute process
    • You can illegally change a device's owner with:
      • Hardware toolkit
      • Extended Hardware + Logic [Mental] (24, 1 hour)
      • Glitch results in an alert sent out to the authorities
      • Note that changing a file's ownership can be done with Edit File to copy, then delete original
      • Personas and hosts can never have ownership changed
  • Matrix Teamwork Tests
    • Assistants perform the same test, and each hit gives the leader +1 to their limit and dice pool (max is the Assistant's skill rating)
    • {{{There is no specific ruling on how teamwork should work on Matrix actions, so all of the below is a house rule}}}
      • When trying to assist another on a Matrix action, they both must be in the same host (if any)
      • If they are on different grids, the normal "different grid" penalty applies
      • Both characters accrue overwatch score from the action
      • Add 1 to OS for both characters for each hit on the teamwork test
  • Programs
    • Come in Common and Hacking types (Hacking programs are illegal)
    • Cannot duplicate programs on the deck
    • Only provides benefit while the program is running
    • Programs appear as icons connected to your persona
  • Agents
    • Autonomous programs rated from 1-6
    • Take up one program slot on your deck
    • Can use programs running on the same device as them
    • Use the Matrix attributes of the device they run on (e.g. your cyberdeck)
    • Use their own rating for other attributes (e.g. Mental)
    • Intelligence is equivalent to Pilot Programs (p. 269) of the same rating
    • Attacks on the agent are attacks on you
    • Agents can run independently of you and have their own persona when doing so
  • Hosts (p.246)
    • No physical spot, but could be tethered to one (e.g. clubs, stores)
    • Entering a host requires going through the actual host icon
    • Always on a specific grid, but once inside the originating grid is irrelevant
    • Can run IC
    • Have file archives that hold files that aren't in use, cannot be hacked
    • Hosts have a Host Rating (HR)
      • Attack, Sleaze, Data Processing, Firewall
      • Ratings are typically (HR + 3), (HR + 2), (HR + 1), (HR)
      • IC have the same ratings as their host
    • Host Convergence
      • Overwatch Score accumulates while inside the host
      • When convergence occurs, host gets three marks on you and deploys IC
      • Leaving a host after convergence results in immediately grid convergence (should just jack out)
    • Intrusion Countermeasures (IC)
      • {{{Data Processing + Host Rating + 4D6}}}
        • Rules-as-written is (Initiative = Data Processing + Intuition + 4D6)
      • Hosts can launch one IC per turn, at the START of the turn
      • Hosts typically have Patrol IC running all the time
      • Hosts can run # of ICs equal to their Rating
      • Hosts are capped to only one per type of IC at a time
      • IC condition monitor = 8 + (Host Rating / 2) (p.228)
      • IC resist attacks with Device Rating + Firewall
      • IC attacks are:
        • (Host Rating) * 2 [Attack]
        • Complex Action
        • Note that failed attacks damage the IC as normal

Matrix Actions

  • Brute Force
    • attack and add a mark
  • Change Icon
  • Check Overwatch Score
  • Control Device
  • Crack File
  • Crash Program
  • Data Spike (Complex Action)
    • Cybercombat + Logic [Attack] v. Intuition + Firewall
    • Matrix Damage = Attack + 1/net hit + 2/mark
    • If you are Data Spiking an icon you are the owner of, that counts as 4 marks (+8 DV)
  • Disarm Data Bomb
  • Edit File
    • Can be used to protect files
  • Enter/Exit Host
  • Erase Mark
  • Erase Matrix Signature
  • Full Matrix Defense
  • Grid Hop
  • Hack on the Fly
    • Stealth add a mark
  • Hide
  • Invite Mark
  • Jack Out
  • Jam Signals
  • Jump Into Rigged Device
  • Matrix Perception
    • Analyze an object or vicinity
  • Matrix Search
    • Search matrix for info
    • Can be public info, or private info on this host
    • Info:
      • General = 1 (1 minute)
      • Limited = 3 (30 mins)
      • Hidden = 6 (12 hours)
    • Modifiers:
      • -1 intricate or specialized
      • -2 obscure
      • -2 on another grid
  • Reboot Device
    • if mark = 3, reboot device (specify delay to start back up 0-infinite)
    • only works on devices
    • Doesn't work on link-locked
  • Send Message
  • Set Data Bomb
  • Snoop
    • if mark >=1, intercept traffic to and from target
  • Spoof Command
    • if mark >=1, send a command
    • only works on devices and agents
  • Switch Interface mode
  • Trace Icon
    • Find physical location of device or persona if mark >= 1
    • Doesn't work on hosts or IC (no physical presence)

Friday, January 16, 2015

[SR5] Nuyen scale

Electronic paper: 5
Chisel/Crowbar: 20
Flashlight: 25
10 Gel bullets: 25
Standard Rope: 50 per 100m
Trodes: 70
10 Explosive bullets: 80
Cheapest commlink (Meta Link): 100
Frag Grenade: 100
BTL (Tripchip): 100
Drug (Kamikaze): 100
Concealable holster: 150
Gas mask: 200
Maglock Rating 3 (100 x Rating): 300
Combat Knife: 300
Medium quality heavy pistol (Colt Government 2066): 425
Sword: 500
Area Jammer Rating 3 (200 x Rating): 600
Medkit Rating 3 (250 x Rating): 750
Fly-spy drone (MCT Fly-Spy): 1,000
Shotgun (PJSS Model 55): 1,000
Disposable Missile Launcher: 1,200
Medium-quality Assault Rifle (FN HAR): 1,500
Full body armor: 2,000
Anti-vehicle rocket: 2,800
Electric scooter (Dodge Scoot): 3,000
Medium guard drone (GM-Nissan Doberman): 5,000
Medium-quality Machine Gun (Stoner-Ares M202): 7,000
Large VTOL recon drone (Cyberspace Designs Dalmatian): 10,000
Medium-quality Sniper Rifle: 10,300
Activesoft Rating 3 (5000 x Rating): 15,000
Mid-range Family sedan (Ford Americar): 16,000
Luxury Sedan (SK-Bentley Concordat): 65,000
Civilian 4-seater plane (Cessna C750): 146,000
Armored luxury limo (Mitsubishi Nightsky): 320,000
VTOL commuter 30-seat plane (Federated Boeing Commuter): 360,000

Cyberware:
*Base 3,000 - 217,000
*Used modifier x.75  ... Deltaware modifier x2.5

Bioware:
4,000 - 165,000

Cultured Bioware:
2,000 - 285,000

[SR5] Rigging Rules Summary

Anything with a pipe | means "or".
Anything in curly braces {{{ }}} is a house rule.

*Rigging (p. 264)

  • Control rig augmentation connects to cerebrum, brain stem...
    • built in sim module that can Direct Neural Interface other devices
    • Universal Data connector and cable (basically a datajack)
  • Control type (highest to lowest priority);
    • Rigger control
    • Remote control
    • Manual Control
    • Autopilot
      • Receiving contradicting commands at the same level before an action results in no action
  • Noise
    • Wireless has Noise Penalty (p. 230)
    • Direct connections have no noise
  • "Jump in" rules
    • You can only jump into a device that has the Rigger Interface (p.461, $1000)
    • You can only be in VR when jumped in (p. 241 "Jump Into Rigged Device")
    • Method of jumping
      • If you are already in AR, it's a Complex Action
      • If you already in VR, it's a simple action
      • Direct connection is simple action
    • To jump into another rigged device while already in VR, you can use "Jump Into Rigged Device" (Simple Action) if it's slaved (p. 266)
      •  If it's not slaved, you have to jump out and back in again
    • To jump out, use the "Switch Interface Mode" (Simple Action) to go back to VR or AR
    • Vehicle actions as Matrix actions (any matrix bonus applies to Vehicle actions such as Control, Gunnery, Sensor)
    • All vehicle LIMITS are increased by the rating of your control rig (e.g. Sensor, Speed, Handling, Accuracy [only when fired by rigger])
      • Includes vehicle/drone sensor, speed, handling, weapon accuracy
    • Cold-sim initiative = initiative + 2d6
    • Hot-sim initiative = initiative + 3d6 (note that the only benefit to hot-sim is the initiative bonus)
      • Hot-sim also gives +2 to all Matrix tests (p.230)
      • Biofeedback damage is Physical, not Stun
    • protects the drone from direct matrix attack (they see and must attack your persona instead)
    • Physical damage to the drone (while jumped in)
      • You must resist half the damage taken (round up as usual) as Biofeedback (p. 229)
      • Stun if cold-sim, Physical if hot-sim
      • Resist using Willpower + Firewall
  • Remote Control (p. 238 "Control Device")
    • Action time is equivalent to the time it would take you to perform the action
    • All actions use either the normal limit for the action (e.g. accuracy) or your Data Processing rating, whichever is lower
    • If there is no similar action to what you want to do, use:
      • Electronic Warfare + Intuition[Sleaze] vs. Intuition + Firewall
    • If you are issuing the same order to all or some of the devices, you are not penalized
    • If you are doing differnt actions you must split your dice pool into # of groups = # of devices you want to control with a single action
    • Whenever you use your Sleaze as a limit it counts as a Sleaze action (e.g. Overwatch, reverse mark on failure)
      • Minimum marks to perform an action:
        • Free = 1
        • Simple = 2
        • Standard/Complex = 3
    • Rigger Command Console (RCC) (p. 266)
      • analagous to a cyberdeck
      • primarily used to create a Personal Area Network (PAN) to master-slave drones
      • Data Processing used for VR initiative and is the Command test Limit on the RCC
      • Can be used to reduce Noise and/or improve "Sharing"
        • Set when you boot the RCC. Noise + Sharing cannot exceed Device Rating
        • Noise is a straight reduction (this applies even to non-slaved drones)
        • Sharing is the # of simultaneous autosofts that can run on slaved drones
          • Drones running their own autosofts cannot use any RCC autosofts
          • The autosofts are running on ALL drones simultaneously, excluding above
        • Values can be changed while running using the Change Device Mode action (p.163)
          • Firewall used to protect against all attacks on the slaved drone network
      • Can give a command to one, some, or all of your slaved drones with a Simple action
      • Can jump from one slaved drone to another without "jumping out" first
        • Commands issued are acted on the drone's turn, not the rigger's
      • Can slave up to (Device Rating x 3) drones
        • PAN:
          • When slaved device forced to make a defense test, it can use either its rating or its master's rating
          • Thus against a Brute Force attack you could use your (Willpower + RCC Firewall), instead of (Drone Device Rating x 2)
          • If an attacker gets a mark on a slave, they get a mark on the RCC
          • RCC cannot help defend against a direct connection
        • WAN:
          • All drones have zero noise regardless of distance
          • Requires devices to be slaved to a host
    • Drones
      • Device Rating = Pilot Rating
      • Device Rating is used whenever mental attribute needed
      • Drones are considered "devices" in the Matrix
      • When issued a "novel, unexpected or a complicated command" (and no one is jumped in) must roll DR x 2
        • One hit means that it performs the command
        • else does nothing
      • Perception = Pilot + Clearsight[Sensor]
      • Infiltration 
        • (Autonomous) Pilot + Stealth [Handling] vs. Perception + Intuition [Mental]
        • (Jumped in) Intuition + Stealth [Handling] vs. Perception + Intuition [Mental]
      • Initiative
        • Autonomous: (Pilot x 2) + 4D6
        • Jumped in: Rigger's VR initiative
      • Have both Physical and Matrix damage tracks. Filling up either one renders the drone inoperable.
      • Attacking
        • When autonomous: Pilot + (Weapon Targeting Autosoft)[Weapon Accuracy]
        • When jumped in: Gunnery + Agility[Weapon Accuracy + Control Rig Rating] (p. 238)
          • Note that the control rig is not the same as the RCC
      • Drones must have an autosoft for their wielded weapon to attack. (p. 183)
      • Defending
        • Tests
          • Standard defense test: Pilot + {{{Maneuvering_autosoft}}}[Handling]
          • Full defense test: Pilot + {{{Maneuvering_autosoft}}} + (Pilot|RCC Rating)[Handling]
        • Pilot takes the place of Reaction (p.199)
        • Drones roll their Pilot + Autosoft [Handling]" does not specify the autosoft p. 205
      • Resisting Damage
        • Test is Body + Armor (minus AP) as normal
        • Physical Condition Monitor = 6 + (Body / 2)
        • Matrix Condition Monitor = 8 + (Pilot / 2)       {p. 228 Matrix Damage}
        • If modified physical DV is < modified armor, attack deals no damage
        • Ignore stun damage
        • Do not suffer wound modifiers
      • Recoil
        • Recoil compensation = drone Body + any built-in weapon RC
        • Vehicle and Drone mounted weapons have the advantage of a sturdy platform from which to fire." p. 176
      • Can hold (autosofts|cyberprograms) up to DR / 2 (round up as usual)
      • Swapping an autosoft or cyberprogram is a Complex Matrix Action
      • Autosofts have a device rating from 1-6
        • Availability = DR * 2, Cost = DR * 500 [this is from the errata]
        • Clearsight, Electronic Warfare, Evasion, Maneuvering, Stealth, Targeting are the only autosofts
      • Cyberprograms are still capped to one of the same type per RCC
        • p.269 Rigger-specific Cyberprograms
      • Autosofts are skill improvements, cyberprograms are like passive buffs
      • Repairing Drones
        • Rules-as-written (from Run & Gun p.143, incl. errata fix):
          • 2% per physical box repaired in materials
          • Labor cost is (Skill Rating * hours spent * 10)¥
          • Extended test (Automotive|Aeronautic) Mechanic + Logic[Mental] (12/18/24 depending on difficulty, 1 hour)
        • {{{My house rules to allow drones to be recovered past "death"}}}
          • 2% per box in materials
          • 10% per overflow box in materials
          • Small drones can only be recovered from overflow equal to their BOD, larger drones BOD * 2
          • Labor cost is (Skill Rating * hours spent * 10)¥
          • Extended test (Automotive|Aeronautic) Mechanic + Logic[Mental] (12/18/24 depending on difficulty, 1 hour)
    • Specific Drone Rules
      • {{{MCT Fly-Spy gets -2 to attempts to detect it}}}
      • {{{Ares Duelist attacks with Agility+Blades[accuracy]}}}



    There is also a PDF file of rules made by Automaton that has nearly the same rules as what I've listed above, but in a different format.

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