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Showing content with the highest reputation on 07/15/2021 in all areas

  1. Ja ich weiß was du meinst... Ich hatte das tatsächlich extra so niedrig genommen mit der Spezialisierung, da sie sonst Mechanisch nicht viel drauf hat, aber durchaus mit einem Dietrich umgehen kann. Klar, hochstufige Schlösser bekommt sie nicht auf, aber einen abgeschlossenen Schrank oder eine Tür mit Analogschloss schon. Das ist auch sehr verkürzt dargestellt. Garfield war ein freier Stufe 2 Geist und die beiden haben sich tatsächlich schnell angefreundet. Es war dann so, dass Nina ihm aus der Klemme geholfen hat, weil ein Erwachter ihn verbannen wollte und Garfield das Erlebnis als extrem unangenehm empfunden hatte. Daraufhin hat er ihr seinen Wahren Namen verraten und ihr erlaubt ihn zu binden, unter der Prämisse, dass sie ihm mehr Kraft gibt. Grundsätzlich handhabe ich das mit den Geisterformeln bzw. den wahren Namen in unserer Runde etwas anders... Es kommt immer auf den Geist an um den es geht. Manchmal ist eine Metaebenen-Reise von nöten, manchmal muss man mit dem Geist viel Zeit verbringen um seinen "wahren Kern" zu verstehen, manchmal handelt es sich tatsächlich "nur" um eine Formes, manchmal verrät einem der Geist auch selber seinen wahren Namen. Hier passte es ganz gut, dass der Geist ihn freiwillig rausgerückt hat, weil er nicht besonders stark war und eine solche Verbindung Vorteile mit sich bringt. (Zumal es in diesem System schnell gehen kann dass Geister frei werden oder frei gelassen werden) Bei uns am Tisch sind freie Geister und Verbündeten Geister wirklich NPCs mit Charakter und Persönlichkeit und sind selten gleich. Ansonsten danke für deine nette Kritik Schminke und der Nackmull können gerne übernommen werden
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  2. Tigger brach mein Herz in dem Moment, als er sagte, es wird definitiv keinen 180-Seiten-Quellenband zu Groß-Frankfurt geben. Der zweitgrößte Plex der ADL, Stammsitz von Pegasus, hat so unendlich viel Potential. Es ist traurig.
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  3. Hier eine kleine Plot Übersicht von der CGL Seite zur 6. Edition: As always, there are plenty of things happening in the Sixth World. While we want each book to be stand enough on its own that you can have fun playing it without needing a lot of other background knowledge, plot elements continue from book to book so you can get a richer experience by following the developing story. The first plot book for Shadowrun, Sixth World, called Cutting Black, introduced a whole lot of plot developments that will continue playing out as books continue. Here is a quick guide to some of those plot elements: Blackout: When Ares decided to leave the UCAS, the UCAS decided to repeal the Business Recognition Accords. After that decision, they were hit by blackouts in cities across the nation, and some cities and territories decided to leave the UCAS in the aftermath. Cutting Black and 30 Nights described the main events of this plotline, and Slip Streams showed some of the investigation into this. Look for more plot developments in this line in The Third Parallel, and catch fiction about it in Tourist Trapped. Disappearance of III Corps: The UCAS also sent the army to Detroit, only to lose an entire corps, having it entirely vanish. The disappearance happened in Cutting Black, then the soldiers started returning in Slip Streams. That book also connected some disappearances to a metaplane called Dis, which will figure in The Third Parallel and a subsequent plot book. Independent Seattle: Seattle declared its independence as part of Cutting Black, and this event figured into the plot of Free Seattle. The effect of independence will be explored in Emerald City. https://www.shadowrunsixthworld.com/2021/05/whats-up-with-shadowrun/
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  4. Hm ... zu folgenden Veröffentlichungen habe ich hier noch nichts gelesen (vielleicht übersehen?) CGL Johnson ‘Dex: Mr. Johnson provides critical jobs and money, as well as lies, double-dealing, and treachery. This deck of cards offers profiles, game stats, and plot hooks for about twenty Mr. Johnsons. Shadow Points: A backdoor cyberclinic. A fast food joint. A police station. These are places shadowrunners might encounter across the globe, wherever they get their work done. Shadow Points features thirty such locations on handy cards, with an illustration to provide the basic look of each building, along with information entrances and exits, security profile, people who might be present, special features, and fun ways to use the location in your game. Assassin’s Night: This campaign book drops runner teams into the city of Barcelona and asks them to chase rumors that something big is about to go down. By maneuvering through the chaos of the city and getting to know some of the local runners, gangsters, and power brokers, the runners can find out what’s happening—and then figure out what they want to do about it. Their efforts will build to a world-shaking conclusion! Double Clutch: Riggers love toys, and we love riggers! This book contains dozens of vehicles and drones, as well as modifications, new actions, Edge boosts, qualities, and more. And to top it all off, it has rules to allow riggers to construct their own custom vehicles. Das heiß ersehnte Riggerbuch ... Rides Deck: Want a card deck full of boats, cars, planes, and drones? This deck is for you! Each card has game stats and a vehicle illustration to help riggers keep track of their toys. The Kechibi Code: Hmmm, we don’t want to say too much about this one, because it will be best experienced as the plot unfolds through the book. It’s a globe-trotting plot book, moving through the Scotsprawl, Lagos, and St. Louis, all in pursuit of expanding digital vandalism targeting businesses and major markets. Who is behind it, what are they trying to do—and what will the runners decide to do about it? Emerald City: Seattle has experienced dramatic changes recently, breaking free of the UCAS and going its own way as a free city. Independence can be exhilarating, but it also brings stresses and danger, and this book will look at how Seattle is changing and what that means for people working in the shadowrunning capital of the world. Anarchy 2050: Do you love Shadowrun: Anarchy? Do you want to play classic Shadowrun plotlines from the early era of the game with these streamlined rules? Then Anarchy 2050 is for you! This book will offer all you need to play Anarchy in the era of the wired Matrix, huge cyberdecks, and all the scuzzy neon you could ask for. The Third Parallel: Where Man meets Magic and Machine—that was Shadowrun’s tagline from way back, and this campaign book explores how those three aspects of the Sixth World interact and overlap. Taking place in the Denver sprawl, this books bounces players back and forth from the meatworld to the Matrix to the astral and back again, looking at what changes and what stays the same as they try to uncover a plot that brings all three worlds together to possibly highly destructive effect. Pegasus - Vorraussichtlich zur Spiel 2021 Revierbericht 2082: Quellenbuch Rhein/Ruhr Megaplex. Dazu kommen eine Kampagne und ein Roman. Vollgas: Die Übersetzung des Riggerbuchs Quellen: https://www.shadowrunsixthworld.com/2021/05/whats-up-with-shadowrun/
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