#shadowrun 5e
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mr-groovyart · 7 months ago
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Really old design i made for a shadowrun character for the only shadowrun game I've ever played. Never finished it (just like that game never did lel).
It's an AI inside a heavily modified sexdoll, trying to pass off as a rigger. I might redo this sometime, maybe finish her clothes since she doesnt walk around like this all the time unless when overheating.
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ressicle · 4 months ago
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A decker cheering on his techworm (with a party hat)
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saltrockatansky · 9 months ago
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Nagai Nayeli, my gal for a Neo Tokyo revenge arc Shadowrun campaign
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gioia-rodica · 4 months ago
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After dipping my toes into Shadowrun 5e I can say that I love how flexible character creation is compared to DnD, even if it makes the process take literal hours lol. You can have a team that is all the same archetype but no two members are really alike in their skillset. Or a team where every member is a laser-focused specialist in their field, with zero overlap. Or a group of jacks-of-all-trades getting up in each other's business. And it's total chaos either way!
(Also, props to our GM for finding ways to tie cyber combat, astral combat and physical combat together to avoid the infamous Decker Problem)
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odthecryptid · 10 months ago
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Throwback to around this time last year when I ran a short Shadowrun oneshot and drew these banners before every session to build hype for my players.
I'm still super proud of a lot of these.
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hoots-the-owl · 6 months ago
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People use have played Shadowrun 5e before, I’m playing a decker, and I’ve never played SR5e before, what gear and stuff like that(be it specifically for a decker or just to have in general) would be good to have? The amount of Nuyen doesn’t matter
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ziiro · 9 months ago
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BUT WAIT, THERE'S ONE MORE FROM @puppyinatrenchcoat
POV: You are one of my players and I am describing that giant rat you adopted on that data theft operation is in fact magical and has amassed a swarm of other rats that are now harassing your neighbors, causing your HOA to put a lien on your Shadowrunner base of operations.
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capriciouscartographer · 2 years ago
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System Spike: A Beginner’s Dive Into Shadowrun
Friends! It’s finally here! I can finally share something I’ve been working on for quite a while! What’s that you ask? A new mission designed for folks who’ve never played Shadowrun 5E but want to try it! Dive into the shadows with my all new introductory run! Complete with everything a new GM and team needs: maps, reference lists, and suggestions to help you get started! Pick it up at: https://ko-fi.com/s/e843630aeb or https://drivethrurpg.com/product/436604
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kaiju-z · 8 months ago
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Finished designing/redesigning my character for a Shadowrun game I'll be joining on Sunday :D The other day we had a 3 hour creation jam with the GM and it was stupid fun, thanks to a program he was using and us bantering during it.
So this is Yovan "Ghost" Anderson! He's an Elf, who was born in the 60s in the US, so he is pretty old as a character. Witnessed and participated in the makings of history and now he'll be joining a Runner crew in Hong Kong :D
(Also yes. He did vote for Dunkelzahn. After he died 12 hours into he was sworn in, that was his cue to gtfo.)
Featuring his original design from years back when I was making him for funsies.
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artcher-artwork · 2 years ago
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I was commissioned to draw an orc baker character and I love her
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anim-ttrpgs · 5 months ago
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Some History of Eureka: Investigative Urban Fantasy
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Brandon and I have played a lot of TTRPGs, from nearly every edition of Dungeons & Dragons to half-finished playtests of things you’ve never heard of. Our history with TTRPGs is a love story, but one pockmarked with frustration. We found ourselves enjoying D&D 3.5’s vast character creation options, but wishing it focused more on  grounded characters and historically informed combat; being drawn in by Call of Cthulhu’s horror and existential dread, but disappointed in its investigation mechanics for actually getting the investigators to those moments of horrifying revelation; being intrigued by Monster of the Week’s juxtaposition of both normal and supernatural PCs (for horror and/or comedy), but finding its lack of character options and reliance on genre tropes a hindrance; being unable to find anything that would be good for a S.T.A.L.K.E.R. inspired TTRPG campaign. We eventually found the OSR movement and AD&D1e and 2e to be far closer to what we wanted on the medieval fantasy front, but we still had nothing on the modern horror or urban fantasy front, and Shadowrun is… Shadowrun.
So, with around 20 years of TTRPG experience between us, we set out to make the game we wanted a reality.
The story of Eureka: Investigative Urban Fantasy’s creation really starts in late 2021, when Brandon asked me to help playtest a very early rough draft of an investigative horror game he thought up. Living isolated, impoverished, and unable to find work in England at the time, I readily agreed. Noticing that the game didn’t have a combat system and desperate to set my mind to something constructive in between tedious job applications, I offered to write a combat system for it. I soon had to use the last of my money to move back home to Louisiana where I eventually did find work despite a variety of health issues, and continued to work on Eureka as a system for our personal use.
As 2023 drew near, it became clear that my current job wasn’t going to be a permanent career, and I needed a fall back plan. Work towards making Eureka: Investigative Urban Fantasy a professional release began in earnest, with Brandon and I founding A.N.I.M. a few months later. It was initially set to go to Kickstarter in April of 2023, then May, then June, but each time we realized it just wasn’t ready. No one had ever heard of us, and we wanted to break into an industry and customer base increasingly financially hostile to any TTRPG that wasn’t D&D5e compatible. We needed to build an audience, and build a greater appreciation for independent and small-budget TTRPGs within the community at large.
Thanks to some assistance from one of the team members from Tuesday Knight Games (makers of Motherhship), the first beta copies went public in September of 2023 to a splash of instant (relative) success, and the A.N.I.M. TTRPG Book Club was founded on Discord two months later, a community dedicated to buying, playing, and analyzing less well-known TTRPGs - which includes almost everything except Dungeons & Dragons 5th Edition.
Ash became friends with us through the book club, and after offering an increasing amount of assistance, joined the team proper in January of 2024, adding much needed copy-editing skills as well as another 15 years cumulative TTRPG experience.
The Kickstarter campaign for Eureka: Investigative Urban Fantasy launched on April 10th, 2024, was fully funded within 3 hours, and by the end of the campaign had reached a total of $15,455, 486% of the goal. That is where we are at now, working every day to put the finishing touches on the game and complete the stretch goals to the best of our ability before our tentative deadline of January 2025.
This is a far more ambitious project than a super-small team like ours should have attempted for our debut game, but with a mix of talent, luck, skill, and a whole lot of help, we have somehow managed to pull it off. We think the resulting game is a deep, robust, professional-quality TTRPG that provides a one-stop shop and extensive toolbox for any investigative or mystery game you’d like to run. A dark and moody noir, a classical British whodunnit, the lighthearted sleuthing hijinks of Scooby-Doo, Eureka does it all.  (You can also get the latest PDF for FREE for a limited time by joining the A.N.I.M. TTRPG Book Club!)
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Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. If you’re just now reading this and learning about Eureka for the first time, you missed the crowdfunding window unfortunately, but our Kickstarter page is still the best place to learn more about what Eureka: Investigative Urban Fantasy actually is, as that is where we have all the fancy art assets, the animated trailer, links to video reviews by podcasts and youtubers, and where we post regular updates on the status of our progress finishing the game and getting it ready for final release.
Beta Copies through the Patreon
If you want more than just status updates, going forward you can download regularly updated playable beta versions of Eureka: Investigative Urban Fantasy and it’s adventure modules by subscribing to our Patreon at the $5 tier or higher. Subscribing to our patreon also grants you access to our patreon discord server where you can talk to us directly and offer valuable feedback on our progress and projects.
The A.N.I.M. TTRPG Book Club
If you would like to meet the A.N.I.M. team and even have a chance to play Eureka with us, you can join the A.N.I.M. TTRPG Book Club discord server. It’s also just a great place to talk and discuss TTRPGs, so there is no schedule obligation, but the main purpose of it is to nominate, vote on, then read, discuss, and play different indie TTRPGs. We put playgroups together based on scheduling compatibility, so it’s all extremely flexible. This is a free discord server, separate from our patreon exclusive one. https://discord.gg/7jdP8FBPes
Other Stuff
We also have a ko-fi and merchandise if you just wanna give us more money for any reason.
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probablyfunrpgideas · 11 months ago
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Modern Fantasy Spells
QR Code of Warding - if someone scans it without speaking the password aloud, their device and potentially their body is pulled into a digital space.
Helda’s Impersonating Wheel - a circular array of accounts, personas, and characters appears, orbiting the target’s head. Each one you can grab is now inaccessible to them and available to you.
Lightning Lift - reduces the travel time of objects you order or drivers you hire temporarily. Some drivers will ward their vehicle against this magic, claiming that the increased efficiency isn’t worth the static charge that lingers for an hour afterward.
Threefold Banishment of Colorado Technical University (copyright 1987) - violently exorcizes an area of any supernatural entities, and erases harmful recordings of such creatures. A photo of a werewolf is probably fine, but the DVD you filmed the Lloigor on is going to be melted.
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ressicle · 5 months ago
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HIS SMILE...OPTIMISM...BOOB WINDOW
G O N E
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phantasmicdream · 6 months ago
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All my TTRPG characters I’ve played as, but make the chibi!!
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gioia-rodica · 3 months ago
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You know what I love about Shadowrun?
The way it tells you at character creation, "Sure, you can have some extra points to spend on the skills or fun power-ups you want. But how are you going to pay for it? Do you want your character to have a nasty little drug habit? A peanut allergy? ADHD? Maybe she's just super racist? Remember, these things DO have mechanical implications and WILL come back to bite you during gameplay. Enjoy building your trash fire of a character, Chummer."
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drakeanddice · 6 months ago
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What Non-D&D Games Feel Like to Run
Pathfinder
D&D, but more. The systems generally hang together better, if thats a selling feature for you, and the if you like waiting for math to be done, boy is this one going to wow you. It's got more system mastery to demonstrate which is cool, but in general it works like D&D, so you're going to do a bunch of prep work, your players will sidestep it, and you'll scramble to keep laying down track until eventually the campaign fizzles out or you do. Key GM moves are: "PREP" "Study" and "Look stuff up."
OSR
Like D&D, but without all the pesky systems. Most of these run on trust and a steady stream of rulings rather than rules. If your favorite bit of D&D is, "don't worry about it, make something up," the OSR is probably going to be your happy place. Your go-to GM moves are, "say something cool," "refer to a random chart," and "say yes or roll." Less exhausting than D&D, but you're still doing most of the heavy lifting here.
Shadowrun
Watch your friends make complicated characters and then do hours of leg work in hopes of not having to engage overmuch with the combat system. If you've got a Decker, try and keep everyone who is not a Decker engaged as they pull off a solo mission in cyber space. Then do it again as the Mage goes Astral. If you're lucky the plan ends there. If you aren't, you'll probably get to check out the combat rules as the run goes sideways. It's like D&D, but you prep three times as much, roll three times as many dice, shopping trips take even longer, and your party will plan entire sessions to death. Your go to moves here are "wait," "forcibly shift the spotlight" and "look up a rule."
Call of Cthulhu
It's D&D, but you are constructing a mystery. The more they know about it the less able to disentangle it the characters become. There are combat stats and a bestiary despite combat being a fail state. Many such traps exist and you are going to need to tapdance to avoid them. Your go to move is "reveal something spooky; kill a character" and "footstomp a clue."
Savage Worlds
It's D&D, I guess. I mean in a pinch. It's genre-nonspecific and runs on dice pools, but don't let that put you off. The GM is still responsible for cooking up a scenario, awarding experience, and handing out Bennies when the players play their characters according to their Bonds/Ideals/Flaws (okay edges and hindrances, fine) or when they are performing roleplay to your liking. It's fine. It's D&D but you can wear a cool Indiana Jones hat or a jetpack if you want. Go to moves include, "roll, I guess" "make it pulp" and "your performance amuses Caesar"
Powered By the Apocalypse
Despite some early installment weirdness in which one of these is literally D&D, these are not D&D. Prep is minimal, narrative is player-directed, and there's a larger focus on genre and fictional positioning. Fewer rules to memorize, but the way those rules work do <i>not</i> like you fucking with them. Yield to the fiction, hang on loosely. If you play the mechanics, everything falls apart. You've been warned. Your moves are "lean on genre convention" "stir up drama" "feel like you're not calling for enough moves, drastically over-correct and ruin fucking everything."
Forged In the Dark
It's D&D but not remotely. You're a game master for about 30 minutes, and then you are another excited voice in the writer's room. Set up the initial position and then strap the fuck in. This is the only game I've played that will fight you, like full on bottle and chains fight you if you prep. Your go to moves are "build consensus" "ask a question that spurs half an hour of play" and "begin designing a hack."
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