Difference between revisions of "Shadowrun"

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==SR5==
+
{{toc}}
* SR5 26S027 Bullets & Bandages
+
==[[Seattle]]==
* SR5 26S032 Aetherology
+
Districts, Security, Gangs, etc.
* SR5 26S033 Parazoology 2
 
* SR5 26S034 10 Mercs
 
* SR5 26S035 Coyotes
 
* SR5 26S036 The Assassin's Primer
 
* SR5 26S037 Ten Terrorists
 
* SR5 26S038 Nothing Personal
 
* SR5 26S040 Gun H(e)aven 3
 
* SR5 26S041 Sail Away, Sweet Sister
 
* SR5 26S042 Shadows in Focus: Sioux Nation
 
* SR5 26S043 Shadows in Focus: Cheyenne
 
* SR5 26S044 Shadows in Focus: Sioux Nation: Starving the Masses
 
* SR5 26S048 Shadow Spells
 
* SR5 27101 Beginner Box Set
 
* SR5 27102 Runner's Toolkit - Alphaware
 
* SR5 27409 Boardroom Backstabs 3: Battle of Manhattan
 
* SR5 27450 Bloody Business
 
* SR5 27480 Sprawl Wilds
 
* SR5 27481 Firing Line
 
* SR5 27482 London Falling
 
* SR5 27M0501 Missions- Chasin' the Wind
 
* SR5 27M0502 Missions- Critic's Choice
 
* SR5 27M0503 Missions- Gone Long Gone
 
* SR5 27M0504 Missions- Liberation
 
* SR5 27M0505 Missions- While the City Sleeps
 
  
==Missions==
+
==Contacts==
<pre>
+
{{hatnote|''SR5'', pp.386–392}}
SRM 4-02 Extraction
+
# Get in touch – 2d6 &ge; Connection.
Horizon has some of the best and brightest college grads working for it in every field of study. Arcanoarcheology is a new field, and Horizon has just hired on one of the most promising minds to ever graduate from MIT&T. Both the Draco and Atlantean Foundations want this student working for them, and they’re both willing to pay big to get what they want.
+
# Ask for one of the following:
Parker Acson -- Thaljun Codex -- Parker intends to use the runners to broker his defection to either
+
#* Legwork – Contact uses their skills.
the Atlantean or Draco Foundation.
+
#* Networking – Contact's Etiquette, threshold = target's Connection
 +
#* Swag – Contact rolls their CHA + Negotiation + Connection
 +
#* Favor, business – Contact still charges, but with a Loyalty discount.
 +
#* Favor, personal – Limited by Loyalty, (see table).
 +
{| class="zebra c1c c3r"
 +
|-
 +
!Loyalty!!Risk level||Loan value||Other
 +
|-
 +
|1||''Minor''||1,500¥||Deliver a message to someone. Provide access to a low-level restricted area (airport boarding, police station).
 +
|-
 +
|2||''Low''||5,000¥||Corporate action requiring the signature of a first-line supervisor.
 +
|-
 +
|3||''Medium''||15,000¥||Provide access to a mid-level restricted security area (standard corporate research lab).
 +
|-
 +
|4||''Moderate''||50,000¥||Corporate requisition requiring the signature of a middle manager.
 +
|-
 +
|5||''Serious''||150,000¥||Provide access to a high-level security area (FBI office, AA corp. HQ, AAA regional HQ).
 +
|-
 +
|6||''Major''||500,000¥||Corporate requisition requiring the signature of a senior manager or junior executive.
 +
|}
  
Dover was born in Seattle, and had a relatively unremarkable childhood. His precocious curiosity and inquisitiveness ran afoul of his Dad's lawyerly gravitas. In his early teen years, Dover was summarily shipped out to military school. In military school, he worked hard and played hard. He developed a devotation to the martial art of Arnis, as well as the rigors and satisfactions of mountain climbing. He also learned enough matrix manipulation and decking to give the administration nightmares for years.
+
==SR5==
After completing military school, Dover continued to study the foundations of magic at the local community college - he was uncertain enough of his own intentions to commit to the Ivy his father desired, or to immediately pursue a military career. He funded his studies through a ROTC-style program (much to his father's chagrin). Dover also avidly pursued his extracurricular interests in martial arts, rock climbing, and hacking. After consuming everything his local community college had to off him, he (re)entered the military.
+
* Attribute Ratings can go up to 11 (depending on race).
Entering the UCAS military, Dover joined the 22nd Astral Ranger Corps. Although his magical gifts were not the match of the others in his unit, his physical and matrix talents provided important balance to the unit. The outbreak of the Denver civil disruptions coincided with the end of his first tour, and Dover re- upped, but accepted an assignment with a covert SpecOps unit that operated broadly across areas from the UCAS border in the midwest well into the NAN territories surrounding Denver.
+
** Karma costs: new Rating&#8239;×&#8239;5.
After closing out his military service, Dover took advantage of a GI Bill style program to continue his studies into magical history. He threw himself into a doctoral program, and attained significant expertise in his area. Unfortunately, his advisor (and mentor) screwed up - he involved himself in a radical political organization, and started a profoundly stupid series of events. Dover intervened, saving Dr. Meyer. Unfortunately Dover wound up holding the bag - in an academic violation sort of sense.
+
* Skill Ratings can go up to 12 (13 with Aptitude), and may have specializations for +2 dice.
Dover now finds himself in the awkward position of being ostracized and rejected by the academic community and his family. Dr. Meyer can't clear Dover without implicating himself (and obviating the good work Dover has done). Instead, Dr. Meyer has connected Dover with some archeo-arcanum "research and retrieval" operations that can make good use of his mix of skills.
+
** Karma costs: Active: nR&#8239;×&#8239;2; Group: nR&#8239;×&#8239;5; Knowledge/Language: nR&#8239;×&#8239;1.
 
+
* [[Adept power]]s
There are several parties after Parker Acson, each with different goals. There are scenes for meets with the Atlantean and Draco Foundations as well as scenes for delivering Parker. However, this Mission is designed to be free form after the runners acquire Parker. Here are the five important players and their objectives:
+
* [[Missions]]
 
+
* [[Qualities]]
• Horizon — A crack response and retrieval team is pounding the pavement looking for the runners and their extractee. Publicly, they trail Knight Errant forces. On Horizon extraterritorial property, they unleash full lethality. They also go in strong when out of public sight, as would be the case when they raid a safehouse. They want Parker back badly, but if they learn he stole from them, they will turn purely offensive and try to kill him and the runners.
+
* [[:category:Shadowrun]]
• Atlantean Foundation — Laurent Nazaire - Their representative in this mission is Laurent Nazaire. Although hesitant and wary, he will want both the stolen book and the arcanoarcheologist. He will not pay the most but can be earned as contact.
+
* [[:category:Shadowrun critters]]
• Draco Foundation — Moreau - A former company man and shadowrunner known as Moreau is the point man for the Draco Foundation. He is not amused by the Horizon new hire’s antics and is weary of inter-corporate bullshit like this. He’ll pay well for the book and perhaps Parker Acson’s entire head, but the rest goes back to Horizon.
+
* Technomancers (see "Resonant Streams", ''Kill Code'', pp.88–91,132–134)
• The Eastern Great Dragon Lung — Lin Yao Chang - Represented by his assassin Lin Yao Chang, Lung is curious to discover what is at play between these magical research organizations. Lin Yao is there to find out and dampen the situation by killing the arcanoarcheologist. If he finds out what the arcanoarcheologist stole, Lin Yao steals his headware in addition to killing him.
+
* [https://sr5faq.fandom.com/wiki/SR5-FAQ_Wikia SR5 FAQ]
• Saeder-Krupp — Simon Andrews - The great dragon Lofwyr’s agent Simon Andrews will learn of Parker Acson’s theft and try to get his hands on the arcanoarcheologist. Andrews will attempt to have his hacker download the book data before hanging Parker out to dry and messaging Horizon with his whereabouts.
 
 
 
SRM 4-01 Hiding in the Dark
 
The runners are hired to find a ruthless mob boss named Junior. But, when they discover he’s also a well-liked businessman in the Ork Underground, and that he’s a major benefactor for the O.U., the runners have a choice to make.
 
Synopsis
 
1) ADA Dana Oaks got Jack Turner, now she wants the Finnegan Family enforcer “Junior”.
 
Mcalister hired them instead.
 
8,000 ea for 2 weeks + 15,000 bounty
 
2) “Junior” is very secretive. Knight Errant doesn't know his real ID.
 
3) The undercover cop getting close was found dead.
 
4) Murphy’s Massacre legwork to find out that both of Junior's hangouts touch O.U. and owned by Johnny Torinni.
 
5) Defying Gravity in O.U., Johnny Torinni offers to help runners for a favor.
 
Scene 1: Meet the Law
 
Reno’s bar and grill - Battery Street & Fourth Avenue
 
- features combat biker memorabilia and
 
- serves a mix of Sioux, Pueblo, and Aztec-Mex cuisine at reasonable prices.
 
- Owner Reno Pyatt is a former combat biker.
 
Get hired by ADA Dana Oaks & Det. Tosh.
 
- 8,000¥ per runner.
 
Scene 2: Meet the Press
 
Athena Tatopoulos -- Human, Con.4 -- A recluse who runs KSAF solely from the Matrix.
 
Scene 3: Into the Lion’s Den
 
1. basement of a small business named Mike’s Deli.
 
Now Thursday, Mooks due back Monday.
 
2. blasted out warehouse
 
3. rundown brownstone apartment near the waterfront. A row of large motorcycles are parked off to one side, and two large trolls are sitting on the stoop watching traffic go by.
 
Scene 4: Murphy’s Massacre
 
4. bar called Murphy’s Law
 
Scene 5: Defying Gravity
 
5.
 
Scene 6: Meeting Mr. Torinni
 
Torinni is a businessman who owns and operates numerous businesses in the Ork Underground, as well as a construction business Topside. He’s very philanthropic, donating a lot of money to help improve the Underground, and he’s been a major supporter of the reconstruction efforts since the fire that destroyed a large portion of the Tourist Highway.
 
Scene 7: Errand Boys & Girls
 
Torinni side jobs:
 
- escorting a shipment of building supplies down to the Tourist Highway,
 
- distributing food to a group of ork squatters, and finally
 
- defending group of small businesses in Goblin Market from group of Bot’Kham who're extorting them.
 
Bot’Kham ?
 
Spellcasting + Magic [Force] against
 
either Body (for physical spells) or Willpower (for mana
 
spells). The target does not get to resist the damage,
 
only the Spellcasting test.
 
Spellcasting + Magic [Force]
 
versus the target’s Reaction + Intuition
 
Chaotic World
 
(Realistic, Multi-Sense, Area)
 
Type: P Range: LOS (A)
 
Duration: S Drain: F
 
These spells produce a storm of conflicting sensations
 
and images to confuse the senses. For each net hit
 
on the Spellcasting Test, the target suffers a –1 dice pool
 
modifier to all tests due to the distraction.
 
Confusion affects a single target. Mass Confusion
 
is an area spell. The Chaos spell is a physical version of
 
Confusion (above), so it also affects technological systems
 
and sensing devices. Chaotic World is an area version
 
of Chaos.
 
Scene 8: Meeting Junior
 
Once the runners have done these missions, Torinni will admit to the runners that he is also Junior. He’s been using his criminal activities to fund his businesses and philanthropy in the Underground. He doesn’t believe that taking advantage of Topsiders is wrong, as they’ve done their best to keep his people and his “city” downtrodden for decades. He pleads his case, pointing out the good he does for the Ork Underground, and offers to pay the runners even more than they were getting from Oaks to leave him be.
 
Scene 9: Aftermath
 
Picking Up the Pieces
 
=== Cast ===
 
Detective Theodore “Tosh” Athack -- Troll, Con.2 -- Knight Errant officer with Seattle’s Special Crimes Task Force.
 
ADA Dana Oaks -- Human, Con.4 --
 
Athena Tatopoulos -- Human, Con.4 -- A recluse who runs KSAF solely from the Matrix.
 
Joe Martin -- Human, Con.3 -- Trid news anchor all the others wish they could look like.
 
Pip -- Ork hacker, Con.1 -- Parents were chipheads unable to deal with live in the Underground.
 
Johnny “Junior” Torinni -- Ork -- Rare Ork underground success story.
 
 
 
  
Ciphine (ork) Lori
+
===Final calculations===
Ork Underground (7)
 
Ork Underground (L3)
 
Fiona
 
Cpt. Jack Turner -- charming thief/rogue/scoundrel -- Capt. of The ''Fortune Hunter'', Pirate’s Cove, Ork Underground
 
Laurent Nazaire -- Haitian dwarf -- French-Quebecois accent -- Atlantean Foundation Seattle President
 
MacCallister -- Ork Fixer -- former decker
 
Moreau -- Draco. Foundation Fixer-- former company man --
 
Morel Stone –
 
  
================================================================
+
{| class="zebra"
 +
|-
 +
|&nbsp;||&nbsp;
 +
|-
 +
|Initiative||<span class="sc">Int</span>&#8239;+&#8239;<span class="sc">Rea</span> +1D6
 +
|-
 +
|class=in1|Astral||<span class="sc">Int</span>&#8239;×&#8239;2 +2D6
 +
|-
 +
|class=in1|Matrix AR||<span class="sc">Int</span>&#8239;+&#8239;<span class="sc">Rea</span> +1D6
 +
|-
 +
|class=in1|Matrix VR (Cold Sim)||<span class="sc">Int</span>&#8239;+&#8239;Data Processing +3D6
 +
|-
 +
|class=in1|Matrix VR (Hot Sim)||<span class="sc">Int</span>&#8239;+&#8239;Data Processing +4D6
 +
|- class=subsection
 +
|Limit, Mental||(&#8239;<span class="sc">Log</span>×2&#8239;+&#8239;<span class="sc">Int</span>&#8239;+&#8239;<span class="sc">Wil</span>&#8239;)&#8239;/&#8239;3 (round up)
 +
|-
 +
|Limit, Physical||(&#8239;<span class="sc">Str</span>×2&#8239;+&#8239;<span class="sc">Bod</span>&#8239;+&#8239;<span class="sc">Rea</span>&#8239;)&#8239;/&#8239;3 (round up)
 +
|-
 +
|Limit, Social||(&#8239;<span class="sc">Cha</span>×2&#8239;+&#8239;<span class="sc">Wil</span>&#8239;+&#8239;<span class="sc">Ess</span>&#8239;)&#8239;/&#8239;3 (round up)
 +
|- class=subsection
 +
|Condition Monitor, Physical||(&#8239;<span class="sc">Bod</span>&#8239;+&#8239;Augmentations&#8239;)&#8239;/&#8239;2&#8239;+&#8239;8 (round up)
 +
|-
 +
|Condition Monitor, Stun||(&#8239;<span class="sc">Wil</span>&#8239;+&#8239;Augmentations&#8239;)&#8239;/&#8239;2&#8239;+&#8239;8 (round up)
 +
|-
 +
|Overflow||<span class="sc">Bod</span>&#8239;+&#8239;Augmentations
 +
|- class=subsection
 +
|Composure||<span class="sc">Cha</span>&#8239;+&#8239;<span class="sc">Wil</span>
 +
|-
 +
|Judge Intentions||<span class="sc">Cha</span>&#8239;+&#8239;<span class="sc">Int</span>
 +
|-
 +
|Lifting/Carrying||<span class="sc">Bod</span>&#8239;+&#8239;<span class="sc">Str</span>
 +
|-
 +
|Memory||<span class="sc">Log</span>&#8239;+&#8239;<span class="sc">Wil</span>
 +
|}
 +
{| class="zebra center"
 +
|+ Movement Rates (m/<small><abbr title="Combat Turn">CT</abbr></small>){{ref|SR5|162}}
 +
|-
 +
!Metatype!!Walk!!Run!!Sprint
 +
|-
 +
|Dwarf, Troll||<span class=sc>Agl</span>×2||<span class=sc>Agl</span>×4|| +1m&#8239;/&#8239;hit
 +
|-
 +
|Elf, Human, Ork||<span class=sc>Agl</span>×2||<span class=sc>Agl</span>×4|| +2m&#8239;/&#8239;hit
 +
|}
  
Scene 0: Walk All Over You
+
===Advancement===
Scene 1: Rock ‘N Roll Singer
+
Maximum improvement per downtime (every three months for extended downtime).
Scene 2: Dirty Deeds Done Dirt Cheap
+
{{statblock|1=
Scene 3: Money Talks
+
;Attributes: 1 Attribute, +2 Ratings
Scene 4: Night Prowler
+
;All Skills: <span class="sc">Log</span>/2 Skills, +3 Ratings per downtime.
Scene 5: Ruff Stuff
+
;Skill Groups: 1 Group, +1 Rating
Scene 6: Guns For Hire
+
}}
Scene 7: Shake A Leg -- Find Pirate’s Cove
 
Scene 8: Kicked In The Teeth -- In Pirate’s Cove
 
Scene 9: Money Made
 
  
 +
{| class="zebra c2c"
 +
|-
 +
!Advancement!!Karma!!Time
 +
|-
 +
|Attributes||<abbr title="New Rating">NR</abbr>×5||<abbr title="New Rating">NR</abbr> Weeks
 +
|-
 +
|Skill Groups||<abbr title="New Rating">NR</abbr>×5||<abbr title="New Rating">NR</abbr>&#8239;×&#8239;2 Weeks
 +
|-
 +
|Specialization||7||1 Month
 +
|-
 +
|Skill||<abbr title="New Rating">NR</abbr>×2||rowspan=2|<abbr title="New Rating">NR</abbr> 1–4: <abbr title="New Rating">NR</abbr> Days<br><abbr title="New Rating">NR</abbr> 5–8: <abbr title="New Rating">NR</abbr> Weeks<br><abbr title="New Rating">NR</abbr> 9+: <abbr title="New Rating">NR</abbr>&#8239;×&#8239;2 Weeks
 +
|-
 +
|class=in1|Know./Lang.||<abbr title="New Rating">NR</abbr>×1
 +
|- class=subsection
 +
|Spell||5||12&#8239;/&#8239;(&#8239;<span class="sc">Int</span>&#8239;+&#8239;Type&#8239;[lodge&#8239;Force]&#8239;) Days
 +
|-
 +
|Complex Form||4||12&#8239;/&#8239;(&#8239;<span class="sc">Int</span>&#8239;+&#8239;Software&#8239;[Mental]&#8239;) Days
 +
|-
 +
|Initiate Level||10+<abbr title="New Grade">NG</abbr>×3||&mdash;
 +
|-
 +
|Submersion Level||10+<abbr title="New Grade">NG</abbr>×3||&mdash;
 +
|- class=subsection
 +
|Martial Arts Style||7||1 Month <small>(and 2,500¥ for instruction)</small>
 +
|-
 +
|Martial Arts Tech.||5||2 Weeks <small>(and 1,500¥ for instruction)</small>
 +
|-
 +
|Quality (+ or &minus;)||Cost×2||&mdash;
 +
|}
  
8 karme
+
====Instructors and Tutorsofts====
5ooo Y each
+
Instructors follow the standard rules for and need a minimum skill rank of 4 or the skill rank you are training to, whichever is higher. Instructors may train individual skills, groups, or train specializations. Instruction is also used to teach spells, complex forms, rituals, and various other techniques.
 
+1 ORC
 
+1 AF
 
+1 DF
 
+1 Street Cred
 
 
=== Cast ===
 
Ciphine (ork) Lori
 
Ork Underground (7)
 
Ork Underground (L3)
 
Fiona
 
Cpt. Jack Turner -- charming thief/rogue/scoundrel -- Capt. of The ''Fortune Hunter'', Pirate’s Cove, Ork Underground
 
Det. Tosh Athack -- Troll -- Knight Errant --
 
ADA Dana Oaks -- Human --
 
Laurent Nazaire -- Haitian dwarf -- French-Quebecois accent -- Atlantean Foundation Seattle President
 
MacCallister -- Ork Fixer -- former decker
 
Moreau -- Draco. Foundation Fixer-- former company man --
 
Morel Stone –
 
  
=== Charged Ward (p.19) ===
+
Tutorsofts are virtual private tutors that aid you in learning a specific skill. The tutorsoft makes Instruction Tests with a dice pool equal to its Rating ×2. Tutorsofts cannot teach skills based on Magic or Resonance.
Unlike a regular ward, charged wards will fi ght back when attacked in astral combat. When struck in astral combat, the astral form must resist the ward’s Force in Stun damage. This damage is resisted with Body (if the attacker is dual natured) or Willpower (if the attacker is in astral form).
+
{| class="zebra c2c"
Charged wards also reflect spells targeted at them. If the ward successfully resists the spell with its Force, it reflects the spell back at the caster at half the spell’s original Force (round up). Net hits on the Spell Resistance Test are treated as net hits on the reflected spell’s Spellcasting Test.
+
|-
==== CHARGED WARD (ANCHORED) [SG-127] ====
+
!Type!!Avail!!Cost
Charged wards behave like an electric fence; they strike back against intruders or astral attackers. Charged  wards respond to astral attacks by discharging mana energy, much like a successful direct combat spell. It deals stun damage with a Damage Value equal to the force of the ward. If the ward is attacked with spells, theCharged Ward can reflect the spell back onto the caster at half the original spell force (round up) if it successfully resists the attack (Force 1 spells are not reflected).Net hits from the resistance becomes the hits in the reflected  spell’s Spellcasting Test, limited by the Force ofthe spell. A Charged Ward may be “pressed through” like a standard ward (see p. 297, SR5), but '''if the ward wins the Opposed Test''', the intruder must resist the ward’s Force + net hits in Stun damage as if attacked by a direct combat spell. A Charged Ward is difficult to distinguish from a basic ward. It takes a Assensing + Intuition[Astral](3) Test to spot the difference. Requires Reflection (p. 151)
+
|-
 +
|Instructor (R 4–13)||R×2||R&#8239;×&#8239;10¥ per day
 +
|-
 +
|Tutorsoft (R 1–6)||R||R&#8239;×&#8239;400¥
 +
|}
 +
If the player is able to find an instructor to train them and help them perfect their techniques, the time it takes to improve their skill is reduced by 25% (round down). Tutorsofts work similarly.
  
==== REFLECTION [SG-151] ====
+
====Karma/Nuyen Trading====
Reflection is an advanced understanding of shielding metamagic, allowing the magician to turn a defensive ability into an offensive action. If an astrally perceiving magician sees that he or those he’s protecting with spell defense are the target of a spell (and note that astral perception is a necessity, not just the knowledge that a spell is being cast), he can access three additional Interrupt Actions that can protect the group instead of using spell defense dice (p. 294, SR5). With each Interrupt Action, the magician uses up 1 die from the spell defense dice pool. If no more defensive dice remain, then the Interrupt Action cannot be taken. The three actions possible are: Reflect Spell, Deflect spell, and Greater Reflection. Prerequisite: Shielding
+
{{hatnote|''Shadowrun Missions, Season 5, FAQ'', p. 11}}
 +
{{statblock|1=
 +
;Is there a Cash for Karma (or Karma for Cash) option?:&nbsp;
 +
:Yes! Once between each ''Missions'' adventure you may choose ''Working for The Man'' or to ''Work for the People''.
 +
:'''''Working for The Man''''': You can trade 1&nbsp;Karma for 2,000¥. This represents going out and doing dirty, sleazy, or simply boring, grunt work for a company or corporation. It pays well, but eats away at your soul.
 +
:'''''Work for the People''''': You can trade 2,000¥ for 1&nbsp;Karma. This represents going out and doing some pro-bono runner work, helping out at a local soup kitchen, or doing some volunteer work. It costs you a little something, but you feel better about yourself afterward.
 +
:In either case, you may only trade away or gain a maximum of 5&nbsp;Karma each time you are ''Working for The Man'' or ''Work for the People'', and it takes one week of downtime during which you can do nothing else. You cannot do this again until after you pull another ''Shadowrun''.
 +
:Your total earned Karma does not change, regardless of how much you are ''Working for The Man'' or ''Work for the People''.
 +
}}
  
=== 4: Night Prowler (p.12) ===
+
===Book list===
Clues in her apartment give them the name of the Smuggler, Jack Turner, and after asking around a bit they can find out he works out of the Ork Underground.
+
{{Books SR5}}
  
=== 5: Ruff Stuff (p.13) ===
+
[[category:Shadowrun]]
The runners have a name and a possible location: Jack Turner in the Underground. Unfortunately as soon as they enter the Underground, they end up in a three way fight between the Skraacha, the Reality Hackers, and Knight Errant. The runners are more than likely detained by Knight Errant, which can give them their third job for the day.
 
</pre>
 

Latest revision as of 02:01, 21 September 2019

Seattle

Districts, Security, Gangs, etc.

Contacts

SR5, pp.386–392

  1. Get in touch – 2d6 ≥ Connection.
  2. Ask for one of the following:
    • Legwork – Contact uses their skills.
    • Networking – Contact's Etiquette, threshold = target's Connection
    • Swag – Contact rolls their CHA + Negotiation + Connection
    • Favor, business – Contact still charges, but with a Loyalty discount.
    • Favor, personal – Limited by Loyalty, (see table).
Loyalty Risk level Loan value Other
1 Minor 1,500¥ Deliver a message to someone. Provide access to a low-level restricted area (airport boarding, police station).
2 Low 5,000¥ Corporate action requiring the signature of a first-line supervisor.
3 Medium 15,000¥ Provide access to a mid-level restricted security area (standard corporate research lab).
4 Moderate 50,000¥ Corporate requisition requiring the signature of a middle manager.
5 Serious 150,000¥ Provide access to a high-level security area (FBI office, AA corp. HQ, AAA regional HQ).
6 Major 500,000¥ Corporate requisition requiring the signature of a senior manager or junior executive.

SR5

  • Attribute Ratings can go up to 11 (depending on race).
    • Karma costs: new Rating × 5.
  • Skill Ratings can go up to 12 (13 with Aptitude), and may have specializations for +2 dice.
    • Karma costs: Active: nR × 2; Group: nR × 5; Knowledge/Language: nR × 1.
  • Adept powers
  • Missions
  • Qualities
  • category:Shadowrun
  • category:Shadowrun critters
  • Technomancers (see "Resonant Streams", Kill Code, pp.88–91,132–134)
  • SR5 FAQ

Final calculations

   
Initiative Int + Rea +1D6
Astral Int × 2 +2D6
Matrix AR Int + Rea +1D6
Matrix VR (Cold Sim) Int + Data Processing +3D6
Matrix VR (Hot Sim) Int + Data Processing +4D6
Limit, Mental ( Log×2 + Int + Wil ) / 3 (round up)
Limit, Physical ( Str×2 + Bod + Rea ) / 3 (round up)
Limit, Social ( Cha×2 + Wil + Ess ) / 3 (round up)
Condition Monitor, Physical ( Bod + Augmentations ) / 2 + 8 (round up)
Condition Monitor, Stun ( Wil + Augmentations ) / 2 + 8 (round up)
Overflow Bod + Augmentations
Composure Cha + Wil
Judge Intentions Cha + Int
Lifting/Carrying Bod + Str
Memory Log + Wil
Movement Rates (m/CT)(SR5-162)
Metatype Walk Run Sprint
Dwarf, Troll Agl×2 Agl×4 +1m / hit
Elf, Human, Ork Agl×2 Agl×4 +2m / hit

Advancement

Maximum improvement per downtime (every three months for extended downtime).

Attributes
1 Attribute, +2 Ratings
All Skills
Log/2 Skills, +3 Ratings per downtime.
Skill Groups
1 Group, +1 Rating
Advancement Karma Time
Attributes NR×5 NR Weeks
Skill Groups NR×5 NR × 2 Weeks
Specialization 7 1 Month
Skill NR×2 NR 1–4: NR Days
NR 5–8: NR Weeks
NR 9+: NR × 2 Weeks
Know./Lang. NR×1
Spell 5 12 / ( Int + Type [lodge Force] ) Days
Complex Form 4 12 / ( Int + Software [Mental] ) Days
Initiate Level 10+NG×3
Submersion Level 10+NG×3
Martial Arts Style 7 1 Month (and 2,500¥ for instruction)
Martial Arts Tech. 5 2 Weeks (and 1,500¥ for instruction)
Quality (+ or −) Cost×2

Instructors and Tutorsofts

Instructors follow the standard rules for and need a minimum skill rank of 4 or the skill rank you are training to, whichever is higher. Instructors may train individual skills, groups, or train specializations. Instruction is also used to teach spells, complex forms, rituals, and various other techniques.

Tutorsofts are virtual private tutors that aid you in learning a specific skill. The tutorsoft makes Instruction Tests with a dice pool equal to its Rating ×2. Tutorsofts cannot teach skills based on Magic or Resonance.

Type Avail Cost
Instructor (R 4–13) R×2 R × 10¥ per day
Tutorsoft (R 1–6) R R × 400¥

If the player is able to find an instructor to train them and help them perfect their techniques, the time it takes to improve their skill is reduced by 25% (round down). Tutorsofts work similarly.

Karma/Nuyen Trading

Shadowrun Missions, Season 5, FAQ, p. 11

Is there a Cash for Karma (or Karma for Cash) option?
 
Yes! Once between each Missions adventure you may choose Working for The Man or to Work for the People.
Working for The Man: You can trade 1 Karma for 2,000¥. This represents going out and doing dirty, sleazy, or simply boring, grunt work for a company or corporation. It pays well, but eats away at your soul.
Work for the People: You can trade 2,000¥ for 1 Karma. This represents going out and doing some pro-bono runner work, helping out at a local soup kitchen, or doing some volunteer work. It costs you a little something, but you feel better about yourself afterward.
In either case, you may only trade away or gain a maximum of 5 Karma each time you are Working for The Man or Work for the People, and it takes one week of downtime during which you can do nothing else. You cannot do this again until after you pull another Shadowrun.
Your total earned Karma does not change, regardless of how much you are Working for The Man or Work for the People.

Book list

  • SR5 26S027 Bullets & Bandages
  • SR5 26S032 Aetherology
  • SR5 26S033 Parazoology 2
  • SR5 26S034 10 Mercs
  • SR5 26S035 Coyotes
  • SR5 26S036 The Assassin’s Primer
  • SR5 26S037 Ten Terrorists
  • SR5 26S038 Nothing Personal
  • SR5 26S039 Shadow Spells
  • SR5 26S040 Gun H(e)aven 3
  • SR5 26S041 Sail Away, Sweet Sister
  • SR5 26S042 Sioux Nation (Shadows in Focus)
  • SR5 26S043 Cheyenne (Shadows in Focus: City by Shadow)
  • SR5 26S044 Starving the Masses (Shadows in Focus: Sioux Nation)
  • SR5 26S045 Butte (Shadows in Focus: City by Shadow)
  • SR5 26S046 Counting Coup (Shadows in Focus: Sioux Nation)
  • SR5 26S047 San Francisco Metroplex (Shadows in Focus: City by Shadow)
  • SR5 26S048 Metrópole (Shadows in Focus: City by Shadow)
  • SR5 26S049 Morocco (Shadows in Focus: City by Shadow)
  • SR5 26S050 Casablanca-Rabat (Shadows in Focus: City by Shadow)
J: SR5 27000 Core Rulebook
 : SR5 27000 Core Rulebook (Master Index)
LE: HJ SR5 27002 Run & Gun (Combat)
LE: H SR5 27003 Street Grimoire (magic)
LE: J SR5 27004 Run Faster
LE: H SR5 27005 Chrome Flesh (augmentation)
LE: H SR5 27006 Data Trails (matrix)
LE: H SR5 27007 Rigger 5.0
LE: H SR5 27008 Howling Shadows (critters)
LE: SR5 27009 Court of Shadows (alternate)
: SR5 27010 Anarchy (alternate)
LE: H SR5 27011 Forbidden Arcana (magic)
LE: J SR5 27012 Street Lethal (combat)
 : LE SR5 27013 Kill Code (matrix)
Va: SR5 27101 Beginner Box (SR5)
: SR5 27102 Alphaware, Runner’s Toolkit (box)
: SR5 27110 Seattle Sprawl (Box Set)
Va: SR5 27200 Stolen Souls (Deep Shadows HC)
Va: SR5 27201 Hard Targets (Deep Shadows HC)
 : SR5 27202 Cutting Aces (Deep Shadows)
Va: SR5 27203 Better Than Bad (Deep Shadows SC)
: SR5 27230 Denver (Plot)
Va: SR5 27231 Dark Terrors (Plot SC)
Va: SR5 27300 Lockdown (Boston) (Plot HC)
Va: SR5 27400 Splintered State (Adventure)
Va: SR5 27401 Serrated Edge (Denver 1)
 : SR5 27402 False Flag (Denver 2)
Va: SR5 27403 Ripping Reality (Denver 3)
: SR5 27404 - (Black Lodge 1)
 : SR5 27405 Toxic Alleys (Adventure)
: SR5 27406 - ()
: SR5 27407 - ()
: SR5 27408 - ()
Va: SR5 27409 Battle of Manhattan (Boardroom Backstabs 3)
Va: SR5 27450 Bloody Business (Campaign HC)
: SR5 27451 Market Panic (Campaign)
Va: SR5 27452 Book of the Lost (Campaign)
O: SR5 27453 No Future (Background HC)
Va: SR5 27454 The Neo-Anarchist Streetpedia (Background HC)
Va: SR5 27480 Sprawl Wilds (Missions Compilation)
 : SR5 27481 Firing Line (Missions Compilation)
Va: SR5 27482 London Falling (Missions Compilation)
: SR5 27483 - ()
: SR5 27484 - ()
Va: SR5 27485 Boundless Mercy (Missions Compilation)
: SR5 27486 Chicago Chaos (Alternate)
: SR5 27500 Gear Cards (utility)
: SR5 27501 Corporate Hideouts ()
: SR5 27502 Spell Cards (utility)
: SR5 27503 - ()
: SR5 27504 - ()
Va: SR5 27505 GM Screen ()
Va: SR5 27506 The Complete Trog (Sourcebook SC)
: SR5 27510 Sixth World Tarot ()
: SR5 28000 Sprawl Gangers (Miniatures game)
: SR6 28000 Core Rulebook (SRxxx)
Va: SR6 28010 Sixth World Beginner Box (SRxxx)
  • SR5 27M 05-01 Missions: Chasin’ the Wind
  • SR5 27M 05-02 Missions: Critic’s Choice
  • SR5 27M 05-03 Missions: Gone Long Gone
  • SR5 27M 05-04 Missions: Liberation
  • SR5 27M 05-05 Missions: While the City Sleeps
  • SR5 27M 05-06 Missions: Take a Chance
  • SR5 27M 06-01 Missions: Ten Fifty-Seven
  • SR5 27M 06-02 Missions: Amber Waves of Grain
  • SR5 27M 06-03 Missions: Anvient Rumblings
  • SR5 27M 06-04 Missions: Tick Tock
  • SR5 27M 06-05 Missions: Healing the Sick
  • SR5 27M 06-06 Missions: Falling Angels
  • SR5 27 PM001 Missions: Killing Pawn (Prime)
  • SR5 27 PM002 Missions: A Holy Piece of Wetwork (Prime)
  • SR5 27 PM003 Missions: - (Prime)
  • SR5 27 PM004 Missions: - (Prime)
  • SR5 27 PM005 Missions: Jumping Ship (Prime)
  • SR5 SMH 201601 Missions: UnCONventional Warfare (2016 April 1)
  • SR5 SMH 201701 Missions: Scene It All Before (2017 April 1)
  • SR5 27M 07-01 Missions: The Deck Job
  • SR5 27M 07-02 Missions: Collective Action
  • SR5 27M 07-03 Missions: Special Investigation Unit
  • SR5 27M 07-04 Missions: Do No Harm
  • SR5 27M 07-05 Missions: A Little Wetwork