Difference between revisions of "Shadowrun"

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* Technomancers (see "Resonant Streams", ''Kill Code'', pp.88–91,132–134)
 
* Technomancers (see "Resonant Streams", ''Kill Code'', pp.88–91,132–134)
 
* [https://sr5faq.fandom.com/wiki/SR5-FAQ_Wikia SR5 FAQ]
 
* [https://sr5faq.fandom.com/wiki/SR5-FAQ_Wikia SR5 FAQ]
 +
 +
===Final calculations===
 +
 +
{| class="zebra"
 +
|-
 +
|-
 +
|Initiative:||(<span class="sc">Int</span>+<span class="sc">Rea</span>)+1D6
 +
|-
 +
|class=in1|Astral:||(<span class="sc">Int</span>×2)+2D6
 +
|-
 +
|class=in1|Matrix AR:||(<span class="sc">Int</span>+<span class="sc">Rea</span>)+1D6
 +
|-
 +
|class=in1|Matrix VR (Cold Sim):||(<span class="sc">Int</span>+ Data Processing)+3D6
 +
|-
 +
|class=in1|Matrix VR (Hot Sim):||(<span class="sc">Int</span>+ Data Processing)+4D6
 +
|- class=subsection
 +
|Limit, Mental:||(<span class="sc">Log</span>×2+<span class="sc">Int</span>+<span class="sc">Wil</span>)/3 (round up)
 +
|-
 +
|Limit, Physical:||(<span class="sc">Str</span>×2+<span class="sc">Bod</span>+<span class="sc">Rea</span>)/3 (round up)
 +
|-
 +
|Limit, Social:||(<span class="sc">Cha</span>×2+<span class="sc">Wil</span>+<span class="sc">Ess</span>)/3 (round up)
 +
|- class=subsection
 +
|Condition Monitor, Physical:||[(<span class="sc">Bod</span> + Augmentations)/2]+8 (round up)
 +
|-
 +
|Condition Monitor, Stun:||[(<span class="sc">Wil</span> + Augmentations)/2]+8 (round up)
 +
|-
 +
|Overflow:||Body + Augmentation bonuses
 +
|- class=subsection
 +
|Composure:||<span class="sc">Cha</span> + <span class="sc">Wil</span>
 +
|-
 +
|Judge Intentions:||<span class="sc">Cha</span> + <span class="sc">Int</span>
 +
|-
 +
|Lifting/Carrying:||<span class="sc">Bod</span> + <span class="sc">Str</span>
 +
|-
 +
|Memory:||<span class="sc">Log</span> + <span class="sc">Wil</span>
 +
|- class=subsection
 +
|Movement Rate, Walk:||<span class="sc">Agl</span> × 2
 +
|-
 +
|Movement Rate, Run:||<span class="sc">Agl</span> × 4
 +
|}
 +
 +
===Advancement===
 +
 +
Maximum improvement per downtime (every three months for extended downtime).
 +
{{statblock|
 +
;Attributes: 1 Attribute, +2 Ratings
 +
;All Skills: <span class="sc">Log</span>/2 Skills, +3 Ratings per downtime.
 +
;Skill Groups: 1 Group, +1 Rating
 +
}}
 +
 +
{| class="zebra c2r"
 +
|-
 +
!Advancement!!Karma!!Time
 +
|-
 +
|Attributes||<abbr title="New Rating">NR</abbr> × 5||<abbr title="New Rating">NR</abbr> × 1 Week
 +
|-
 +
|Skill Groups||<abbr title="New Rating">NR</abbr> × 5||<abbr title="New Rating">NR</abbr> × 2 Weeks
 +
|-
 +
|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
 +
* <abbr title="New Rating">NR</abbr> 5–8: <abbr title="New Rating">NR</abbr> Weeks
 +
* <abbr title="New Rating">NR</abbr> 9+: <abbr title="New Rating">NR</abbr>×2 Weeks
 +
|-
 +
|class=in1|Know./Lang.||<abbr title="New Rating">NR</abbr> × 1||—
 +
|-
 +
|Complex Form||4||12 / (<span class="sc">Int</span> + Software [Mental]) Days
 +
|-
 +
|Spell||5||12 / (<span class="sc">Int</span> + Type [magical lodge’s Force]) Days
 +
|-
 +
|Quality (+ or &minus;)||×2
 +
|-
 +
|Specialization||7||1 Month
 +
|-
 +
|Initiate Level||Grade ×3 + 10||—
 +
|-
 +
|Submersion Level||Grade ×3 + 10||—
 +
|-
 +
|Martial Arts Style (2,500¥ for instruction)||7||1 Month
 +
|-
 +
|Martial Arts Tech. (1,500¥ for instruction)||5||2 Weeks
 +
 +
====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.
 +
{| class="zebra c2c"
 +
|-
 +
!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 improve their skill is reduced by 25% (round down). Tutorsofts work similarly.
 +
 +
====Karma/Nuyen Trading====
 +
Once per downtime you may choose to Work for The Man or Work for The People.
 +
 +
If you are Working for the Man, you can trade 1 Karma for 2,000¥.
 +
 +
If you Work for the People, you can trade 2,000¥ for 1 Karma.
 +
 +
In either case, you may only trade away or gain a maximum of 5 Karma each time you Work for The Man or Work for The People, and it takes up 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 Work for The Man or Work for The People.
  
 
===Book list===
 
===Book list===

Revision as of 23:23, 11 September 2019

Seattle

Districts, Security, Gangs, etc.

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: Body + Augmentation bonuses
Composure: Cha + Wil
Judge Intentions: Cha + Int
Lifting/Carrying: Bod + Str
Memory: Log + Wil
Movement Rate, Walk: Agl × 2
Movement Rate, Run: Agl × 4

Advancement

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

{{{1}}}

Advancement Karma Time
Attributes NR × 5 NR × 1 Week
Skill Groups NR × 5 NR × 2 Weeks
Skill NR × 2
  • NR 1–4: NR Days
  • NR 5–8: NR Weeks
  • NR 9+: NR×2 Weeks
Know./Lang. NR × 1
Complex Form 4 12 / (Int + Software [Mental]) Days
Spell 5 12 / (Int + Type [magical lodge’s Force]) Days
Quality (+ or −) ×2
Specialization 7 1 Month
Initiate Level Grade ×3 + 10
Submersion Level Grade ×3 + 10
Martial Arts Style (2,500¥ for instruction) 7 1 Month
Martial Arts Tech. (1,500¥ for instruction) 5 2 Weeks

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 improve their skill is reduced by 25% (round down). Tutorsofts work similarly.

Karma/Nuyen Trading

Once per downtime you may choose to Work for The Man or Work for The People.

If you are Working for the Man, you can trade 1 Karma for 2,000¥.

If you Work for the People, you can trade 2,000¥ for 1 Karma.

In either case, you may only trade away or gain a maximum of 5 Karma each time you Work for The Man or Work for The People, and it takes up 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 Work 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 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