Difference between revisions of "Shadowrun"

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(Final calculations)
(Final calculations)
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|Memory:||<span class="sc">Log</span> + <span class="sc">Wil</span>
 
|Memory:||<span class="sc">Log</span> + <span class="sc">Wil</span>
|- class=subsection
+
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|Movement Rate, Walk:||<span class="sc">Agl</span> × 2
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{| class="zebra center"
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|+ Movement Rates (m/<small><abbr title="Combat Turn">CT</abbr></small>){{ref|SR5|162}}
 
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|Movement Rate, Run:||<span class="sc">Agl</span> × 4
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!Metatype!!Walk!!Run!!Sprint
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|Elf, Human, Ork||<span class=sc>Agl</span> ×2||<span class=sc>Agl</span> ×4|| +2m&#160;/&#160;hit
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|Dwarf, Troll||<span class=sc>Agl</span> ×2||<span class=sc>Agl</span> ×4|| +1m&#160;/&#160;hit
 
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Revision as of 00:43, 12 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: Bod + Augmentation bonuses
Composure: Cha + Wil
Judge Intentions: Cha + Int
Lifting/Carrying: Bod + Str
Memory: Log + Wil
Movement Rates (m/CT)(SR5-162)
Metatype Walk Run Sprint
Elf, Human, Ork Agl ×2 Agl ×4 +2m / hit
Dwarf, Troll Agl ×2 Agl ×4 +1m / 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 NR5 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 −) ×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 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 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¥. This represents your character going out and doing the dirty, sleazy, or simply boring grunt work for a company or corporation. It pays well, but eats away at your soul.
If you Work for the People, you can trade 2,000¥ for 1 Karma. This represents you 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 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