Règles Alternatives Pour Shadowrun 5

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Shadowrun AlternatifTable of ContentsIntroduction 6BASIC PRINCIPLES 7WHY THRESHOLD VARIABLE DICE? 7SIMPLE TEST 7TEST OPPOSITION 7COMPREHENSIVE TEST 7TEST TEAM 7TRY AGAIN 7LIMITS 7THRESHOLD 7MODIFIERS 7RULE 1 7CRITICAL SUCCESS 8Clumsiness and COMPLICATION 8AUTOMATIC SUCCESS 8Attributes 9WHY LESS ATTRIBUTES? 9PRINCIPLES 9ATTRIBUTES STANDARDS 9INCREASED HIGH 9CARRURE (CAR) 9AGILITY (AGI) 9REACTION (REA) 9MENTAL (MEN) 9INTUITION (INT) 9CHARISMA (CHA) 9SPECIAL ATTRIBUTES 9PRINCIPLES 9AUGMENTATION (AUG) 10EDGE (CHC) 10MAGIC (MAG) 10SR5-SRA CONVERSION 11Attributes table for metatypes 11Competences 12WHY LESS SKILLS? 12PRINCIPLES 12SPECIALIZATION 12HIGH SCORE 12LIST OF SKILLS 12COMBAT SKILLS 12PHYSICAL SKILLS 13SOCIAL SKILLS 13MAGICAL 13TECHNICAL SKILLS 14DRIVING SKILLS 14MARTIAL ARTS 15STYLES 15TECHNICAL 15KNOWLEDGE 15USING THE ATTRIBUTES 15COLD BLOOD 15GAUGING INTENTIONS 15LIFT / TRANPORTER 15MEMORY 15SR4-SRA CONVERSION 15SR5-SRA CONVERSION 16Create a shadowrunner 17www.archaos-jdr.frSTEP 1: CONCEPT AND HISTORY 17STEP 2: Metatype 17ELF 17HUMAN 17DWARF 17ORK 17TROLL 17Attributes table of metatypes 17Metavariant attribut table 18Metasapient attribut table 18Shapeshifter attribut table 19Etape 3 : Attributes 19Packs d’attributs 19STEP 4: TRAITS 20STEP 5: SKILLS 20COST 20SPECIALIZATIONS 20ACTIVE SKILLS 20KNOWLEDGE 20Packs of actives competences 20Recommended limits to the creation 20STEP 6: RESOURCES 20CONTACTS 20Nuyens 21REPUTATION AND NETWORKS 21Adepte powers 21Spells and complexes forms 21STEP 7: KARMA REMAINING 21STEP 8: FINAL CALCULATIONS 21CONDITION MONITORS 21DEFENCE 21CHARACTER PROGRESSION 22archetypes 23Background 24PRINCIPLES 24EXAMPLES OF HISTORICAL 24OLD LAB RAT 24BOSSEUR 24BOUC-OUTFALL 24BLOOD 24STREET CHILDREN 24EX FRAMEWORK CORPO 24EX-SLAVE CORPO 24WOMEN / MEN OF ACTION 25INFILTRATED 25MERCENARY 25MONSTER 25DEATH 25FALLING OF JUSTICE 25ROBIN HOOD 25FREE PAPER 26VIRTUAL STAR 26SURVIVOR 26LINKING PJ 26LINKS TO NPC 26Traits 272

Shadowrun AlternatifChangeling 27BENEFITS 27GENERIC ADVANTAGES 27SOCIAL BENEFITS 28MAGIC BENEFITS 28BENEFITS FOR INCREASED 29MATRIX BENEFITS 29METAGENETIQUES BENEFITS 29DEFECTS 30FAULT GENERIC 30FAULTS SOCIAL 31FAULTS MAGIC 31FAULTS MATRIX 31Combat 32COMBAT TOUR 321. DETERMINE THE INITIATIVE 322. PAST INITIATIVE 323. ACTION PHASE 324. END OF THE PAST OR TOUR 32INITIATIVE 32SCORE OF INITIATIVE 32INITIATIVE AND DAMAGES 32CHANGING THE SCORE OF INITIATIVE 32SUSPEND HIS ACTION 32OBJECTS CHRONOMETRE 32Actions free 32MULTIPLE ATTACKS 32TARGETING 32RUN 33SAY / SEND ONE SENTENCE IN TEXT MODE 33EJECT CHARGER 33MAKE A GESTURE 33TO CHANGE THE APPARATUS CONNECTED 33LETTING AN OBJECT 33DROP THE GROUND 33ACTIVATE A FOCUS 33CALL A MIND 33Splice QUICKLY 33Notch ARROW 33RETURN A SPIRIT 33MOVE 33SE MEETING 33ACTIONS 33MATRIX ACTION 33ADJUST 33ADDRESS 33CHANGE OF PERCEPTION 33HOW TO CHANGE THE APPARATUS 33LOADING 33ORDER A SPIRIT 33INSERT CHARGER 33RELY SPIRIT 33LAUNCH OUT 33OBSERVER IN DETAIL 33DRIVING 34BE / ASK AN OBJECT 34PREPARE A WEAPON 34TO DEFEND 34TO BE COVERED 34www.archaos-jdr.frUSE A SINGLE PURPOSE 34INTERRUPTIONS 34INTERCEPTION (-5) 34TO DEFEND (-5) 34TO BE COVERED (-10) 34PRECISION 34ARMOUR 34INDEX ARMOR 34DIMENSIONS 34SPECIAL PROTECTION 34ARMOR PENETRATION OF ARMS 34DAMAGE 34MONITOR CONDITION 34PHYSICAL DAMAGE 34stunning DAMAGES 34MODIFIERS INJURY 34BEYOND THE CONDITION MONITOR 35SPECIAL DAMAGES 35RESOLUTION OF COMBAT 35SEQUENCE OF COMBAT 35TOUCH 35COMBAT REMOTE 35ENVIRONMENTAL MODIFIERS 35MODIFIERS SITUATION 35PORTEES 35FIREARMS 35BACK 35SHOOTING MODES 36BLOW BLOW (CC) 36SEMI-AUTOMATIC (SA) 36BURST (BF) 36AUTOMATIC (FA) 36FIRE SUPPRESSION 36SHOTGUNS 36SHOTS 36WEAPONS OF JET 36PITCHERS 36ARCS 36CROSSBOWS 36WEAPONS OF VEHICLES 36WEAPONS OF DRONES 36SENSORS 36Melee combat 37TEST SCORE ATTACK AND DEFENSE 37STRETCH 37MODIFIERS MIXED 37DAMAGES MIXED 37SURPRISE 37TEST OF SURPRISE 37AMBUSH 37SPECIAL ATTACKS 37kNOCK OUT 37TACKLING TWO WEAPONS 37ULTIMATE ACTION 37RESTRAINING / MASTER 37MAKE EARTH / PROJETER 37AIMING A VITAL POINT 37BARRIERS 37MODIFIERS 383

Shadowrun AlternatifMatrix 39MATRIX ACTIONS 39Commlink AND CYBERDECK 39commlink 39CYBERDECK 39OPERATING SYSTEM 39INDEX 39MONITOR MATRIX CONDITION 39MATRIX DAMAGE 39SHOCK EJECTION 39DISCONNECT 39Initiative 39MODES OF USE 39AUGMENTED REALITY (RA) 39VIRTUAL REALITY (VR) 39GRIDS 40NOISE AND CONNECTION 40MATRIX PERCEPTION 40PROGRAMS 40LAUNCH PROGRAM 40CURRENT USE 40ASSISTANCE AR 40NODE 40INDEX NODE 40SKILLS MATRIX KNOTS 40PENALTY NODE 40CI 40RESPONSE TO PIRACY 40PIRACY 41ACCOUNTS 41ILLEGAL ACTIONS 41AGENTS 41BOTS 42SERVERS 42THE technomancers 42VIRTUAL REALITY 42PERSONA INGROWN 42DRAIN 42WEAVING 42MATRIX ACTIONS 42CURRENT 42COMPLEX FORMS 42COMPLEX FORMS OF ATTACK 42COMPLEX FORMS OF DEFENSE 43COMPLEX SHAPES THE NETWORK 43COMPLEX FORMS EQUIPMENT 43COMPLEX SHAPES DELETED 43SPRITES 43Submersion 44Moving and pursuit 45MOVEMENT 45RUN DOWN 45WALK, RUN AND SPRINTER 45SAUTER 45CLIMBING 45SWIM AND RETAIN HIS BREATH 45VEHICLES AND UNMANNED AIRCRAFT 45ATTRIBUTES OF VEHICLES 45MONITOR CONDITION 45www.archaos-jdr.frSTEERING 46CONTINUED 46SPEED 46INDEX OF LAND 46SITUATION INDEX 46INDEX TRACKING 46POINTS OF ACTION 46TESTS 46ram 46CRASH 46DAMAGE AND PASSENGERS 46Magic 47BASICS OF MAGIC 47DRAIN 47REAGENTS 47COLLECT THE MAGIC 47LODGE MAGIC 47TRADITIONS 47ABORIGINAL TRADITION 47TRADITION AZTEQUE 47BUDDHIST TRADITION 47TRADITION SHAMANIC 47MAGIC OF CHAOS 47theurgy CHRISTIAN 47TRADITION druidic 48HERMETIC TRADITION 48Hindu Tradition 48Islamic Tradition 48TRADITION kabbalistic 48BLACK MAGIC 48TRADITION NORDIC 48TRACK WHEEL 48TRADITION Shinto 49TRADITIONAL WITCHCRAFT 49VOODOO TRADITION 49TRADITION WICCAN 49TRADITION wuxing 49TRADITION ZOROASTRIAN 49Sorcery 49POWER 49Counterspell 49SCOPE 49LAUNCH OF FATE 49CHARACTERISTICS OF Spells 50Counterspell 50RITUALS 50PERFORM A RITUAL 51FAILURE OF RITUAL 51TYPES OF RITUALS 51CONJURATION 51INVOCATION 51LINK 51BAN 51SPIRITS 51ENCHANTEMENT 52ALCHEMY 52ARTIFACT 53ASTRALE OBSERVATION ARTIFACTS 53SEPARATION 534

Shadowrun AlternatifLEARNING SPELLS 53THE adepts 53DRAIN 53POWERS ADEPT 53THE ASTRAL WORLD 56ATTRIBUTES ASTRAL 56ASTRAL COMBAT 56TRACKING ASTRAL 56BARRIERS MANA 56REAGENTS 56COLLECT 56FOCUS 56SPIRITS MENTORS 56INITIATION 56Carrure plans 57Acquire PP 57Spend PP 57Recover PP 57HELPS AND HINDRANCES 58NPC 58Grunts 58EXAMPLES OF grunts 58Contacts 59REPUTATION AND NETWORKS 59CREATURES 60www.archaos-jdr.frIntroductionPOWERS 60WEAKNESSES 60COMMON CREATURES 60PARACREATURES 61DRACOFORMES 62TOXINS, DRUGS AND BTL 63USE OF TOXINS 63Street gear 64WEAPONS AND ACCESSORIES 64PROTECTIONS 64CHANGES ARMOR 64ELECTRONIC 64IMPROVEMENTS IN VISION 64IMPROVEMENTS HEARING 64EQUIPMENT INTRUSION 65CHEMICALS 65BIOTECH 65Augmentations 65ATTRIBUTES 65cyberware 65BIOWARE 65VEHICLES 65Index 66Character sheet 675

IntroductionShadowrun AlternatifINTRODUCTIONSorry for the poor English, this is a automatic translation French-English. The SR5 page numbers are for the Frenchversion of SR5.This game features using an alternative system to Shadowrun 5 under the sign of "less": less than dice, dice rolls less,less powerful magicians, fewer attributes, fewer skills, etc. All this in order to get a game under the sign of "more"simpler, faster and more fluid. The second objective is to obtain a relatively system compatible with the classic rulesand equipment (scale attributes and skills, d6, damage equipment, etc.) or at least adaptable without too muchdifficulty. The third objective is to preserve the richness of the system and the world of Shadowrun.Compared to Shadowrun 5 (and previous versions), skills are more important and magic more difficult (but notnecessarily less powerful). There are many references to SR5 VF.Other considerations taken into account: There must be a difference between a professional (competence 3) and amateur (jurisdiction 1). Facing a troll melee must fear. The conspiracy is too powerful in SR5 and SR4 where mages do everything by their minds. The different versions of Shadowrun have the benefits and shortcomings to integrate the characters in theSixth world. Propose historical bases would help design a really related to this universe character. The price of cyberdeck must be justified.Playback (or better possession) of a basic book Shadowrun 5 (see a previous version, "the more things change themore they stay the same") is required to use this system.Thank you to shadowforums (www.shadowforums.com) and Simon for their many ideas.Version of 02/07/2015.The SRA logo consists of the Shadowrun 5 and http://commons.wikimedia.org/wiki/File:Circle-A red.svg image.You can distribute and modify the document, but thank you to cite the source (www.archaos-jdr.fr) and leave the textbelow.The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc. All Rights Reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.www.archaos-jdr.fr6

BASIC PRINCIPLESShadowrun AlternatifBASIC PRINCIPLESWHY THRESHOLD VARIABLEDICE?Transforming the score threshold skills to the dice can: Reduce the number of dice rolled, and thereforereduce the possible differences between multipletests of the same type of action, without addingextra control as limits (wonky and frustratingsystem that is used only rarely). Give more importances skills (used in a specifictest) while keeping the importance of attributes(used in many types of test). Ensure that there is a real difference betweenprofessionals and others. In SR5 have 3 in ajurisdiction is exactly the same as having two inthe attribute and 1 in the jurisdiction. This is notthe case in SRA.SIMPLE TESTA test is always done by launching the classic dice, 6sided. The number of dice is determined by an attribute(plus possibly those bonus). Each die whose score is lessthan or equal to the score of the jurisdiction (1 to 5) is asuccess. Summing success for the test result. If thenumber of successes is equal to or above the actionthreshold, then the test is successful.The notation SRA test attribute / skill (Specialization)(Threshold).Example: Roger (Agility 4 (6), Firearms 2) takes with hisAres Predator on a target average range (2 successesrequired to touch), the player rolls 6 dice (4 (6) Agility):1, 2, 3, 4, 5, 6. It gets so successful 2 (2 dice are lessthan or equal to ability firearms (2)) and a hit.TEST OPPOSITIONEach opponent performs a simple test. Successesachieved is added the score of the skill used. The onewith the highest score wins the opposition.Example: Albert (Charisma 5, Influence 2) and Robert(Charisma 4 Influence 3) negotiating a contract. Alberttest is: 1, 2, 3, 3, 4; So successful 2 (2 dice or below itsjurisdiction Negotiation). Robert give 3, 3, 4, 6; 2 issuccess. The total is Albert 4 (2 (competence) 2(success)), that of Robert 5 (3 (skill) 2 (success)). Thecontract will benefit so Robert.COMPREHENSIVE TESTAn extensive test is scored as follows: attribute / skill(Specialisation) (N, T), where N is the threshold to bewww.archaos-jdr.frreached (sum of the success of the different tests) and Tthe time interval taken for each roll of the dice.All time intervals T, the player performs a test. Thesuccess of the various tests are added. As soon as thesum of the success reached the threshold N, theextended test is successful.TEST TEAMThe team chooses a leader. Others do the test. For eachsuccess achieved, the head has an extra die to test. Thehead of the test determines the success or failure of theaction.TRY AGAINRetrying a failed action is done with cumulative -2 diceunless the GM decides otherwise or other penalties.LIMITSThere is no limit to the number of dice rolled or thenumber of successes.THRESHOLDA threshold is the number of successes to achieve. It isgenerally the same as in Shadowrun 5. The selectedquality also affect the threshold.Difficulty / quality / scopeThresholdEasy / low / short1Medium / correct / medium2Hard / good3Very difficult / excellent / Long4-5Extreme / exceptional / extreme6-8MODIFIERSModifiers add or subtract dice testing (usually 1-4 dice),increase or reduce the thresholds.Very few things can increase the score of a skill. Forexample, spend a point of Edge can.RULE 1Rule 6 Shadowrun 5 becomes the rule of 1. 1 is alwayssuccessful (but the former 1 is not counted if thecharacter has not used the skill).7

BASIC PRINCIPLESShadowrun AlternatifNumber of 6 SuccessCRITICAL SUCCESSThere are critical success when 3 or more dice are 1, theaction is successful and that the character hasjurisdiction. A critical success gives one success (and oneby one beyond the first three 1) or there is a beneficialside effect (in agreement with the DOJ) or instead ofadditional success, the character gains a bonus to hisscore of initiative (equal number of earned success) tothe next round. A test without jurisdiction can not give acritical success.CLUMSINESS ANDCOMPLICATIONThere awkwardness when the action is not successful,that half of the dice (or all the dice if there are two diceor less) are 6 and that the character has the competence,or when half of the dice least 1 (minimum 1) are 6 andthat the character does not have jurisdiction. The GMdecides the blunder committed (malus, disaster, loss ofan object, defenseless, etc.).If there is at least a success and that the test is stillmanaged, then there is a complication, not a blunder.The action is successful but something (decided by theGM) complicates the situation or there is a bothersomeside effect. If there is a critical success and complication,complication can be ignored. Clumsiness can give a dicepenalty to the next share equal to the number of 6 plus asurplus.CompetenceNotcompetenceHalf or anyjurisdictionwhere 2 diceor less YesComplicationHalf -1 plicationnonotAwkwardnessAUTOMATIC SUCCESSIt is possible to take risks in order to (better) asuccessful action. With risk-taking, each die removedfrom the dice pool provides an automatic success.Reserve remaining dice must contain at least two diceand it is not possible to remove more dice than the scoreof the skill used. However, these automatic success countonly if the test gives at least a success and there are nocomplications (complication being while automaticsuccesses are lost). In addition, regardless of the scoreof competence, every 6 are necessarily failures. If thetest clumsiness, automatic success are not taken intoaccount.In certain circumstances, the GM may decide that theaction is successful automatically, as in the case of anaction for an easy character with a high score in a skill.www.archaos-jdr.fr8

AttributesShadowrun AlternatifATTRIBUTESWHY LESS ATTRIBUTES?MENTAL (MEN)In SR5, racial modifiers to the Constitution and Strengthare about the same for a given metatype and attributesare not used much for skills. Merge in the Carrureattribute allows a single attribute almost as important anduseful than others. Its usefulness is further enhanced bynot dividing his score to calculate the fitness instructorand melee damage.Will only serves to resist the authorities and social actionand to determine the dizzying condition monitor. It isintegrated in the Mind (see above) and Charismarepresenting social skills and mysticism metahumans.In SR5 (and SR4), the attribute resonance can not existwith the Magic attribute. So just to have a single attributefor both, Magic, and specify that technomancers aremagicians of the Matrix.Mind symbolizes reason, logic, understanding andstrength of will. It is a mental attribute.PRINCIPLESHIGHThe attributes give the number of dice rolled for an action.Up to the character creation of any special attributes is 6(except for humans for whom it is 7). It is then possible toincrease (no limit), the normal cost, beyond 6 positivespecial attributes. However, exceed 6 requires particularthing (specific to each attribute) and can trigger disturbingphenomena.ATTRIBUTES STANDARDSINCREASED HIGHThe maximum increase (magically or technologically) of astandard attribute, whatever the character's bonus isequal to its racial maximum over a third (rounded up).Simply put, without calculation: one for all attributeswhose maximum is 3 or less, 2 4 to 6 3 7 to 9 and 4 to10 or 11.CARRURE (CAR)Represents the Carrure muscle strength, physical energy,building and endurance. It is a physical attribute.INTUITION (INT)Intuition is an immediate thought, not reflected.CHARISMA (CHA)Charisma is sympathy, handling, control of emotions andhuman relationships but also mysticism and strength ofcharacter. It is a mental attribute.SPECIAL ATTRIBUTESPRINCIPLESSPENDING OF SPECIAL ATTRIBUTE POINTSYou can spend 1 point (sometimes more) of specialattribute for an action. The effects are explained in thedescription of the special attribute. The special attributeretains its value and points spent are recovered at the endof the scenario, or when the GM sees fit (after a brilliantaction or achieving a goal, in special circumstances, etc.).It is not possible to spend several times one point for thesame action (unless otherwise stated), that each point hasa similar effect or not. The points spent are generallyrecovered at the beginning of a scenario.AGILITY (AGI)EXCEED 6Agility quantifies the address, flexibility and coordination.It is a physical attribute.Whenever a character increases a special attributebeyond 6 (7 for humans), the player rolls a number of diceequal to that attribute. If he gets at least three 6, thecharacter suffers a mutation or sequelae related to theattribute (in agreement with the DOJ course). More there6 and the attribute score, the greater the alteration isimportant. Examples:Augmentation: an emotion is less often (or no longer)experienced by the character (unless magically induced).REACTION (REA)The response includes the speed, reflexes and reactivity,both physical and mental. It is a physical attribute.www.archaos-jdr.fr9

AttributesShadowrun AlternatifMagic: a physical change brings the character of anAwakened creature (dragon, fairy, etc.), always the same.Edge: some unpleasant things less often happens to thecharacter (shower while he is not equipped for rain, trafficlight that turns red, etc.) or a pleasant thing happens moreoften (s downpour stops when it comes out, traffic lightsthat turn green and have a good hand in a card game,etc.).The GM can impose social malus characters having at leastone special attribute greater than 6 (7 for humans), thephenomenon of "disturbing Valley" (Cf. SR5, p. 54, strangevalley) . This can be a penalty for each point beyond 6.NUMBER OF SPECIAL ATTRIBUTESA creature can only have two positive special attributes ofthe existing three. They are chosen to creation.OPTIONSIt is possible to have positive scores in the three specialattributes. At inception, the third attribute starts at 0 andthe maximum is 6, even for humans.Augmentation The score is a dice penalty to all Magictesting.AUGMENTATION (AUG)Note: the automatic translation translate Augmentationin Augmentation. I tried to correct this.The special attribute Augmentation to determine themaximum possible increases (cyberware and bioware)that the creature can incorporate into his body withoutdying.The fact of not having a score makes it impossible toincrease implantation increases. The creature is a totalrejection of any increase. Awakened creatures usuallyzero increase.In some cases, there are the actual score increase (whichis the total increases actually implemented) Augmentationscore. Also free augmentation is the amount of increasecan still be used to install the increases.Exceed 6 (7 for humans) Increased demand in genetherapy. Each gene therapy increases by 1 Augmentationthe maximum.The higher the score increase, the higher the characteraway from humanity. It becomes less sentimental andmore pragmatic.By spending a point (not final) to increase, the charactercan benefit from the following effects (change beforerolling the dice unless prevented the description):Redliner: 1 increases the level of an increase for a roll ofthe dice. This will go beyond the maximum increased. Byspending 4 points increase, the level is increased by twoinstead of one. The increase must have redlinée levels.Repair: cancels the effect of a complication orawkwardness related to increased used for the test. Forwww.archaos-jdr.frexample, if the character has an increased agility and he isa complication on an agility test, it can cancel thecomplications increase by spending a point.EDGE (CHC)Edge is the ability to manipulate fate, voluntarily or not.The fact of not having to score Edge returns to have thedefault Unlucky: if something negative and dependent onEdge to happen it will be on the character with no Edgerather than another member of the group (even if thegroup contains another character with the default Unluckybut with a Edge attribute). Similarly, if something positiveand dependent on the Edge to happen it will never be forthe character with no luck. In addition, a characterwithout Edge can not use the effects of Edge, of course.Exceed 6 (7 for humans) Edge request a personalinvestment (equivalent of a magical initiation). Eachpersonal investment increases by 1 the maximum of Edge.The higher the score of Edge, the higher the charactertends to let go and let it go. Why act when just wait forthings to go in his favor?By spending a point (not final) Edge, the character canbenefit from the following effects (change before rollingthe dice unless prevented the description):· Beyond its limits: the score of Edge is added to the dicepool (even if it was zero). Not only count as one of thesuccesses, but in addition, they can be restarted.· As the lightning: adds Edge dice initiative test (maximum5 in all).· Second Edge: stimulus all the dice did not give a success.Can not be used to cancel a complication or clumsiness.· To exceed: competence increases by 2 used for the testin question (the maximum power is increased and 4).· Take the initiative: The character is the first for thisround of combat.· Save: Cancels the effect of a complication or clumsiness.· Boost: a favorable event for the character occurs (aparking space is released exactly where he wanted topark, he, after all, thought of taking an object in his bag,etc.).· Stroke of luck: the character ignores any penalty on hisaction.MAGIC (MAG)Magic is the ability to manipulate the mysterious power ofthe arcane and technomancy.The fact of not having to score Magic makes use of notmagical abilities. Ordinary creatures have no magic score.Over the Magic score, the higher the character away fromhumanity. It becomes more whimsical and follow hisreasoning unusual logic, some would say twisted. Hisphysical appearance also changes to be closer to that of aparticular Awakened creature.10

AttributesShadowrun AlternatifExceed 6 (7 for humans) Magic requires initiation. Eachinitiation increases by 1 the maximum of Magic.When the player puts the first point Magic to his charactermust choose from the following types of magic and can nolonger change:· Adept· Mystic Adept· Conjurer (complete)· Magician specialized (alchemist, sorcerer or conjurer)· Technomancer (complete)· Technomancer specialized (complex shapes or sprites)By spending a point (not final) Magic, the character canbenefit from the following effects (change before rollingthe dice unless prevented the description):· More power: up 1 the power of a magical effect (withoutincreasing the difficulty or the drain to the magician).· Miracle: cancels the effect of a complication orclumsiness of a magic test.By spending a number of points equal to Magic at least 2times the power or the cost of a magical effect it couldknow (but unknown), the character can act as if he ownedit. This can allow a magician casting a spell he does notknow or a follower of using a power it does not; but not afan of casting a spell or make technomancy.SR5-SRA CONVERSIONTo be used primarily for NPCs. For the PCs it is best torecreate the character and then assign it earned karma.Take the average of the Force and the Constitution for theCarrure. Same thing with Logic for the Mind.ATTRIBUTES TABLE FOR METATYPESSpecial *(min. / max.)Standard : min. / max. racial nCharismeElf1 / 6 (8)2 / 7 (10)1 / 6 (8)1 / 6 (8)1 / 6 (8)3 / 8 (11)1 / 6 et 1 / 6Human1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 6 (8)2 / 7 et 1 / 6Dwarf3 / 8 (11)1 / 6 (8)1 / 5 (7)2 / 7 (10)1 / 6 (8)1 / 6 (8)1 / 6 et 1 / 6Ork4 / 9 (12)1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 5 (7)1 / 6 et 1 / 6Troll5 / 10 (14)1 / 5 (7)1 / 6 (8)1 / 6 (8)1 / 6 (8)1 / 4 (6)1 / 6 et 1 / 6* Each character must have two special attributes to 1 or more and it can only have two special attributes on theexisting three.www.archaos-jdr.fr11

CompetencesShadowrun AlternatifCOMPETENCESWHY LESS SKILLS?SPECIALIZATIONMerge group skills competency simplifies the charactersheet (and thus speeds up the game), and is not anaberration. A character with 5 sharp weapons can it betotally unaware of the handling of blunt weapons orunarmed combat? A specialist in survival he can ignorethe Orientation and Tracking?Specialization gives 2 die to launch during a test in whichit operates. A specialization is noted in parentheses andhis score is "( 2)". The maximum number ofspecializations skill is equal to its level halved (roundedup). Thus, a skill to 3 cannot be more than twospecializations and expertise to 5 (2 6) (or 7) can have 4(half of 5 2). The specialization bonus cannot exceed 2,though several specializations apply.Example: Melee (sword, shield) 3 ( 2) indicates that thecharacter specializes in sword fighting and shield.PRINCIPLESThe score of a skill is generally from 1 to 5 (for the higherlevels a special rule applies hereinafter). 3 is considered aprofessional and experienced level. The skill scoredetermines the threshold dice giving a success. Each diedoing less or equal than the score of jurisdiction accountsfor a success. A 1 is always a success. The number ofsuccesses indicates if the action is successful or not.It is possible to go beyond a score of 5 in skill if thecreature has the ability advantage associated with theskill. Each additional level allows only a count of 6 as asuccess. For example, "7" a skill (denoted 5 (1 6)) is usedto count the first 2 6 as successes, the others beingfailures. This does not change the number of required 6 toa complication, but it can not be a mistake, because therewill always be at least a success. Competence is rated 5 (6 n), where n is the number 6 reflected in the success. Thecost of increasing the skill is that of a skill level 5 n. 5 isthe maximum score of a skill. Thus, a magician can notobtain more than 5 bonus dice using reagents to cast aspell, even if its jurisdiction is 5 (2 6).When a creature does not have a skill you consider that 1of the dice are successful unless the jurisdiction can not beused by default. In addition, the risk of critical failure areincreased.When no jurisdiction should, DOJ determines thethreshold of the dice, usually 2 or 3.Skills are listed with an associated attribute. This attributeis one that is generally associated with it for a test,however, the GM may decide that a different attribute ismore appropriate in certain conditions. Examples:A mage in astral projection use his Magic attributejurisdiction Discretion not to be spotted by the magicsurveillance.An instinctive shooting can be achieved with the reactionrather than Agility.The score of a skill also gives maximum automatic success(see p. 8).www.archaos-jdr.frHIGH SCOREThe GM for easy share, provide test a character whosejurisdiction is at least 3. For example, if a character has 4Infiltration, it is not necessary to test for it to enterdiscreetly in a building that does not have specialprotection; it automatically succeeds.The increase competence 4 or more should always havethe consent of MJ.LIST OF SKILLSCOMBAT SKILLSEXOTIC WEAPON (AGILITY)This skill allows you to use a specific weapon or remotecontact as monofilament whip.This skill can only be used if its score is at least 1.WEAPONS OF JET (AGILITY)Specializations: By Candlelight (eg grenade.) ThrowingKnives, Direct (eg ball baseball.) Shurikens.GUN (AGILITY)Gun standing with both hands.Specializations: rifles, Assault Rifles, Shotguns, precisionrifles, sporting rifles, Extreme Reach.HANDGUN (AGILITY)Gun standing with one hand.Specializations: Machine guns, submachine guns, Cyberimplant pocket Weapons, Extreme Reach, revolvers, semiautomatic guns, Tasers.12

CompetencesShadowrun AlternatifRELATED WEAPONS (AGILITY)ATHLETICS (CARRURE)Specializations: Crossbows, Bows, Slingshots, ExtremeReach.This skill does not include combat sports.Specializations: diving with standard bottles, Scuba gasmixture, Rollers, etc.HEAVY WEAPONS (CARRURE, AGILITY ANDMENTAL)Specializations: Assault Guns (Carrure) Grenade Launcher(Agility), Rocket Launcher (Agility), guided missiles(Mental) Machine Guns (Carrure), On Vehicle (Mental).ARTILLERY (MIND)Specializations: Ballistics, Guns, Energy Weapons.DODGE (REACTION)Specializations: Melee attack, ranged attack, Se shelter.MELEE (AGILITY OR CARRURE)Melee weapons in both hands and heavy are used withCarrure, other weapons Agility. The hand to hand combatcan be used with or Agility Carrure a choice.Specializations in martial art, improvised weapons, cyberimplants, fixation, sticks (with both hands), hammers,batons, Knives, Swords, Axes, Parade, Astral Combat (foruse with Mental), type of special attack.PHYSICAL SKILLSOUTDOOR (MIND)Specializations: Orientation by environment (Desert,Forest, Jungle, Mountain, Polar Environment, Urban, etc.),Tracking, Survival.SKILL MANUAL (AGILITY)Specializations: Escape, Conjuring, Pickpocketing,Shoplifting, lockpicking.INFILTRATION (AGILITY)Specializations: by type of sensors, Hiding by environment(Desert, Forest,

shadowrun alternatif www.archaos-jdr.fr 3 changeling 27 benefits 27 generic advantages 27 social benefits 28 magic benefits 28 benefits for increased 29 matrix benefits 29 metagenetiques benefits 29 defects 30 fault generic 30 faults social 31 faults magic 31 faults matrix 31 combat 32 combat tour 32 1. determine the initiative 32 2.

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Shadowrun Missions Rising Sin 3 INTRODUCTION Rising Sin is a Shadowrun Missions campaign adventure. This is only the adventure portion of Rising Sin – the maps, player handouts, sample characters, and other playing aids are included in SRM02-11B, Rising Sin, Playing Aids. Preparing the Adventure Rising Sin is intended for use with

Duplicity is intended for use with Shadowrun, Third Edition, and all character and rules information refers to the third edition of the Shadowrun rules. The Shadowrun Gamemaster Screen is a recommended resource, since it contains all of the necessary tables organized for easy reference and is accompanied by the Critters book, which

Issue #15 of The Shadowrun Supplemental saw the debut of Bethyaga’s Complete Karma System, a new method of character creation for Shadowrun. As an alternative to existing systems, BeCKS creates characters using Karma instead of priorities or points (as presented in Shadowrun Third Edition and the Shadowrun Companion respectively).

The Savage World of Shadowrun Written, designed, and lay out by: Mike Evans AKA wrathofzombie www.wrathofzombie.wordpress.com Quick Introduction: I wanted to do a Shadowrun conversion to one of my favorite systems just for the hell of it! Thanks to all those who expressed interest in seeing it once it was done. Hope you find it useful!

ing point for a shadowrun to disrupt a smuggling operation funded by a group of bug spirits experimenting with using the wyrd mantis as hosts. After the gamemaster chooses a critter to incorporate into his scenario or campaign, he should review its powers and out-line how the creature might use them in various encounters.

Ultimate Shadowrun Equipment List version 2.4 by Wordman wordman@pobox.com Page references use the Shadowrun Reference Standard. A key to which books these codes refer follows: Code Book awk Awakenings azt Aztlan Sourcebook cb1 Chromebook One cb2 Chromebook Two cb3 Chromebook Three cc Canno

problems—this is Shadowrun after all, and a run that goes smoothly is a runner’s worst nightmare. 1 Hoi, chummer. I’m a shadowrunner and member of JackPoint. You’ve probably read lots of my experience and wisdom in Shadowrun books