The Player's Guide To Shadowrun House Rules PDF
The Player's Guide To Shadowrun House Rules PDF
The Player's Guide To Shadowrun House Rules PDF
TABLE OF CONTENTS
INTRODUCTION ......................................................................... 7
Organization........................................................................ 8
Alternatives ......................................................................... 8
Authors ............................................................................... 8
GENERAL RULES......................................................................... 9
Dice Pools ............................................................................... 9
Alternative ............................................................................. 9
Dikote................................................................................... 9
Alternative ............................................................................. 9
Tests ...................................................................................... 11
Opposed Tests ..................................................................... 11
Rule of One .......................................................................... 12
Rule of Six ............................................................................ 12
Alternatives .......................................................................... 12
Alternative One................................................................. 12
Alternative Two ................................................................. 12
Alternative Three ............................................................... 12
SOTA...................................................................................... 12
System Identification Numbers .......................................... 12
BIOWARE ................................................................................. 14
Bioware For Magicians ........................................................ 14
Alternative ........................................................................... 14
CYBERWARE ............................................................................ 23
Cyberears.............................................................................. 23
Cyberlimbs ........................................................................... 23
Attributes .............................................................................. 16
High-Grade Cyberware........................................................ 23
Vision Magnification and Tactical Computers.................. 23
KARMA .................................................................................... 24
Karma Pool ........................................................................... 24
Alternative ............................................................................23
Increasing Attributes............................................................. 16
Strength 1 Trolls ................................................................... 16
Blocking ................................................................................24
Buying Successes ..................................................................24
Dividing ................................................................................24
By The Book ..........................................................................24
Good Karma to Karma Pool ...................................................24
Alternative ............................................................................24
Maximum Karma for a Test....................................................24
Critter Powers....................................................................... 17
Regeneration ........................................................................ 17
CONTENTS
Refresh Rate ..........................................................................25
Alternative ............................................................................25
Re-Rolls .................................................................................25
Starting Karma Pool Size........................................................25
Team Karma Pool ..................................................................25
Usage....................................................................................25
Holding Spells.......................................................................37
Last-Ditch Spellcasting ..........................................................38
Learning New Spells .............................................................39
Noticing Spellcasting.............................................................39
Reducing Area of Effect .........................................................39
R ...........................................................................................40
Spell Defense Across Planes ..................................................40
Spell Resistance Tests ............................................................40
Spell Signatures ....................................................................40
Starting Spells With Force Modifiers ......................................40
Sustained Damaging Manipulation Spells ..............................40
Sustaining Spells ...................................................................40
Spells......................................................................................41
Astral Patrolling.....................................................................28
Astral Perception & Projection ...............................................28
Astral Quest To Bypass Wards ...............................................28
Auras ..................................................................................... 29
Objects and Auras .................................................................29
Psychometry (Aura Reading)..................................................29
Alternative ............................................................................29
Conjuring .............................................................................. 29
Alternative ............................................................................29
Spirits .................................................................................... 44
Allies ....................................................................................44
Allies and Drain..................................................................44
Allies and Karma Pool ........................................................44
Elementals ............................................................................44
Permanent Elemental Spirits ..................................................45
Initiates & Conjuring .............................................................45
Nature Spirits ........................................................................45
Nature Spirit Area of Affect ................................................45
Bound Nature Spirits ..........................................................45
MATRIX .....................................................................................46
Escher Loop...........................................................................46
Mainframe Computers .........................................................46
Basic Rating/Capacity System ................................................47
Spending System Capacity ....................................................47
Color Multiplier ..................................................................47
SYSTEM INFRASTRUCTURE .................................................47
Normal Things....................................................................47
Notes: ................................................................................47
Unusual Things......................................................................48
Subsystem Ratings ................................................................48
Using a Mainframe to Write Cyberdeck Programs ..................48
What About All Those Little Shops With Orange
Security? ...............................................................................48
Magical Misfires................................................................... 34
Magical Traditions ............................................................... 34
Magical Ability Breakdown ....................................................34
General Rules .....................................................................34
Magician (20 Points)...........................................................34
Adept (15 Points) ...............................................................34
Minor Adept (Cost Varies) ..................................................35
Physical Adepts.................................................................... 35
Extra Abilities ........................................................................35
Alternative ............................................................................36
More Powerful Physical Adepts .............................................36
Newly-Created Physical Adept Characters .............................36
Spellcasting .......................................................................... 37
Aiming Spells........................................................................37
Drain .....................................................................................37
Drain for Sustained Spells ......................................................37
Elemental Effects ...................................................................37
Extended Spellcasting ...........................................................37
Grounding .............................................................................37
CONTENTS
Firearms ................................................................................ 71
Alternative ........................................................................... 53
Ammunition .......................................................................... 54
Gel and Stun Ammunition .................................................... 54
Grenades............................................................................... 75
Air Timed Mini Grenades and Scatter ....................................75
Damage ................................................................................75
Alternatives...........................................................................75
By The Book .......................................................................75
Alternative One..................................................................75
Grenade Launchers Against Point Targets ..............................75
Alternative ............................................................................76
Scatter...................................................................................76
Body Armor........................................................................... 64
Body Armor and Called Shots............................................... 64
Alternative ........................................................................... 64
Variation 1......................................................................... 64
Variation 2......................................................................... 65
Armor Degradation .............................................................. 65
Alternative ........................................................................... 65
Armored Boots and Helmets ................................................ 65
Excessive Armor Penalties .................................................... 65
Higher Armor Rating Than Power Level ................................ 65
Alternative ........................................................................... 66
Called Shots.......................................................................... 66
Alternative ........................................................................... 66
Initiative ................................................................................ 78
Actions In A Combat Turn .....................................................78
Initiative Rolls........................................................................78
Alternatives...........................................................................78
Alternative One..................................................................78
Alternative Two..................................................................78
Initiative Ties .........................................................................78
Projectile Weapons.............................................................. 78
SKILLS....................................................................................... 79
Build/Repair and Theoretical Skills ................................... 79
Combat Skills ....................................................................... 79
Damage ................................................................................. 67
Complete Miss ..................................................................... 67
Falling Unconscious .............................................................. 67
Overdamage ........................................................................ 67
Time Between Taking Extra Damage.................................. 67
Alternative ........................................................................... 67
Sleeping In Armor ................................................................ 67
Staging Damage................................................................... 68
Stun Damage And Knockback............................................... 68
Unconsciousness From Deadly Wounds ............................. 68
Alternative ........................................................................... 68
Wounds Affecting Movement............................................... 68
Alternative ........................................................................... 68
Defaulting ............................................................................. 80
Partial Defaulting ................................................................80
By The Book ..........................................................................80
Dodging................................................................................. 68
Alternatives .......................................................................... 69
Alternative One................................................................. 69
Alternative Two ................................................................. 69
Alternative Three ............................................................... 70
Alternative Four................................................................. 70
Alternative Five ................................................................. 70
Physical Skills....................................................................... 82
Ambidexterity .......................................................................82
Stealth...................................................................................82
CONTENTS
Etiquette ...............................................................................83
Leadership ............................................................................83
Leadership & Planning .......................................................83
Leadership in a Run ...........................................................83
CREDITS:
Biotech..................................................................................83
Blackjack
<[email protected]>
David Buehrer
<[email protected]>
Stephen F. Eley
<[email protected]>
Double-Domed Mike Elkins <[email protected]>
Fade
<[email protected]>
Martin Gotthard
<[email protected]>
Gurth
<[email protected]>
Jonathan Hurley
<[email protected]>
Leszek Karlik
<[email protected]>
Steve Kenson
<[email protected]>
Lady Jestyr
<[email protected]>
Loki
<[email protected]>
David R. Lowe
<[email protected]>
Lucifer
<[email protected]>
Ray Macey
<[email protected]>
Chris Maxfield
<[email protected]>
Andrew Mellinger
<[email protected]>
Susan Mellinger
<[email protected]>
Damion Milliken
<[email protected]>
Nurse Wratchett
<[email protected]>
Ferri G. Pagano
<[email protected]>
Justin Pinnow
<[email protected]>
Marc A. Renouf
<[email protected]>
Andr Selmer
<[email protected]>
The Twilight Brigade <[email protected]>
WoLfM
<[email protected]>
Wordman
<[email protected]>
Written By
Subsystem Damage.............................................................. 84
Subsystem Damage Notes.....................................................85
INDEX ....................................................................................... 88
Copyright
The copyrights to each house rule are held by the
original author, who is credited with the rule in
question.
This compilation is copyright 1998 by Gurth
<[email protected]>. Unauthorized copying, hiring,
lending, reproduction, circulation, distribution, etc. etc.
etc. highly recommended, on the conditions that the file
remains completely unmodified, is distributed in its
entirety, and no profit is made by the distributor.
Shadowrun and Matrix are registered trademarks of
FASA Corporation, IL 60608, USA, other book names
are trademarks of FASA Corporation, all used without
permission. Original Shadowrun material is copyright
1989-1998 FASA Corporation.
INTRODUCTION
Something big is coming, Im quite sure of it. I think
its still pretty far away, though.
Chris Berlini, just before being crushed by a
juggernaut
Unlike in many other Plastic Warriors books, in this one you wont find new stuff for
your characters to play with; instead, it gives stuff for players to play with. This book is
a compilation of house rules from Shadowrun groups the world over. It got started
when I wanted to write up my own house rules for use by my group late last year, and
remembered I had house rules by several other people sitting on my hard drive. So, I
thought, why not compile them into one file and make it a Plastic Warriors book?
I then spent some time looking through Shadowrun web pages and the messages
Id saved from the ShadowRN list, and compiled them all into the book youre reading
now. Not every house rule I came across made it into the book, but most haveonly
very inconsequential ones, or those that had been badly thought out, were left out.
A few words of warning are in order: first of all, some of the rules may contradict
one another (though hopefully not themselves). This is, of course, because they dont
all originate from one source, and also because I didnt try to make everything fit
that would go against the idea behind this book of putting as many good house rules
as possible into one place.
Second, Id advise inexperienced players to stay away from this book for now, as
Shadowrun can be complex enough without having to remember all kinds of rule additions and alterations. Once youve got the basics down, only then its time to start
thinking about changing them.
Finally, just because something is written down here doesnt mean you cant
change it. A function just as important as supplying ready-made house rules is, in
my opinion, that these rules can be the starting point for your own house rules, which
will probably suit your particular group of players better than rules thought up for
someone elses campaign.
That said, I hope everyone enjoys whats in this book, and makes use of it in their
game. As always, Im open to comments, criticisms, and most other responses
Gurth <[email protected]>, 16 March 1998.
INTRODUCTION
Organization
The house rules are organized into chapters dealing with
different topics, such as general rules, magic, skills, and so
on. Within each chapter, the rules are ordered alphabetically into sections, and rules within sections are again ordered alphabetically.
In some cases, rules fit under two different headings;
they have been placed in the chapter or section which
seemed most logical, so if you cant find a rule in one part
of this book, it may be in another chapter that is also relevant to the rule.
Before many headers, small circles are provided so you
can easily mark which rules you want to use.
Alternatives
Where different house rules are given for a single topic,
one rule (the one that seemed besteasiest to use, most
comprehensive, etc.) appears under the main heading, and
the rest are under the header Alternatives, following after
the main text. The alternative rules are labeled Alternative
One, Alternative Two, and so on. If a FASA-published
book has an alternative rule as well, that is listed under the
header By The Book.
Authors
If you have a question about a house rule, send a message to the person who wrote the rule, not to the editor of
this book (unless they happen to be the same person).
The original author will know his or her house rules much
better, and should be able to answer questions about them.
GENERAL RULES
Nothing is written in stone. Nothing.
Its all on optical chips now.
Black Circle, decker
Dice Pools
Blackjack <[email protected]>
Reference: Shadowtech pp. 87-88, 92, 96-100
ALTERNATIVE
Dikote
Justin Pinnow <[email protected]>
Reference: SRII pp. 184-185, Shadowtech p. 91
Flesh Contact
Since Shadowrun does not generally work off a hit location damage system, it can be difficult to tell whether or not
DMSO managed to work its way to the skin. Vests with
plates, hardened armor, and perhaps even raincoats have
the potential to stop the liquid before it damages anybody.
If a target is wearing a security armor suit without a helmet
the only places the chemical could come in contact with
skin would be the seams of the armor (if the suit is not
sealed) and the head (if theyre not wearing a helmet). If
the target is fully armored and sealed, the odds of the
DMSO hitting anything are about nil.
My DMSO/Squirt rules are a variation of my Called Shot
Rules (page 66). To review: My called shot rules get rid of
the flat +8 modifier for hitting a specific section of a target,
ALTERNATIVE
Blackjack <[email protected]>
GENERAL RULES
and instead modifies the to-hit target number by +1 for
every point of armor the attacker wishes to disregard on his
target. Basically, an attacker firing at somebody wearing
heavy military armor could take a +14 modifier to his to-hit
target number and, if by some miracle he actually succeeds,
the target doesnt get any armor benefits at all (just for this
shot, of course). The attacker could also take a +5 and, if he
hits, the defender will have an armor rating of 9 for defense.
Rather than aiming for the head the attacker aims better
than he normally would, perhaps looking for seams in the
targets armor, lightly armored patches, etc. The actual hit
location is still left up to the gamemaster. If the attacker did
hit in the +14 example above, the gamemaster may very
well declare that the attacker managed to hit a weak spot in
the targets face plate and blow off his head.
The DMSO/Squirt variation of this rule takes a lot of the
kick out of a weapon that, in its current state, is way too
powerful. One rule Ive gotten rid of is the combat pool
negation rule (or the Dodge pool, as its stated in Shadowtech which came out before SRII.) Everybody else may wish
to keep it; I simply got rid of it because, generally, I dont
use the Combat Pool in my games. Essentially, the pool rule
stated that if combat successes exceed attack successes
then DMSO doesnt take effect.. I think its a pain in the
ass.
My rules are a bit simpler, although they may go to far
in reducing the effectiveness of squirt weaponry. Basically, if
youre firing against somebody with porous armor (kevlar,
armor clothing, etc.) add 1/2 of this armors rating to the
target number of the attacker. Only one success is needed,
and the DMSO makes flesh contact. Id probably allow
the target to use their bio or cyber based armor as well, just
to keep things simple.
If the target is wearing hardened armor (security suits,
military armor, etc) its a lot more difficult to get a good
flesh hit. For hardened armored targets, add the full rating
of their armor to the target number of the attacker. Again,
only one success is needed for the DMSO to make flesh
contact.
Perhaps you can see how this system follows my basic
Called Shots philosophy. By adding 1/2 armor to the attackers to-hit roll, the attacker is, essentially, looking for a
decent place on the body to hit. I believe, despite the porous nature of most armor, that a Squirt shot hitting somebody in his chest if hes wearing a jacket over clothing over
form fitting would still have some difficulty making legitimate flesh contact. And even if this belief is false, something has to be done to keep people from squirting everybody to hell and back.
The hardened armor aspect of these rules may seem
harsh by, again, they follow my basic armor philosophy.
Since you HAVE to hit exposed flesh if the targets wearing
hardened armor, the task is much more difficult. If you have
somebody dressed in a suit of heavy military armor (minus
the helmet), youd have to hit him in the head (or get lucky
enough to tag a seam in the armor.) If you hit them anywhere else, the Squirt shot simply splashes.
DMSO Breakdown
Gamemasters may wish to declare that DMSO loses its
effectiveness after being exposed to air for more than a few
minutes. This rule may solve a few problems, such as how
do you get out of a suit of hardened armor if its covered
with DMSO/Cyanide?
Money
Justin Pinnow <[email protected]>
10
GENERAL RULES
ers dont have much of a problem with certified cred and
dont give discounts for paper money.
Possession of hard currency is a federal offense. If a person is found in possession of any paper money, it is confiscated on the spot. Depending on the officer discovering this
crime, that may be all that happens. However, if he arrests
you and you are convicted, jail time is required. Small
amounts of paper money only warrant a month of jail time
or less, depending on the circumstances. Significant
amounts can lead to investigation and significantly larger
sentences.
ALTERNATIVE
Blackjack <[email protected]>
Exchanging Money
Tests
Opposed Tests
David Buehrer <[email protected]>
Reference: SRII pp. 30-32, 180-184
Cost Of Living
I still use all cost of living tables.
Bartering
Sometimes in remote villages or independent urban entities such as the Ork Underground I use bartering as opposed to cash. Although a player may barter using anything
of value the most common form of materials used as payment are precious metals and gems. It is almost standard
for any runner who plans on venturing into remote regions
which they know to be somewhat underdeveloped to purchase an amount of gold, silver, gems, etc. before going
there. Simply use the price table for Enchanting Materials
(raw form) for these exchanges. I even have a few underground moneychanger contacts roaming around the city
which not only sell the materials but even press them into
coins, small statues, etc. for a fee. This visual appearance
has little effect on the materials value and is simply there to
make it so a runner can have a one pound block of silver
valued at 4,800 pressed into one hundred 48 coins.
11
GENERAL RULES
cesses are compared to see if the rat succeeds in stealing the sandwich without Shamus noticing.
Rule of One
Alternative
Two
We use the rule that if more than 50% of your dice roll
1s then its a fumble. So if you roll 16 dice, and roll 9 1s its
a fumble (and yes, this has been done before). We then roll
2D6, the higher the worse the fumble. (Current best fumble
includes rolling the above mentioned nine 1s, then rolling
11 on the 2D6. The physical adepts attempted kick to a
trolls chest failed, the Remington a pointblank didnt.)
Alternative
Rule of Six
ALTERNATIVES
One
Gurth <[email protected]>
SOTA
The Twilight Brigade <[email protected]>
Reference: Shadowrun Companion pp. 85-87,
Virtual Realities 2.0 p. 78
I find that this rule makes for higher numbers of successes in general, and means where someone would have
generated 6 successes they may now get 8. Fortunately,
this applies to both NPCs and PCs alike, and in the case of
Opposed Success Tests usually offsets itself. It does however, allow for those really amazing one off super scores
from few dice that just cannot occur normally. Something
like a 6 success masterstroke from a 3 die roll.
Alternative
Three
12
GENERAL RULES
13
BIOWARE
So this wont impact my physical integrity? Are you
sure?
Vanessa Stokes, mage, at a Body + Tech
ALTERNATIVE
Enhanced Articulation
Damion Milliken <[email protected]>
Reference: SRII pp. 70-72, Shadowtech p. 34
Irrumatee has 2 Body Index worth of bioware implanted. He now has a Body Index of 2, and an Essence
of 6, even though he is magically active. His Magic Attribute, however, is now reduced by 2, as if his Essence
were really 4.
14
BIOWARE
skill is, we see that Active skills include all the following:
Combat, Physical, Technical, Magical, Social and Vehicle.
The only skills not included are Build and Repair, Knowledge and Languages. Somehow I fail to see just how Enhanced Articulation manages to assist in the summoning of
elementals though. Or in the decking of computer systems.
Or the fast talking of your fixer. My take on the benefits of
enhanced articulation is that it was supposed to give an
additional die to any Physical skills, meaning Stealth and
Athletics, but that the author fragged up.
ALTERNATIVES
Alternative One
According to Tom Dowd (the original Shadowrun line
developer at FASA), enhanced articulation adds one die to
the following skills: Armed Combat, Athletics, Firearms,
Gunnery, Projectile Weapons, Stealth, Throwing, and Unarmed Combat. As it isnt printed in any FASA book, you
can make of this ruling what you will.
Alternative
Two
Chris Maxfield <[email protected]>
Muscle Augmentation
Damion Milliken <[email protected]>
Reference: Shadowtech p. 35
I interpret the bonuses granted by Muscle Augmentation to give the character +1 Quickness per level and +1
Strength per level.
15
CHARACTERS
Here, thisll help you build character.
Greg Holloway, bartender
Allergies
Attributes
Gurth <[email protected]>
Reference: SRII pp. 44-47, Shadowrun Companion
pp. 20-21, 25
Number Of Allergies
Damion Milliken <[email protected]>
Reference: SRII p. 46
The rules on page 46 of SRII state: At the players option, a metahuman character can be given an allergy during
character creation. To me, this indicates that only a single
allergy may be chosen (an). Thus I do not allow multiple
allergies to be selected.
Increasing Attributes
ALTERNATIVE
Strength 1 Trolls
16
CHARACTERS
their attributes that will gain positive modifiers due to the
racial modifiers, thus gaining a final positive value.
Wimpy the Troll cannot assign 3 to his Strength Attribute, and then add the +4 racial modifier to have a
final Strength of 1. He must assign at least 1 point to his
Strength, thus forcing him to have a final Strength of 5
or greater.
Shapeshifters
Critter Powers
Gurth <[email protected]>
Reference: Shadowrun Companion pp. 20, 36-38
Enemies
Regeneration
17
CHARACTERS
Dice Pools
Day Job
Disallowed, as its just too fuzzy for my taste. I still havent figured out whether its an Edge or a Flaw (Yes, I
know the text calls it a Flaw.)
Extra Contact
Disallowed. Contacts are bought at 5,000 each, which
is usually a lot more expensive than a single Building Point.
Whenever a character uses some dice from a pool, reduce all pools by the same percentage, rounding against
the character. This way, you can split your attention between spell casting and dodging, but cant do both at
100%, and things you arent very good at take a lot more
attention (for the same number of dice) than things that
have become second nature to you.
Unfortunately, the math involved in this makes it unlikely to be a very popular house rule. It bogs down play
too much.
Night Vision
As this Edge doesnt indicate the exact bonus, Ive ruled
it is equivalent to cybernetic low-light vision.
Bio-Rejection
The Bio-Rejection Flaw precludes the effective implantation of ANY cyberware or bioware. This includes cultured
bioware and personalized bioware.
Addiction
Disallowed. If a character wants to be addicted to something, thats fine by me, but I simply dont want them to
get points for it.
Focused Concentration
The Focused Concentration Edge is not allowed in this
campaign. A high level of concentration and strength of will
is already reflected in the Willpower Attribute.
Adrenaline Surge
Disallowed, because I apply the Rule of Six to one initiative die anyway (see Initiative Rolls on page 78).
Illiterate
Allergy
Magic Resistance
Blind
The Magic Resistance Edge is not allowed. The only beings that have the ability to resist magic are magically active (meta)humans with spell defense and/or shielding and
some critters. There are rumors of nega-mages existing in
Shadowrun, but those are just rumors, right?
ALTERNATIVE
18
CHARACTERS
Flaw. The player must then role-play this Flaw or face whatever retribution the gamemaster utilizes to punish offenders. Flaws acquired in this manner can be role-played away,
though with much difficulty.
Police Record
The Police Record Flaw has a variable rating of 1 to 6.
The higher the rating, the longer and more severe your
record. A 6 Flaw of this nature is pretty severe, and it
would make life extremely hard on the character. It is not
recommended that a character take this Flaw at a high
value.
Registered Equipment
The Registered Equipment Edge does not exist. If you
wish to have legally registered equipment, you will need to
have a valid SIN and pay an amount of money based upon
the equipment being registered. In addition, you will need
to have a valid reason for possessing said equipmentor at
least a contact who could get you the necessary permits
with false data.
Sensitive System
The value of the Sensitive System Flaw is 1 for magically active characters, not 2. The value for mundane characters is still 3. Cultured bioware and personalized
bioware are not affected by this Flaw.
Buying Edges
This is where the gamemaster has to be really careful
lest he or she wish to be faced with characters who have
every Edge in the book. In order to buy an Edge the character should have a really, really, really good reason; even
better than they would have to have for getting a new skill.
The acquisition of the new Edge should involve meeting a
really good teacher, suddenly coming across special information, being magically zapped my mysterious forces, and
so on. The gamemaster may also decide that a player has
been roleplaying a particular aspect of their character so
well that they deserve to be offered the opportunity to pick
up a new Edge. But, no matter what the reason, the character still has to buy it.
The karma cost for acquiring a new Edge during the
game is TWICE its value. And, again, the character should
have a good reason, a few of which may be:
Buying Flaws
Ok, so youre not really buying them. Its actually
more of a refund. In any case, Im sure gamemasters have
noticed that, during the game, certain situations arise which
have the potential for generating Flaws in characters; such
as the person is trapped, assaulted in some emotionally
traumatic way, and so on. Normally the character quickly
forgets about these experiences and in a very unrealistic
manner continues to go about their daily business as if
nothing had happened. By allowing the character to actually declare, on paper, that their character has developed a
Flaw they can lock themselves into its guidelines and are
thus forced to role-play it. Some people really need this
type of an iron-clad contract with their disabilities in order
to role-play effectively. Its sad, but thats the way things
are.
When a character has been involved in a situation that
could cause a semi-permanent Flaw they have the option of
buying it. When they make this purchase they RECEIVE a
number of karma points equal to DOUBLE the value of the
19
CHARACTERS
Vision Enhancements
Justin Pinnow <[email protected]>
Reference: SRII pp. 45, 89, 125, 247, Fields of Fire
pp. 79-81
20
CHARACTERS
bleed through and block the visibility of the normal light
spectrum in front of the people/objects being viewed.
ALTERNATIVE
Adjusted Priorities
Blackjack <[email protected]>
Reference: SRII p. 46
Starting Resources
The Twilight Brigade <[email protected]>
Reference: SRII p. 44-47, Shadowtech,
Cybertechnology, Virtual Realities 2.0 pp. 81-109
Money
At creation time, you can choose to take 3D61000 in
cash, or just the average, 10,500. You have to decide
which to take before you roll, of course. Anything you buy
with starting cash to outfit your character will be subject to
the usual Availability and Street Index problems.
Race
Metahuman
Human
Human
Human
Human
Human
Magic
Human Magician
Human Adept/Metahuman
Metahuman Adept
Attributes
30
24
20
17
15
15
Skills
40
30
24
20
17
17
Money
1,000,000
500,000
250,000
125,000
75,000
75,000
Force Points
50
40
30
20
10
5
Money
100,000
50,000
25,000
12,000
6,000
6,000
Force Points
15
12
9
6
3
3
Race
Metahuman
Human
Human
Human
Human
Human
Magic
Human Magician
Human Adept/Metahuman
Metahuman Adept
Attributes
20
18
16
14
12
12
21
Skills
24
20
16
12
8
8
CHARACTERS
Any cyberware from the Cyberpunk 2020 game and
Chromebooks is available, subject to approval of the
Troupe, using the conversion stats from the Plastic Warriors supplements.
Cyberdecks
You can create a decker with a custom cyberdeck they
built themselves, if you wish, using the Virtual Realities
2.0 rules. You must pay for at least Medium lifestyle for the
entire time they spent working on the deck, and must also
pay for all equipment used in developing it. Our mainframe
rules (which replace those in VR 2.0) make buying a mainframe for development purposes prohibitive; you may,
however, pay for development time on one using the VR
2.0 rules.
ALTERNATIVE
David Buehrer <[email protected]>
22
CYBERWARE
I got myself a new arm the other day. Turned out the
doc didnt tell me everything about it
Jork, street samurai
Cyberears
Cyberlimbs
High-Grade Cyberware
ALTERNATIVE
Gurth <[email protected]>
Reference: SRII p.45
23
KARMA
Sometimes, it feels like the gods are smiling down
on me. Sometimes, it doesnt. Thats usually when
things start going wrong.
unknown
Karma Pool
Blocking
Loki <[email protected]>
Sammy gets two successes when he rolls his Unarmed Combat to smack Kat. He decides hed like to
spend a karma pool point and re-roll for more successes. Kat, who also possesses Unarmed Combat,
chooses to spend a point of her own pool to block the
re-roll.)
Dividing
Buying Successes
David Buehrer <[email protected]>
Reference: SRII p. 191
Sam is trying to defuse a bomb. He rolls his Demolitions skill but fails. He elects to buy successes with his
Good Karma.
Fred is trying to defuse a bomb. He does not have
Demolitions. He defaults from the skill web. If he rolls at
least one success he may purchase additional successes
with Good Karma. If he doesnt roll any successes he
cant purchase successes with Good Karma.
BY THE BOOK
ALTERNATIVE
David Buehrer <[email protected]>
24
KARMA
The maximum amount of Karma, under normal circumstances, that can be spent on any single test in any way is
10 points. This includes both Karma spent on re-rolls and
Karma spent on additional dice added to the test.
Raising Skills
The Twilight Brigade <[email protected]>
Reference: SRII pp. 190-191
ALTERNATIVE
David Buehrer <[email protected]>
Re-Rolls
Chris Maxfield <[email protected]>
Reference: SRII p. 191
Usage
Damion Milliken <[email protected]>
Reference: SRII p. 190
Refresh Rate
25
KARMA
a Concentration is used, the General Skill must be at least
two points lower, and if a Specialization is used, its appropriate Concentration must be at least two points lower and
General Skill at least four points lower. The number of
Karma points corresponding to a given character creation
priority can vary with how you calculate it. The maximum
number of Karma points is based the character taking as
many Specializations at the highest possible levels, i.e.,
taking all possible 8/6/4 Specializations and then another
Specialization. This method can create any starting Shadowrun character. One may also calculate on the maximum
number of General Skills, i.e., all General Skills at 6 and then
another General Skill at the highest possible level.
2
1
3
1
4
1
5
1
6
1
7
1
8
1
2
1
2
3
1
2
4
1
2
5
1
2
6
1
2
7
1
2
8
1
3
1
3
4
1
3
5
1
3
6
1
3
7
1
3
8
1
4
1
4
5
1
4
6
1
4
7
1
4
8
1
5
1
5
6
1
5
7
1
5
8
1
6
1
6
7
1
6
8
1
7
1
7
8
2
3
2
4
2
5
2
6
2
7
2
8
2
3
2
3
4
2
3
5
2
3
6
2
3
7
2
3
8
2
4
2
4
5
2
4
6
2
4
7
2
4
8
2
5
2
5
6
2
5
7
2
5
8
2
6
Skill Points
A
B
C
D
E
40
30
24
20
17
Maximum
general
265
210
164
128
111
Maximum
special
333
255
204
164
140
26
Pts
1
3
6
1
1
2
2
3
4
7
1
1
2
2
3
9
1
1
2
3
3
1
2
2
3
4
2
2
3
4
3
3
4
4
5
5
8
1
1
2
3
3
1
1
1
2
3
4
1
2
2
3
4
2
2
3
4
3
2
1
2
3
1
2
3
2
3
1
3
2
3
4
1
2
4
3
4
1
3
4
2
3
4
1
4
5
3
4
2
4
1
2
5
2
5
3
4
1
3
5
2
3
5
4
1
4
5
3
5
2
4
5
1
6
1
2
6
1
5
3
4
5
2
6
2
5
1
3
6
4
5
2
3
6
3
5
1
4
6
3
6
2
4
6
4
5
7
1
5
6
3
4
6
1
2
7
2
5
6
5
7
4
6
1
3
7
3
5
6
1
6
2
3
7
2
6
1
4
7
4
5
6
3
Pts
1
3
4
50
65
71
88
96
10
10
111
116
122
139
147
15
153
158
164
161
179
175
180
196
193
201
202
218
215
223
221
228
236
232
240
24
25
252
267
263
270
278
280
284
289
295
292
290
306
301
317
314
312
323
329
336
334
332
KARMA
Normal Skills, by Skill
Gen Conc Spec
2
6
7
2
6
8
2
7
2
7
8
3
4
3
5
3
6
3
7
3
8
3
4
3
4
5
3
4
6
3
4
7
3
4
8
3
5
3
5
6
3
5
7
3
5
8
3
6
3
6
7
3
6
8
3
7
3
7
8
4
5
4
6
4
7
4
8
4
5
4
5
6
4
5
7
4
5
8
4
6
4
6
7
4
6
8
4
7
4
7
8
5
6
5
7
5
8
5
6
5
6
7
5
6
8
5
7
5
7
8
6
7
6
8
6
7
6
7
8
Pts
3
4
4
5
1
1
2
2
3
4
1
2
2
3
4
2
3
3
4
3
4
4
4
5
1
2
3
3
4
2
3
4
4
3
4
5
4
5
2
3
4
5
3
4
5
4
5
4
48
56
52
60
1
5
7
3
4
7
5
6
4
6
8
2
5
7
1
2
8
4
7
3
5
7
1
6
7
2
8
5
6
1
3
8
2
6
7
2
3
8
4
5
7
1
4
8
3
6
7
3
8
6
1
7
2
4
8
5
7
2
7
4
6
7
1
5
8
3
4
8
2
5
8
3
7
8
5
6
7
3
5
8
1
6
8
4
7
2
6
8
4
5
8
6
7
3
6
8
5
7
1
7
8
5
8
2
7
8
4
6
8
6
7
3
7
8
3
7
8
Pts
349
347
353
351
351
365
360
366
373
371
387
382
388
385
393
395
401
408
416
414
411
419
424
422
429
434
430
437
435
447
443
450
458
466
463
461
476
484
489
495
492
500
508
515
513
529
527
521
Players who purchase sourcebooks to donate to my library receive a Karma award equal to the dollar value of the
book. In my mind this reflects their contribution towards
enriching the gaming universe.
ALTERNATIVE
Damion Milliken <[email protected]>
If one is raising a General skill and one has an appropriate Concentration or Specialization for that skill, one only
need pay the difference in Karma to raise the skill. Similarly
if one is raising a Concentration and one has an appropriate
27
MAGIC
Anyone who claims to know everything about magic
is holding something back.
Ching Hersh, mercenary
Astral Space
Astral Patrolling
Damion Milliken <[email protected]>
Reference: Grimoire II pp. 79, 92
28
MAGIC
Auras
ALTERNATIVE
I feel it is necessary to involve a characters Magic Rating when it comes to using the Conjuring skill. When summoning a spirit, the normal Drain rules apply if the Spirits
Force is equal to or less than your Magic Rating. If, however, you choose to summon a Spirit whos Force exceeds
your Magic Rating, the Drain Level is shifted up one step
(i.e. made worse by one step on the chart on p. 140 of
SRII).
Since it is possible to stage the Drain Level beyond the
limits of the table with this house rule, there is an additional
Drain Level of Light over Deadly Physical, meaning that you
suffer 11 boxes of Physical Damage.
This house rule does not apply to the summoning of
watchers.
ALTERNATIVE
Gurth <[email protected]>
Replace the word Charisma on the Conjuring Drain Table by the word Magic. Note that Drain from conjuring is
still resisted with a Charisma test.
Conjuring
The Psychometry skill (a.k.a. Aura Reading) is not immediately derived from Intelligence or mundane Perception. Thus, if a character viewing the astral plane does not
have the Psychometry skill, they must default from one of
the following skills/attributes: Intelligence, Magical Theory,
or Perception. Treat Intelligence as if it were located in the
same position as Willpower on the Skill Web for calculating
the default modifier. Also, treat Perception as if it were one
dot closer than Willpower on the skill web for the same
purpose. Think of the Psychometry skill as an astral perception skill. This is not to be confused with the astral perception ability which simply allows you to perceive the astral
plane. The skill allows you interpret what you perceive on
the astral plane more clearly. I always refer to this skill as
Astral Perception, as the terms Psychometry and Aura
Reading are misnomers.
29
MAGIC
Foci
Focus Addiction
Justin Pinnow <[email protected]>
Reference: Awakenings p. 103
Healing Elixir
Duration: Instant
Each success heals two boxes of physical damage. (A
mental version is also available, its called a stim-patch.)
Magical Sword
Duration: One fight
Each success raises the damages Power Level by 1.
Power
The Power of an item is its most important rating. It determines two things. A: How well the item will work, and
B: whether it will work at all (or activate). Both relate
strongly to the essence of the individual attempting to use
the item. Staying consistent with most rules regarding
magic, a magical item works best with someone who possesses a high essence. An individual with a lower rating is
less in touch with the latent energy of nature and may also
be less likely to have faith in its power. An individual with a
higher essence retains more of his or her connection with
the non manufactured world and, whether he knows it or
not, is better able to connect spiritually to the item in use. It
also comes down to a magician being as likely to sip a
healing potion as a samurai is to guzzle it.
An items effectiveness when used by an individual is
calculated using the following simple method. Make an
Rejection
When an individual fails the essence roll required to activate a magical item it is said to be rejecting him. For
whatever reason the item does not want to work. With one
shot items like potions, tough luck, its gone and it aint
coming back. (And even if it did I wouldnt want to drink
it.) Other items, on the other hand, are still around but will
eventually get to the point that they will never work for the
person trying to use them. A player may only fail his activation roll a number of times equal to his essence rating. Even
people with no essence still get to try once. If the player
fails in this way the item will NEVER work for him or her. It
retains its original rating, however, and may be used by
30
MAGIC
somebody else. All the player has to do is activate the item
once in order for it to begin accepting him. It will, however,
receive a minus one to its rating for every attempt that was
made. This lowering of rating only applies to the individual
trying to use the item. The rating returns to normal if the
item ends up in somebody elses hands.
Acceptance
When an individual succeeds in the essence roll required to activate an item he grows closer to it and, in turn,
the item grows closer to its user and begins to resist use by
anyone else. When an individual succeeds in using an item
a number of times equal to 10 his Essence Rating the
personal rating of the item raises by one and the rating
for everyone else is lowered by one. If the rating had been
damaged by repetitive failures during the initial attempt at
activation this will cancel one of these out. The rating of an
item may only be increased by the essence rating of its
user. If this raises the Power above 10 the user gets one
additional success (not automatic success) per point of over
spill. The rating for someone elses use continues to fall
regardless of its users essence. Even if the items rating had
been lowered by failed usage attempts the rating still is
reduced starting from its original number. Once this rating
reaches zero it can NEVER be used by anyone but its owner.
If, however, the item is successfully activated by somebody
else before this rating reaches zero all the rating adjustments are removed and the item returns to its original
state. It is a good idea to keep these things in a safe place.
Cursed Items
Cursed items are very similar to insect totems in the
way they conduct themselves. Although at first they appear
to assist the user, it is only part of their grand scheme to
eventually control him and bring about his destruction. The
gentlest of the cursed items simply dont want you to be
without them. A cursed Talisman for Safety In Travel, for
example, will keep the user safe while he or she is wearing
it but the instant it is removed all kinds of unsafe things
begin to occur.
Other cursed items, however, dont let you off that easily. Their actions involve reaching to goal of eventually
driving the user insane or into the grave. Magical weapons
will convince their user to kill for no reason, the old safety
talisman will turn its wearer into a paranoid, suicidal wreck.
Unlike good items, with most evil and all cursed items
as the power for the user increases, so does the items hold
on that user. Good items, although it would probably make
them sad, do not stop its user from simply throwing it
away. Once an individual uses a cursed item for the first
time it immediately begins to control him or her. In order to
break the items hold the user must succeed in an opposed
test pitting the users willpower against the items rating for
that user. They can only make this test once every time the
personal rating of the item increases (see Acceptance,
above). Another way to break the items hold is to take it
away for the user, which can prove to be quite hazardous
depending on the mood of the item and the user you took
it away from. The other way out is for the user is to die. If
any of the above occur successfully all ratings of the item
return to normal and it awaits its next victim.
Assensing
To the naked eye a magical item does not normally appear as anything incredibly special. Although they will occasionally activate themselves (see Personality, below) it
usually requires an assensing to figure out exactly what it is.
Fortunately, this is pretty easy. The more powerful an item
is, the easier it is to assense. Since the magical energies
within the item is self contained and possesses no links to
astral space it is no easier to examine it from within astral
space than it is from the outside world. From astral space it
simply appears more real then the rest of the mundane
objects lying around it. In the real world the magician will
feel its power, and purpose, and nature. A talisman for
safety will feel comforting. A magical weapon will be feel
powerful. From this the magic user is able to deduce the
ratings for its Power, duration, effect, etc. Now, with the
knowledge of what he has, a player may go about attempting to activate the item. Although mechanically this follows
the rules stated above, roleplaying wise it depends much
on the items personality.
Destruction
Personality
31
MAGIC
who did the disposing is usually plagued by a long series of
life threatening occurrences. So far the most reliable way of
getting a magical item out of your hair is to return it to its
place of origin. This, in itself, can be a treacherous experience.
Barrier spell, the spell does NOT rebuild itself on the characters action. This is because the Barrier spell must be actively concentrated upon to be rebuilt. Since the spell cannot be influenced by the person it is bonded to (the lock
maintains the spell, not the wearer of the lock), the lock
must be deactivated and reactivated in order for the Barrier
spell to refresh (this takes two Simple Actions, per the
standard rules).
The spell lock doesnt have the consciousness necessary
to refresh the Barrier spell on its own. In effect, what is
happening is that the spell is being recast by the lock when
it is reactivated. Of course, there is a split second in between when the lock is deactivated and reactivated in the
same combat phase. Thus, another character with a held
action may take his action before the lock is reactivated.
Spell Locks
Leszek Karlik <[email protected]>
Reference: SRII pp. 138, Grimoire II pp. 20-27, 44-45
ALTERNATIVE
Justin Pinnow <[email protected]>
Spell locks are treated like all other foci when it comes
to their ability to be removed without needing to re-bond
them, being visible to mundanes, etc.
Also, since physical objects do not have auras, spell
locks cannot be bound to them. They only affect living beings with auras. Also, a magician may enchant and fill a
spell lock, while allowing another magician to bond the lock
and use it.
However, the second magician must be present at the
time the spell is cast into the lock in order to bond it. If this
is done, then the lock is bonded to the second magician,
and all grounding attacks, ritual sorcery link usage, etc.
effects him, NOT the magician who cast the spell into it.
Also, this lock does NOT count against the number of spell
locks the casting magician may have bound at any one
time.
32
MAGIC
Centering
Yes, this does mean that the high end of the amount of
time you must spend with an instructor in order to initiate
the first time around and understand your newfound
metamagical ability will be 20 days. I hope you have some
nuyen saved up.
Gradual Initiation
Justin Pinnow <[email protected]>
Reference: Grimoire II pp. 38-41, Shadowrun
Companion pp. 80-81
Initiation occurs gradually. Youre not going to understand the vast majority of the superior magical forces that
exist in the mortal realm of Earth by simply dumping a
chunk of karma into the astral plane.
There is no such thing as a Grade 0 Initiate. Your first initiation brings you to Grade 1. The karma costs to initiate are
the same as they would be for the equivalent grade in the
normal rules. Dont go jumping for joy because of the
karma discount of not having to initiate to Grade 0 just yet.
You only get 2 Metamagical abilities for every grade of
initiation you attain. Furthermore, in order to obtain a
metamagical ability, you must first understand any simpler
versions of the ability. For example, before you can learn
Reflective Shielding, you must first know Shielding.
Also, you cannot obtain both of these in the same initiation. You must have the simpler metamagical ability at least
one grade prior to obtaining its more complex counterpart.
Also, when obtaining a new metamagical ability, it is
treated as a Grade 1 ability, regardless of your current Initiate Grade. Thus, if you choose to pick up Shielding upon
initiating to Grade 3, you are a Grade 3 Initiate now, but
your new Shielding ability is used as if you were a Grade 1
Initiate.
All metamagical abilities increase 1 Grade level for every
level you Initiate after obtaining them. Thus, upon Initiating
to Grade 4, you would gain a new metamagical ability as if
it were at Grade 1 in level, and your Shielding would now
function as if you were a Grade 2 Initiate. All of your previ-
ALTERNATIVES
By
The Book
Reference: Shadowrun Companion pp. 80-81
Alternative One
An article in NERPS: ShadowLore modifies initiations in
a similar way to the two mentioned above.
Masking
Chris Maxfield <[email protected]>
Reference: Grimoire II p. 46
33
MAGIC
Physical Adepts
Physical adepts have full access to the following metamagical skills: Centering and Masking (piercing Masking
requires the Astral Perception ability). They also have limited access to Shielding. Physical Adepts do not have a
Magic Pool, thus they only receive a number of dice toward
Shielding equal to their Initiate Grade. Physical Adepts have
no control of their Shielding abilities, thus once turned on
via Initiation, their Shielding is always active. The time for
learning how to use Shielding still applies, but it is treated
as an attuning process, rather than a learning experience. In
order for Shielding to function at all, it must first be attuned.
Magical Traditions
Magical Misfires
These are the options for magical ability that I use with
the Build-Point System presented in the Shadowrun Companion. People will recognize some of these levels of ability as Magical Edges from the Edges & Flaws section and it
might help to clarify how those Edges & Flaws were intended (by me, at least) to work.
General Rules
All characters with any kind of magical ability (i.e., anyone who has spent more than 0 Build Points on magical
ability) have a Magic Attribute, which begins at 6. These
characters are collectively known as Talented or Gifted.
(Magician is used in my campaigns as a generic term for
Talented characters with the highest level of magical ability.) All Talented characters are subject to the rules governing the Magic Attribute, including loss due to Essence Loss
and Deadly Wounds. Such characters are also all subject to
the geasa rules due to Magic loss.
All Talented characters must follow a tradition (although
they may not always KNOWINGLY do so). The tradition is
chosen at character creation and may not be changed.
34
MAGIC
agic). The character can bond or use foci that are applicable
to the Conjuring skill.
Elemental Adept: This option is only open to mages.
The character is aligned with one of the four hermetic
elements: Earth, Air, Fire or Water. The character can use
the Sorcery skill to cast spells aligned to that element and
Conjuring to summon spirits aligned with that element as
well as watchers. The adept can astrally perceive and project. For all other uses of magical skill, the adept is considered a mundane.
Physical Adept: The adept grounds all of his magical
ability into his body. He may buy physical adept powers
using his Magic Rating, but is considered a mundane for the
use of all magical skills. Physical adepts cannot astral perceive unless they purchase the power that allows them to
do so.
Shamanic Adept: This option is only open to shamans.
The adept can use Sorcery to cast spells for which their
totem grants a bonus and Conjuring to summon spirits for
which the totem grants a bonus. The adept can also astrally
perceive and project. For all other uses of magical skill, the
adept is considered a mundane. Shamanic adepts are only
available for those totems which provide bonuses based on
Spell Category of Spirit Type, not totems that have bonuses
based on things such as time of day (such as Owl) or no
bonuses (such as Coyote).
Sorcery Adept: The character can make full use of the
Sorcery skill, but is considered mundane for other magical
skills or abilities, this includes applications of Sorcery that
require Astral Perception (including metamagic).
For all other magical skills and abilities, including other uses
of the Sorcery skill, the adept is considered a mundane.
Spell Adept (varies): The adept can use the Sorcery skill
to cast a single spell. If the spell is eligible to be cast using
Ritual Sorcery, the adept can do this as well. The adept can
also provide Spell Defense against the spell he can cast, but
not from any others. For all other magical skills and abilities,
including other uses of the Sorcery skill, the adept is considered a mundane. He cannot learn or use any other spells.
The cost is based on the type of spell known: Combat (4
points), Detection (2 points), Health (3 points), Illusion (3
points) or Manipulation (4 points). The gamemaster may
adjust the cost if the spell is considered especially flexible
or weak. The spell is automatically known at a Force equal
to the adepts starting Magic Rating and can be increased
normally by spending Karma.
Spirit Adept (varies): The adept can use the Conjuring
skill to summon a single type of spirit: a specific elemental
or nature spirit or a watcher spirit. The adept follows the
normal rules for conjuring the spirit, but cannot have more
than one spirit summoned or bound at a time. The adept
may also attempt to banish or control spirits of the type he
can summon. For all other magical skills and abilities, including other uses of the Conjuring skill, the adept is considered a mundane. The cost is based on the type of spirit
the adept can summon: elemental or nature spirit (5
points), or watcher (3 points).
Gamemasters may have to keep an eye on minor adepts
to keep them from becoming a problem, given their low
point cost. Generally speaking, the Magic Attribute limitation keeps most character concepts from abusing the option; its not worth it for a heavily cybered character to
spend 5 points for Negamagic or Banishing ability if his
Magic Attribute is going to be too low to make much use
of it.
Minor adepts (like all of the Talented) have to carefully
balance the benefits of cyberware and implants with maintaining their minor magical ability. Many of them decide its
not worth it to maintain a magical lifestyle and go the full
cyber-route, burning out and becoming mundanes. In fact,
some cyber characters might have had a minor adept ability
once and just never knew about it before they had stuffed
themselves so full of metal and cultured tissue that their
Power went poof.
Physical Adepts
Extra Abilities
Justin Pinnow <[email protected]>
Reference: SRII p. 124
35
MAGIC
tion. In order to exchange any powers, the physical adept
must meditate for a number of consecutive hours equal to
his Magic Rating divided by 2. At the end of this time, all
powers will have been exchanged as desired and are available to the physical adept as per the normal rules. If the
physical adept is disturbed during meditation, the process
is aborted and the powers will remain as they were before
the meditation began. The physical adept has the option of
making only a portion of a power active if the power is
available to be reduced (i.e. could have been purchased
at a lower level). If he chooses to do so, he must do this in
increments equal to one whole level of the power (i.e.
powers bought in increments of .5 points by must be
utilized in increments of .5 points). Also, a physical adept
cannot utilize a power at any higher level of ability than he
has purchased with his Magic Rating. Thus, a physical
adept who has purchased Increased Reflexes at level 2
can utilize this power at level 2 or level 1, but not at level
3. The physical adept may choose to adjust his powers
through meditation as often as he likes. The powers remain
in their current state until the physical adept successfully
meditates and changes them. The meditation that physical
adepts utilize to adjust their powers is an ability available
only to physical adepts, and is not a learned skill. It is
treated as an ability that all physical adepts inherently know
how to do. The reallocation of powers does not require a
success test of any kind. This special meditation ability cannot be used as a Centering skill. However, if the physical
adept learns another form of meditation, he may utilize it in
conjunction with his special meditation ability to obtain
both goals at once.
Cost
1
3
6
10
Bonus
+1 Reaction,
+2 Reaction,
+3 Reaction,
+4 Reaction,
+1D6
+2D6
+3D6
+4D6
1
3
Since physical adepts get such a sucky deal as beginning characters, we start them out as initiate level 0 to help
give them a little boost.
Improved Ability
Damion Milliken <[email protected]>
Reference: SRII p. 125
Initiative
Initiative
Initiative
Initiative
2.5
.5
Notes
Can be expanded to Astral Perception with Initiation.
The Magic Resistance power gives access to initiatestyle Shielding if the physical adept is an Initiate. (Thus, you
get Shielding dice equal to the number of levels of Magic
Resistance plus your Initiate grade.)
Shattering Blow makes the Unarmed Combat test
against a default target number of 4, rather than the Barrier
Rating. (Follow the example in Awakenings, not the rule
wording.) Having superior Reach on the wall does not
lower the target number.
ALTERNATIVE
Cost
1
36
MAGIC
Nick the Knifeman, who is a Physical Adept, has a
Thrown Weapons skill breakdown like so:
Thrown Weapons
4
Non-Aerodynamic 6
Thrown Knife
8
Nick wants to get even better at throwing his knives,
so he decides to purchase some additional dice using
his Physical Adept power. He maxes out and buys 8.
The number of dice he could add to any Thrown Weapons Test would be equal to the skill/concentration/specialization that was applicable at the time. For example,
he would be able to use all 8 when throwing knives, 6
when throwing grenades (non-aerodynamic) and only 4
of the 8 when throwing shafted thrown weapons.
Spellcasting
Aiming Spells
Justin Pinnow <[email protected]>
Reference: SRII pp. 87-92, 128-132
Drain
Blackjack <[email protected]>
Reference: SRII p. 129, 132, Grimoire II pp. 119-123
Grounding
Justin Pinnow <[email protected]>
Reference: SRII pp. 149-150, Grimoire II pp. 44-45,
47-50
Extended Spellcasting
Justin Pinnow <[email protected]>
Reference: SRII pp. 129-132
Increased Reflexes
Level
1
2
3
Elemental Effects
Quickenings cannot be ground through, nor can sustained or held spells. Anchorings, however CAN be
grounded through at all times, even when not active. Note
that it is actually somewhat easier to ground through an
anchoring while it is inactive.
Shadowrun is a little unclear about when drain for sustained spells is to be resisted. I run it that the drain for sustained spells is taken immediately upon casting, which
means that for some really hefty sustained spells, the caster
may pass out before any noticeable effect takes place. This
view is implied on p. 44 of the Grimything II (thanks for the
research Mark Steedman!).
37
MAGIC
Holding Spells
But wait, it gets better. If the caster is wounded or otherwise distracted while holding a spell, he must make a
Willpower (2) test to retain control over the spell. Wound
modifiers DO apply to this test.
Also, if holding 2 spells, apply the universal Drain target
number increase for the FIRST spell to the test to retain hold
of the SECOND spell, and vice versa. If the caster loses
control of a held spell, he must resist the spell as if it were
cast at him without any Magic Pool dice allocated to its
success test. (This is because the spell, after all, is currently
aligned to his aura.) If he takes any damage from this test,
he is distracted again and must then make a Willpower (2)
test to retain control of the second held spell (if he was
holding a second spell).
If the Magician is unfortunate enough to be holding 2
spells when distracted and fail both Willpower tests to retain control over them, hes in a world of hurt. He must
then resist both spells. (Ouch!) Resist each spell individually. I hope you have a current DocWagon contract.
Last-Ditch Spellcasting
38
MAGIC
last ditch spell casting. (Betcha didnt think I was gonna
catch that one, huh?)
Obviously, Damaging Manipulation spells are automatically noticed by all but the most distracted of individuals.
Regardless of the force of the spell or the Magic Rating of
the caster, the viewer need only to make a Perception (2)
test to notice who cast the spell. Only one success is necessary in this case. If astrally perceiving while someone else is
casting a spell, you automatically notice who cast the spell
(its obvious), unless, of course, if you are distracted and not
paying attention to that portion of astral space which
could happen if you have your own problems to deal with
at the moment
On page 124 of SRII, under the heading Hermetic Libraries, it says: A magical theory library is required to learn
new spells (see Learning A New Spell, p. 132).
Then on page 132, the rules say, under the heading
Learning A New Spell: The mage needs peace and quiet
and a sorcery library with a rating at least equal to the Spell
Force.
I have decided that since learning a new spell is a sorcerous activity, then the rule on page 132 is correct.
A magician may reduce the base radius of the area of effect of a spell by 1 meter for every die (not every 2 dice)
withheld from the Spell Success Test. Thus, increasing and
decreasing the area of effect of a spell is equally difficult.
Initiates have greater flexibility than non-initiates when it
comes to the area of effect of their spells. Upon casting a
spell, the initiate must declare what his effective Magic
Rating is for determining the area the spell will effect. He
may choose his effective Magic Rating to be any number
within the range of his base Magic Rating and his Initiated
Magic Rating. This in no way alters the Initiates actual
Magic Rating.
This is only used to determine the area of effect of the
spell being cast at the time.
In addition, I allow spells to be upgraded in Force. According to the Shadowrun rules, to learn a spell that a
magician already knows at a low level at a higher level, the
magician must pay Karma equal to the new Force at which
the spell is to be learned. To me this seems a little silly, for
if the character already knows the spell at a lower Force,
then less effort (Karma) will be required to learn the spell at
a higher Force. Thus I allow characters to pay the difference
between the old Force and the new Force in Karma if they
are re-learning a spell that they already know. This makes
upgrading spells a viable and attractive option. The target
number for re-learning the spell is the same as by the rules,
however (twice the desired Force), as are the costs to be
paid to the teacher.
Noticing Spellcasting
Justin Pinnow <[email protected]>
Reference: SRII p. 131
In my opinion, it is entirely too easy to notice spellcasting with the rules as they are.
In order to notice spellcasting, the subject makes a Perception test versus a target number equal to the difference
between the force of the spell being cast, and the Magic
Rating of the caster, multiplied by 3 (not 2). If the force of
the spell is equal to the casters Magic Rating, the target
number for the Perception test is 3.
If the force of the spell is greater than the casters Magic
Rating, subtract 1 from the target number of the Perception
test for every point of force above the Magic Rating of the
caster.
Thus, if Jane determined that her effective Magic Rating was 9, but she also had a Rating 2 Power Focus, her
effective Magic Rating is figured as if it were an 11. Jane
has no control over the area of effect increase incurred
from a additional Magic Rating provided by a Power Focus. As long as the focus is turned on, her effective
Magic Rating will be increased by the Rating of the Focus.
39
MAGIC
Spell Signatures
Sustaining Spells
Justin Pinnow <[email protected]>
Reference: SRII pp. 129-132
Spell signatures are not treated as physical manifestations that can identify the mage casting a spell. A spell
signature is treated like an astral fingerprint. Upon studying
the energies of a spell, or the residual energies of a spell
that was cast recently, anyone with a Magical Theory skill
and astral perception can identify the signature of the spell.
The base target number for the Magical Theory test is 4.
One or two successes will determine the type of magic
being wielded (Hermetic, Shamanic, Voudoun, etc.). Three
or more successes will reveal the spell signature. An Intelligence test may be required to recall the exact signature
pattern at a later time, however.
Spells leave a residual presence on the astral plane for
an amount of time figured as follows: Tally the total number
of dice used to cast the spell, regardless of the source (including Totem modifiers, foci, magic pool, etc.). Each die is
worth 15 minutes of time.
Extremely powerful spells and special circumstances will
alter this duration. Spells cast through Ritual Sorcery leave a
signature at the point of spell manifestation. However, the
signatures of ALL spell casters involved in the ritual are left
in the same location.
40
MAGIC
Also, it doesnt always make sense to apply a Sustaining
Spell (or Concentration) modifier to ALL success tests made
by the sustaining magician. Such an instance would be
when making success tests directly related to the spell
being sustained. For example, while sustaining Increased
Intelligence +4, you shouldnt apply the universal target
number modifier for sustaining the spell when making Intelligence or Perception Tests. Another example would be
while sustaining Combat Sense. While sustaining this spell,
the magician shouldnt be penalized while making combatrelated success tests. These will be taken on a case-by-case
basis. My primary concern is to not allow the Concentration
modifier to become a double whammy. It is ridiculous to
believe that anyone would sustain a Combat Sense spell if
they felt it would make their combat-related success tests
more difficult to make!
Spells
Barrier Spells
Justin Pinnow <[email protected]>
Reference: SRII p. 158, Grimoire II pp. 112, 121, 122,
125, 131, 132
Barrier
Spell requires one success (target number 6) to erect a
Barrier with a Barrier Rating equal to its Force. Every additional success generated adds 1 point to its Barrier Rating.
The barrier produced protects against physical attacks, but
not against magical ones. The exception to this is when it
comes to Damaging Manipulation spells. Since Damaging
Manipulation spells travel primarily on the physical plane
and are blocked by physical objects, they are also blocked
by a Barrier spell. Also, anything that is the size of a molecule or smaller may pass through the Barrier unhindered
(such as air and gasses). Monofilament whips do NOT pass
through a Barrier spell unresisted. As long as the Barrier
created is not completely destroyed before the casters next
action, it can be refreshed up to its full Force at that time by
the casting magician with the expenditure of a Simple Action. This only applies to sustained Barrier spells, not ones
that are Anchored, Quickened, or in spell locks.
Trying to fire through a Barrier (targeting someone on
the other side of the Barrier), you treat its Barrier Rating as
the appropriate type of armor to resist the attack (ballistic
for bullets, impact for arrows, etc.). When figuring whether
or not a projectile successfully passes through a Barrier
spell, do NOT apply any modifiers for special ammunition
(gel, stun, armor piercing, explosive, etc.), Dikote,
Monofilament wire, Elemental Effects, or for the fire mode
being used. The Barrier spell resists each projectile individually, thus one bullet may get through, while the rest of a
41
MAGIC
Barrier spells do not provide any protection on the astral
plane.
beings, the Barrier Rating of a Mana Barrier spell is determined like that of a Physical Barrier. No living being is allowed to pass through the Mana Barrier unless they are
traveling at such a speed that the force of the attack caused
by their slamming against the barrier is enough to smash it.
Of course, this will also cause damage to the being
slamming into the barrier as well. If the Mana Barrier falls
because of this, the being continues traveling on, but is
slowed down. Alternately, a character can make an Unarmed Combat attack against the Mana Barrier in an attempt to smash it. Compare the power of the attack to the
Barrier Rating of the spell. If the power of the attack is less
than or equal to the Barrier Rating of the spell, the Mana
Barrier is unaffected. If the power of the attack is greater
than the Barrier Rating of the spell, reduce the Barrier Rating
by the difference. Other possible methods of attack are
Dispelling or having a Spirit or an Astrally Perceiving or
Projecting Magician engage the spell in Astral Combat, per
the normal rules.
When casting spells across the barrier (firing through),
add of the Barrier Rating of the Mana Barrier (round in the
favor of the Barrier spell) to the target number of the success test to cast the spell. This represents the attempt of the
Mana Barrier to disrupt any spells that cross it. You may
also attempt to destroy the Mana Barrier by casting spells at
it. Treat this the same as attacking the Mana Barrier with
Unarmed Combat.
When an active focus comes into contact with a Mana
Barrier, the Mana Barrier attacks the focus as if the Mana
Barrier were a ward. Resolve the attack as per the normal
rules for wards and foci.
A Mana Barrier spell cannot be targeted by any form of
attack other than what it protects against (except for Dispelling or when being attacked by a spirit or astrally projecting
magician). A Mana Barrier offers its protection on both the
physical and astral planes (On the astral plane, treat a Mana
Barrier spell as a ward with a Force equal to its Barrier Rating.)
Blade Barrier
Blade Barrier spell works the same as a standard Barrier
spell, but only protects against edged weapon attacks
(knives, throwing knives, swords, axes, etc.). Bullets, arrows, spells, and non-edged weapons are not affected in
any way by this spell. A Blade Barrier spell cannot be targeted by any form of attack other than what it protects
against (except for Dispelling or when being attacked by a
spirit or astrally projecting magician). Blade Barrier spells do
not provide any protection on the astral plane.
Blast Barrier
Blast Barrier spell only helps protect against grenade
blasts and other non-magical explosions. The Barrier Rating
of the spell is determined as follows: one success (target
number 6) is enough to erect a Blast Barrier with a singular
Barrier Rating equal to the spells Force. Each extra success
adds 1 to the this rating. Multiply the final result by 2 to
determine the final Barrier Rating of the spell.
When an explosion comes into contact with a Blast Barrier, compare the current Power Level of the blast to the
Barrier Rating of the spell. If the Barrier Rating of the Blast
Barrier is greater than the power of the explosion, then the
blast stops at the edge of the Barrier, and the Barrier Rating
of the spell is reduced by an amount equal to the power of
the explosion that came into contact with it. If the Power
Level of the explosion is greater than the Barrier Rating of
the spell, the Blast Barrier is destroyed.
Subtract the Barrier Rating of the Blast Barrier from the
Power Level of the explosion before the spell falls. The
explosion continues on with whatever Power Level remains.
If the Power Level of the blast is equal to the Barrier Rating
of the Blast Barrier, the spell falls and the explosion is
stopped at the edge of where the Blast Barrier once stood.
A Blast Barrier cannot be targeted by any form of attack
(except for Dispelling or when being attacked by a spirit or
astrally projecting magician). Blast Barrier spells do not
provide any protection on the astral plane.
Spell Barrier
Spell Barrier provides protection against spells cast
across it the same way a Mana Barrier does, but does not
affect living beings in any way. Determine the Barrier Rating
of a Spell Barrier the same way as you would for a Mana
Barrier. A Spell Barrier spell cannot be targeted by any form
of attack (except for Dispelling or when being attacked by a
spirit or astrally projecting magician). A Spell Barrier offers
its protection on both the physical and astral planes (On the
astral plane, treat a Spell Barrier spell as a ward with a Force
equal to its Barrier Rating.).
Bullet Barrier
Bullet Barrier spell works the same as a standard Barrier
spell, but only protects against bullets and other ballistic
attacks. Thus, arrows, thrown weapons, melee attacks, and
spells arent affected in any way by this spell. A Bullet Barrier spell cannot be targeted by any form of attack other
than what it protects against (except for Dispelling or when
being attacked by a spirit or astrally projecting magician).
Bullet Barrier spells do not provide any protection on the
astral plane.
Spirit Barrier
Spirit Barrier behaves the same as a Mana Barrier, except it only protects against spirits and astrally projecting
beings. Dual-natured beings are unaffected by Spirit Barriers. Determine the Barrier Rating of a Spirit Barrier the same
way as you would for a Mana Barrier. A Spirit Barrier spell
cannot be targeted by any form of attack (except for Dispelling or when being attacked by a Spirit or Astrally Projecting
Magician). A Mana Barrier offers its protection on both the
physical and astral planes (On the astral plane, treat a Spirit
Mana Barrier
Mana Barrier protects against the passing of living beings (humans, metahumans, spirits, dual-natured beings,
and astrally protecting Magicians) and spells (including
Damaging Manipulations and active Foci).
However, it protects against living beings one way and
spells another. For protecting against the passing of living
42
MAGIC
Barrier spell as a ward with a Force equal to its Barrier Rating.).
Healing
ALTERNATIVE
43
MAGIC
magician is not applied. A +2 target number modifier is
applied, however, when using this type of medkit on mundanes. These medkits cost twice as much as a standard
medkit and have an Availability of 6/24 hours. These special medkits are generally found via talismongers, and are
not available off the shelf at your local drug store.
ALTERNATIVE
Example 1) Target is lying on the ground with a serious wound (6 squares). Mage A cast treat (or heal, it
makes no difference) and heals 3 squares of damage.
This works as normal. Mage B then comes along and
casts treat (or heal) and would normally heal 5 squares.
In this circumstance though, it would only heal an extra
two squares of damage. (The difference between his result of 5, and the previous best of 3).
Example 2) Target is again lying on the ground with
6 squares of damage. Mage A casts treat and gets 3
successes. Again, this works as normal. Mage B then
comes along and cast heal and only gets enough to heal
2 squares. In this case, he would not heal anything, as
he did not beat the previous best. If Mage C came
along, and then got 4 successes, he would heal a grand
total of 1 square (his result of 4 minus the previous best
of 3).
Spirits
Elementals
The Twilight Brigade <[email protected]>
Reference: SRII pp. 140-142, 144
ALTERNATIVE
Chris Maxfield <[email protected]>
Allies
Chris Maxfield <[email protected]>
Reference: Grimoire II pp. 67-72
Sterilize
Justin Pinnow <[email protected]>
Reference: Grimoire II p. 127
Levitate Person
I have found that the spell Levitate Person is, by the
book, by far and away the most powerful damaging spell
available. One merely casts it upon an opponent and then
proceeds to smash the poor sod against all manner of blunt
objects before whizzing the beaten body up 20 stories and
dropping the spell. Using the rules as given on page 107 of
SRII for crashing, and the rules on page 157 of SRII for
telekinetic manipulation spells and movement, damages
can easily be as high as 10S. Using the falling rules on page
76 of Fields of Fire, damages can be as high as 50D. Either
way, for the minuscule drain suffered by the caster, the
spell is a bargain. I have simply made the spell a voluntary
one (cool idea Robert Watkins!).
44
MAGIC
Even in the year 2057, magic is nowhere near fully understood. There are so many things that havent even been
discovered yet, much less studied, understood, and mastered.
In order to keep with the feel of the game in this respect, if a character desires to understand a given magical
occurrence, being, or whatever, he must make a successful
Magical Theory test. If the test is unsuccessful, the character
knows NOTHING about it. If you feel it is justifiable for your
character to understand more than absolutely zilch about
magic, you MUST reflect this in your characters background
and in his skills. Otherwise, just keep your eyes and ears
open and see what you learn.
Nature Spirits
A shaman may have, bound (helping?), a number of nature spirits up to his Charisma Attribute. Note that he may
still only have one bound spirit in a given domain but he
may have several spirits of the same type if they are in
different domains-for example, two hearth spirits in two
different buildings.
Mana Fluctuation
Justin Pinnow <[email protected]>
Reference: Shadowrun Companion pp. 81-83,
Target: UCAS pp. 96-97
45
MATRIX
We need to create software-friendly users.
Steven Bridges, researcher at Microdeck
Escher Loop
Mainframe Computers
The Twilight Brigade <[email protected]>
Reference: Virtual Realities 2.0 pp. 101-102
The only mention of pricing or functionality for mainframe computers in Shadowrun is in the VR 2.0 rules, and
that is frankly silly. They suggest that a mainframe should
cost 5 million nuyen per Security Value point. This doesnt
account for the obvious fact that a Red-8 system should be
vastly more expensive than a Blue-8 system. It also means
that mainframes would be amazingly lucrative targets for
runners (or perhaps that for some magical reason the kind
of power described as a mainframe is actually astronomically larger than any of us in our gaming group (most of
whom are engineers) can believe, such that a mainframe
would be so large as to be non-portable even to a troll).
So here is the system we worked out. Here are a couple
of the other goals and criteria we had:
Mainframes should have a rating that works similarly to
other ratings for gear. That is, the nominal range of a rat-
46
MATRIX
Rating
1-3
4-6
7-9
10+
Cost
100,000 Rating2
250,000 Rating2
500,000 Rating2
1 M Rating2
Capacity Range
1-180
181-720
721-1,620
1,621+
the group that not only could we meet them all but that
doing so gave an obvious simplest result.
Color
Blue
Green
Orange
Red
The capacity of a mainframe is measured in system capacity (SC), the basic unit for the remainder of this system.
For any mainframe, it is 20 times the rating squared, though
a mainframe can be configured to any arbitrary number of
system capacity points.
System components have different quality levels; weve
used ratings similar to cyberware to give an appropriate feel
for the levels of quality. The given tiers of mainframe are
the ones that require a given quality level of components in
order to keep the system from bogging down. In theory,
you could use standard components to put enough capacity
in one place to make a rating 10 mainframe, but the components would be unable to correlate with each other fast
enough, and the system would crash frequently from routine operations. Since higher-quality components are
smaller and faster, you could always build a low-rating
mainframe out of higher quality components, which would
generally result in a smaller machine.
Mainframes generally take the form of a chassis with a
power supply and a rack inside that can hold cards (about
the size of a modern PC motherboard) that contain a given
amount of processing hardware or interfaces to other systems. A Rating 1 mainframe is no larger than a desktop
computer of the late 1990s; larger ones are the size of a
refrigerator. Higher-quality components are smaller, faster,
and fit more on a card, so its possible to make a mainframe
smaller by building it out of components that are of a
higher quality than necessary for a system. You can get 5
Standard points on a single card; 10 Alpha grade components will fit in the same space, or 20 Beta grade, or 40
Delta grade. (Yes, for 2,500,000 you can fit a 900,000
rating 3 mainframe into a rating 2 chassis by making it out
of Beta and Delta grade components; it also means that a
Rating 7 mainframe occupies about as much space as a
rating 5 or a rating 10.) Machines containing the more expensive cards often have elaborate security systems to
prevent someone from making off with 2,000,000 worth
of components in a briefcase.
Multiplier
1
2
4
8
SYSTEM INFRASTRUCTURE
The capacity cost for the actual operating system and
other infrastructure is computed as follows:
Normal Things
Operating System and Security Infrastructure:
On a Blue or Green system, (Security Value) CM
On an Orange or Red system, (Security Value)2 CM
Cost Per Simultaneous User: 1 CM
Apps that could run on a PC: built into the cost per user
Mainframe Applications: 1 CM per Gigapulse (1,000
Megapulses) of data manipulated
Offline Storage: 1 CM per Terapulse (1,000 Gigapulses)
Indexed Storage: 1 CM per 10 Gigapulses
Active Storage: 1 CM per 1 Gigapulse
Connections (LTG, etc.): 1 CM per connection
Slave functions: 1 CM per reasonably-sized group of
identical slaves (e.g. one buildings elevators, all the capacitance detectors on the perimeter fence, etc.)
Notes:
47
MATRIX
Subsystem Ratings
Unusual Things
As mentioned above, putting something in the wrong
subsystem costs three times as much as normal. There are
some other special cases mentioned in VR 2.0 that this
doesnt cover:
A timed vanishing SAN costs twice normal. A teleporting SAN with a fixed repertoire costs triple, plus you
must be paying the telecom companies for all those
SAN addresses. A true teleporting SAN costs four times
the capacity.
The black box software to locate a teleporting SAN
takes up one Gigapulse, which is either 1 CM capacity
on a mainframe or (rarely) a Gp of active storage on a
PC or deck. Usually if you want to connect to a teleporting SAN from a small machine you have to go through a
mainframe that is running the black box.
A virtual machine takes capacity on its host as if it were
really of the Security Code as the host. Nested VMs
work the same way. For example: a Green VM that
would take 30 capacity points if it were real is running
inside an Orange VM which is running inside a Red operating system. It costs 30 (4 2 = 2) = 60 capacity
points on the Orange VM. The part of the Orange VM
that is running the Green VM is taking 60 (8 4 = 2)
= 120 capacity points on the real Red machine.
A bouncer system, along with similar ideas where the
configuration of the system changes on the fly, and including systems that have more than two configurations, must obviously have the capacity to run all configurations. It must also dedicate at least one capacity
point times CM per available configuration, under all
configurations, to hold the configuration information,
and an additional capacity point times the highest involved CM under all configurations to hold the switchover controlling software. Example: a Green-8/Orange10 bouncer system must allocate 8 capacity points (2
(configs) 2 (Green CM) + 1 (constant) 4 (Orange
CM) = 8) under the Green mode and 9 (2 4 + 1 4 =
9) under the Orange configuration to the fact that it is a
bouncer system.
48
MATRIX
Slave: 1.5 times the Security Value, plus half the number
of slave nodes connected to the node. Add +2 if any of the
slave nodes are security systems.
Okay folks, heres how to turn your old Shadowrun adventure Matrix maps into newfangled Matrix 2.0 host
maps. This system is a bit oversimplified, and hasnt been
playtested yet, but it should work as a starting point. Please
mail me feedback if you try this system and like it (or
dont.)
Host Layout
Every SPU and CPU is a host. Its that simple. The datastores connected to an SPU are data on that host. The slave
nodes are part of that hosts Slave subsystem. The I/O
ports and SANs are in the hosts Access subsystem.
All the IC is consolidated on the hosts security sheaf.
Any questions?
Heres how to map it:
1. DRAW EVERY SPU AND CPU using the line connections between them, just as theyre shown on the Matrix
map. An SPU with a SAN connects to an LTG or PLTG; use
the text in the adventure to determine which.
Optional: In Matrix 1.0, the CPU can connect you to
any node with the teleport operation. If you want to replicate this, the host that was the CPU can connect to all
other hosts as a chokepoint. Some of the hosts may be
hidden, however, via trapdoors (p. 33, VR 2.0).
Note that this isnt necessary with the simpler VR 2.0
layout, and may ruin the challenge of some decking runs.
Rating
Index Rating
Index Rating
Index Rating
Index Rating
Index Rating
Black IC: Black IC will be activated after all other IC. The
rating of Black IC is TWICE the highest rated Black IC on the
host. (No bonuses for multiple instances; this is deadly
enough!) The form of the Black IC should fit the context
given in the adventure.
Scramble IC: Scramble IC is at its original rating for the
files of any datastore containing it. If every datastore on the
SPU has Scramble IC, Scramble at the highest rating on the
host protects the entire Files subsystem.
Other IC (ripper, worms, data bombs, etc.) are entirely
at the gamemasters discretion, as are constructs, party IC,
and IC options. Try to make it appropriate to the Matrix
system in question, and what the decker needs to accomplish. If you dont use ANY of them, the hosts will all tend
to look the same, so be creative.
-2
-1
+1
+2
49
MATRIX
down the uplink, and confirm whether the data trail ends at
that address, or if it continues elsewhere.
Satlink Uplinks
Martin Gotthard <[email protected]>
Reference: Virtual Realities 2.0 pp. 29-30, 88
One thing to consider is that to stop a run being conducted through a satellite, the target Corp can send a Corp
decker to perform a Crash Host operation on the satellite
and dump the intruder. Another point to consider is that
many satellites do not operate in geosynchronous orbit, and
have faster orbits. This means that a decker may only have a
narrow window of opportunity to access the satellite before
it passes over the horizon.
50
MELEE COMBAT
Cant we just shake hands on it? he asked me.
No, but we can butt heads over it, I replied.
Hanna, barroom-brawler
Defending
Full Defense
Damion Milliken <[email protected]>
Reference: SRII pp. 84, 100-103
51
MELEE COMBAT
Jack and Jill have grown up and dont really like each
other much anymore (Jacks never been the same since
that tumble down the hill). Jack is fighting with a knife.
Jill, on the other hand, is skilled in the ways of the
Katana (You go girl!). Jack has a Reach of 0, while Jill has
a Reach of 1. Subtracting the smaller from the larger, the
end result is 1. Jill has the superior Reach, so this modifier applies to her target numbers when attacking/counterattacking. Jacks target numbers are not affected by this number. Thus, when Jill goes to turn her
ex-best friend into thinly sliced cold cuts, her target
number is a 4 minus Reach (which is 1), leaving her with
a final target number of 3. Jacks target number to counterattack would still be a 4. Its been nice knowing ya,
Jack.
Reach
Damion Milliken <[email protected]>
Reference: SRII p. 100
In Shadowrun ranged combat speed is king, but in melee combat Reach rules supreme. In fact Reach rules so
supremely that a mere +1 Reach gives a statistical advantage of 100% (i.e. that you could get by with half the skill or
take on an opponent of twice your skill). This is because
Reach has a double jeopardy effect. It modifies both your
target number to make it easier to hit, and your opponents
to make it harder to hit. Upon a little thought by one of my
players (thanks O Great One!), the following rule was devised and the logic behind this rule is thus. If one has a
weapon with longer Reach than ones opponent, one can
do two things with this Reach advantage. One can attempt
to use it to wallop ones opponent, or one can try to use it
to keep ones opponent at bay. The first would be represented by a decrease in your target number to hit, and the
second by an increase in ones opponents target number to
hit. Thus the idea of taking the Reach modifier, and applying it to either (or both if it is greater than 1) decrease your
target number, or to increase your opponents target number.
Alternative
ALTERNATIVES
By
One
Justin Pinnow <[email protected]>
Second Weapon
Ray Macey <[email protected]>
Reference: Fields of Fire p. 81
The Book
Alternative
Two
52
MELEE COMBAT
Combo skill of 4. So when he is using his combo he rolls
5 dice for his skill of 5 with his knife (it comes under
Edged Weapons), 6 dice for his skill with his sword (he
has a skill of 7, but it is limited to 6 because that is the
rating of his Ambidexterity skill). He can then throw in
up to 4 points of Combat Pool each time he rolls the
dice (this is limited by his two weapon combo skill of 4).
Its Joes turn in combat. He can choose to either use
the two weapons rules to either attack or defend (this
part is my house rule).
Say he chooses to use the two weapons to defend.
This means that he uses the two weapons rules for any
attacks made against him between now and his next
action. He must still spend Combat Pool for each attack
he defends against though. For his attack though, he
rolls the dice using the normal one weapon rules for the
weapon of his choice.
Say he instead chooses to attack with his two weapons. This means that he uses the rules above for his attack, but for any defensive maneuvers between now and
his next action, he uses the normal rules (as if he only
had one weapon in his hand).
ALTERNATIVE
Leszek Karlik <[email protected]>
Two Reach 1
weapons
3
4
5
6
7
8
53
RANGED COMBAT
I dont buy all this physical adept-martial artsmagic-zen drek. I just shoot them with my gun before they can get close enough to use it on me.
The Taxman, street samurai
Actions
Announcing Actions
Blackjack <[email protected]>
Players have 5 seconds to announce what their characters are doing when their action rolls around. If they do not
announce their intentions, they forfeit their action. (Keeps
the game moving.)
ALTERNATIVE
Ammunition
Gurth <[email protected]>
54
RANGED COMBAT
Weapon) and gets 4 successes. Sams successes are cut
in half twice (from 4 to 2 to 1), and the Power Level and
Damage Code of the pistol are also cut in half twice
(from 9D to 4M to 2L) before the tank makes its Resistance Test.
Autofire
Damion Milliken <[email protected]>
Reference: SRII pp. 92-93, Fields of Fire p. 75
If an attack is directed against a target in the same category everything balances out and the rules arent changed:
roll to hit, apply armor (if any) to the Power Level of the
attack, resist damage.
If an attack is directed at a target in a higher or lower
category do the following.
If the attack is in a higher category then the target, divide the Body and the armor of target by 2 for each difference in level, rounding down (if a Type I target is attacked
by a Type III weapon, the Body and armor of the target
would be divided by 2 twice). When resisting damage the
target also divides its successes by 2 for each difference in
level before staging damage.
If the attack is in a lower category then the target, divide the Power Level, Damage Code and attackers successes by 2 for each difference in level, rounding down.
55
RANGED COMBAT
age suffered by the now Swiss cheese impersonating
guard is 17D with 7 successes.
56
RANGED COMBAT
target is also 5 (the Gas Vent compensates for rounds 2
and 3 and round 1 doesnt need recoil compensation).
For the second target, the SS target number is 5 + 2 = 7
(additional target), and the FA target number is 8 (Trevs
Strength can handle rounds 4 and 5 but not 6). For target numero 3, the SS target number is 8 + 2 + 1 = 11
(this would be round 7, which is not the first round of
the Combat Phase, and thus requires compensationsomething that Trev does not have left). Lucky number
3s FA target number is 12 (theres only 1 round after
the first). The final Humanis slitch will have a SS target
number of 12 + 2 + 1 = 15, and a FA target number of
16.
Trev opens up, he has a Firearms of 4, and 6 Combat
Pool dice to throw around. He allocates none to the first
2 rolls, and 3 each to the second 2. For his first target,
he has a SS target number of 5, and a FA target number
of 5. He rolls his 4 dice and comes up with 3, 3, 5, 5,
which is 2 successes. Target 1 has an 11S burst with 2
successes to weather. For the second target, Trev needs
7s for the SS target number, and 8s for the FA target
number. He generates 1, 2, 5, 7, which is one success,
and which misses out on the FA target number by 1.
Thus target 2 cops a 2 round burst with 1 success,
which comes to 10M. Target 3 is lucky, as Trev needs
11 for the SS target number and 12 for the FA target
number. Trev only comes up with 2, 3, 4, 4, 7, 8, 10.
Damn, oh well, perhaps the stray shots will hit another
Humanis target. For the last target, Trev needs 15 for
the SS target number and 16 for the FA target number.
He rolls 1, 1, 3, 5, 8, 9, 15, which gets him 1 success
for the SS target number and misses the FA target number by 1. Thus target 4 only takes a single round with 1
success, i.e. 8M.
4 + 2 + 1 = 7 (due to the recoil and the additional target). The FA target number for this second bodyguard is
7 + 2 = 9. Rolling his Firearms of 3, and adding no
Combat Pool dice, Caligula rolls 1, 3, 4, which is 2 successes, and all rounds hitting the first bodyguard, for a
Damage Code of 10S. For the second bodyguard, Caligula adds 3 dice from his Combat Pool, and generates
2, 3, 4, 4, 5, 8. This is 1 success, and Caligula missed
the FA target number by 1, so 1 round misses. The 2nd
bodyguard thus suffers a 9M attack with 1 success.
The only comments I have to make on these autofire
rules is that they require a bit more mental gymnastics than
the Shadowrun vanilla rules, and they make autofire quite a
dangerous thing to contend with. As it should be.
Barriers
Damion Milliken <[email protected]> and Gurth
<[email protected]>, with some input from Vince
Pellerin
Reference: SRII p. 98
57
RANGED COMBAT
Regular ammo
Sharp melee weapons
Shot shotgun rounds
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating
Barrier Rating 2
Barrier Rating 2
Net.Sourcebooks
#000 Triplex ammo
Acid ammo
AP Flechette ammo
Barrier Rating 2
Barrier Rating5
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating
Barrier Rating 3
Barrier Rating 2
AP Incendiary ammo
Armor Piercing ammo
Barrier Rating 3
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating
Barrier Rating
Barrier Rating 2
Barrier Rating
Barrier Rating 2
Barrier Rating
Barrier Rating
Barrier Rating
Barrier Rating
Barrier Rating
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating
Barrier Rating 4
Barrier Rating 2
HEAP ammo
Barrier Rating 2
Barrier Rating
Barrier Rating 2
Barrier Rating
HEP ammo
HESH ammo
Hollow Point ammo
Barrier Rating 2
Barrier Rating
Barrier Rating 2
Barrier Rating 2
Barrier Rating 2
Barrier Rating + 2
Incendiary ammo
Barrier Rating 2
Barrier Rating + 2
Barrier Rating
Barrier Rating 26
Barrier Rating
Barrier Rating
Barrier Rating6
LAPHE ammo
Multi-flechette ammo
Ramjet ammo
Rubber Bullets
Safety Rounds
58
Source
SRII + house rule
SRII + house rule
SRII
SRII
SRII2
SRII
SRII
SRII
SRII
SRII
Neo-Anarchists
Guide to Real Life
SRII
SRII
SRII
Chromebook 2
Chromebook 1
NERPS: ShadowLore
Blackhands Street
Weapons 2058
Chromebook 1 & 2
NERPS: ShadowLore
NERPS: ShadowLore
Chromebook 2
Running Gear
Chromebook 2
Street Samurai
Catalog/Running
Gear
Chromebook 2
Chromebook 2
Chromebook 2
Chromebook 2
Running Gear
Blackhands Street
Weapons 2058
NERPS: ShadowLore
Blackhands Street
Weapons 2058
Chromebook 1
SWO Guns
NERPS: ShadowLore
NERPS: ShadowLore
Chromebook 2
Chromebook 1
Chromebook 2
Chromebook 2
Blackhands Street
Weapons 2058
RANGED COMBAT
Silver ammo
Barrier Rating 3
Barrier Rating
Barrier Rating
Barrier Rating
Barrier Rating
2
2
2
2
Barrier Rating
Barrier Rating
Barrier Rating
Barrier Rating
Tungsten ammo
Barrier Rating 2
Barrier Rating
Table Notes
Barrier Rating 2
NERPS: ShadowLore
Chromebook 2
Chromebook 2
Chromebook 1
NERPS: ShadowLore
NERPS: ShadowLore
Example B1: Edward comes under fire from a security guard and ducks behind a concrete wall. The wall
has a Barrier Rating of 20, and the guard is firing explosive ammo from his AK-97 assault rifle. The Damage
Barrier Rating is halved against explosive rounds, making it 10. The weapons Power Level is 9, which is less
than the Damage Barrier Rating, but more than one-half
the Damage Barrier Rating, so the Barrier Rating is reduced by 1.
The Damage Barrier Rating is calculated and then compared to the Power Level of the attack. There are three
possibilities, per the Barrier Effects Table on page 98, SRII:
A) THE POWER LEVEL IS SMALLER THAN ONE-HALF
THE DAMAGE BARRIER RATING. In this case, nothing happens except for some chips and scratches to the barrier.
B) THE POWER LEVEL IS LESS THAN, OR EQUAL TO,
THE DAMAGE BARRIER RATING. The Barrier Rating (not the
Damage Barrier Rating) is reduced by 1.
C) THE POWER LEVEL IS LARGER THAN THE DAMAGE
BARRIER RATING. Subtract the Damage Barrier Rating from
the Power Level, multiply by 2, divide by the Barrier Rating,
and round up. Reduce the Barrier Rating by this number,
and a hole is made, with a width in meters equal to onehalf this number (do not round).
59
RANGED COMBAT
Vehicle Armor
60
RANGED COMBAT
The Damage Level of the attack is one less than the
originating Damage Level, except in the case of anti-vehicle
Source
SRII + house rule
SRII + house rule
SRII
SRII
SRII1
SRII
SRII
SRII
SRII
SRII
Neo-Anarchists Guide to Real Life
SRII
SRII
SRII
Net.Sourcebooks
#000 Triplex ammo
Acid ammo
AP Flechette ammo
APFSDS shotgun ammo
AP Incendiary ammo
Armor Piercing ammo
Depleted Uranium ammo
Dual Purpose ammo
Du-plex ammo
Extra High Impact cannon ammo
Firepower ammo
Fragmentation Flechette ammo
Flare shotgun ammo
Flash shotgun ammo
Gas shotgun ammo
Glaser ammo
HE shotgun ammo
HEAP ammo
HEAT shotgun ammo
HEP ammo
HESH ammo
Hollow Point ammo
Incendiary ammo
LAPHE ammo
Multi-flechette ammo
Ramjet ammo
Rubber Bullets
Safety Rounds
Silver ammo
Smoke shotgun ammo
Stinger shotgun ammo
Stundart ammo
Teflon coating
Tungsten ammo
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Vehicle
Chromebook 2
Chromebook 1
NERPS: ShadowLore
Blackhands Street Weapons 2058
Chromebook 1 & 2
NERPS: ShadowLore
NERPS: ShadowLore
Chromebook 2
Running Gear
Chromebook 2
Street Samurai Catalog/Running Gear
Chromebook 2
Chromebook 2
Chromebook 2
Chromebook 2
Running Gear
Blackhands Street Weapons 2058
NERPS: ShadowLore
Blackhands Street Weapons 2058
Chromebook 1
SWO Guns
NERPS: ShadowLore
NERPS: ShadowLore
Chromebook 2
Chromebook 1
Chromebook 2
Chromebook 2
Blackhands Street Weapons 2058
NERPS: ShadowLore
Chromebook 2
Chromebook 2
Chromebook 1
NERPS: ShadowLore
NERPS: ShadowLore
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
2
2
2
2
2
Armor Rating
Armor Rating 4
Armor Rating 2
Armor Rating
Armor Rating
Armor Rating 2
Armor Rating 2
Armor Rating + 2
Armor Rating + 2
Armor Rating
Armor Rating 24
Armor Rating
Armor Rating
Armor Rating4
Armor Rating 2
Armor Rating
Armor Rating
Armor Rating
Armor Rating
Armor Rating
61
weapon or ammunition, then subtract half the Vehicle Armor Rating (round down) from the Power Level of the attack. If the Effective Power Level is then zero or negative,
the round bounces off the armor.
If the Effective Power Level is greater than zero, then the
vehicle resists the damage (at the appropriately reduced
Damage Level), using its Body attribute as composite Ballistic and Impact armor. APDS and armor-piercing weapons
halve (round down) the Body attribute of the vehicle for the
purposes of this calculation. (The minimum target number is
2.) The Damage Level of the attack is one less than the
original Damage Level, except in the case of anti-vehicle
weapons. For these weapons, the Damage Level is not
reduced. This is simple and easy, but not entirely satisfying.
Table Notes
1) SRII does not specifically say so, but these are treated
here as explosive rounds.
2) Combat spells resolve their affects on vehicles per the
rules on page 109 of SRII.
3) Will not penetrate an unmodified Vehicle Armor Rating of 3 or higher.
4) Will not penetrate an unmodified Vehicle Armor Rating of 4 or higher.
The vehicle rolls (as always) Body + (Armor 2) to resist
the damage.
62
RANGED COMBAT
At some later stage, Carmen has acquired a new set
of light military armor, and one of BlackFires buddies
shoots 10 regular rounds from his HK227 (7M damage
each) at Carmen. Using method A for resolving burst
attacks, the Power Level of a single round is less than
the Ballistic rating of Carmens armor, so all rounds simply bounce off without causing any damage to her at all.
However, the attack may damage the armor itself (see
below).
Gel Packs
In addition to the rules as above, each time the armor is
penetrated (i.e. each attack that the person inside must
resist with their Body), both the Ballistic and Impact armor
ratings are reduced by 1. This reduction is not applied on a
bullet by bullet basis, rather it is applied per attack (i.e. a
single burst, no matter how large, will only reduce the ratings by 1, not by 1 per bullet, assuming that it penetrates at
all, of course). The gel pack armor will also degrade by the
degradation rules outlined below.
Armor Degradation
63
RANGED COMBAT
Barrier Ratings
Barrier Rating
Normal Thick
0
1
1
2
2
3
3
4
1
2
3
4
5
6
7
8
2
4
6
8
10
12
14
16
Reinforced
4
8
12
16
20
24
28
32
Rating
2
3
4
6
8
12
16
24
32
Blackjack <[email protected]>
ALTERNATIVE
See Armor Degradation on page 65.
Variation 1
Body Armor
ALTERNATIVE
Rule #1: Called Shots against partially covered objects/body parts still receive the +4 partial cover modifier.
This isnt anything new, I simply present it as a reminder
of the importance of keeping your head down, taking
cover, shooting around corners, etc.
Rule #2: Use the armor rating of the targeted area when
calculating damage.
The rules state, somewhere, that called shots simply
raise the Damage Code by one level. This is stupid. The
damage is going to get to D eventually any way and such a
bonus isnt spectacularly helpful. The realistic thing to do
64
RANGED COMBAT
would be to calculate the armor rating at the point of impact and go from there. In fact, its a good idea to keep the
armor ratings of the arms, legs, head, and torso written
down somewhere so they can be easily referenced. This
also allows people with single cyberarms, off balanced
armor, and so on to take advantage of their armors
uniqueness.
Rule #3: There is an additional +2 modifier for shooting
at the head.
This is because I hate it when people shoot at the head.
Blackjack <[email protected]>
Variation 2
I actually prefer this system over the above because it is
easier to use and results is less outright slayings. The way it
works is simple: Add +1 to the target number for every 1
you wish to give to the targets armor rating for the purpose of calculating damage. In other words, the attacker
could take a +5 modifier to fire if they want to give somebody wearing an Armor Jacket no armor advantage, a +3 if
they wished to reduce the advantage to 2, and so on. If the
target had an overall armor rating of 10, the attacker could
take a +7 to give the target an armor rating of 3. You dont
actually declare what body part youre shooting at, this
system just assumes you were aiming at a seam in the
armor, the targets hand or head, and so on. For roleplaying purposes the location damaged would probably
relate to how much damage is done. If the resulting damage is deadly then the gamemaster may very well determine that the head received the bullet(s). Gamemasters
may wish to toss in an additional +2 modifier if this rule
seems a bit too deadly.
Armor Degradation
Blackjack <[email protected]>
ALTERNATIVE
65
RANGED COMBAT
difference between the Power Level and armor rating, divided by two and rounded down.
ALTERNATIVE
Jonathan Hurley <[email protected]>
Called Shots
1. Determine Initiative
A. Declare Movement
The acting character declares if he is moving this
combat phase. Target modifiers for movement (p. 83,
SRII) are applied until the beginning of the acting characters next Combat Phase. If multiple characters are
moving within one Combat Phase (see Initiative Tie, p.
79, SRII), characters declare their movement in reverse
order, moving from the one with the lowest Initiative
total (or whatever is the determining value) up to the
character with the highest Initiative.
ALTERNATIVE
B. Declare Actions
Loki <[email protected]>
66
RANGED COMBAT
ing the same phase, resolve those of the character with
the highest initiative total (or whatever is the determining value) first, then the next highest, and so on. (See
Initiative Tie, p. 79, SRII).
Gurth <[email protected]>
Reference: SRII p. 110-112, Fields of Fire p. 79,
Shadowrun Companion p. 91
Damage
Complete Miss
Blackjack <[email protected]>
Reference: SRII p. 84
Falling Unconscious
Ray Macey <[email protected]>
Reference: SRII pp. 110-111
Overdamage
ALTERNATIVE
Gurth <[email protected]>
Apply one box of overflow damage for every two successes that would stage the damage over Deadly. In this
way, Steves shot would have only caused 13 boxes of
damage (a Deadly wound plus 3 boxes Overflow).
67
RANGED COMBAT
Sleeping In Armor
Staging Damage
Fade <[email protected]>
Reference: SRII pp. 91, 112
Brand, a human with a Quickness of 5, takes a Moderate wound. Should he try to move while under these
circumstances he can walk up to 4 meters, or can run 3
3 = 9 meters. On the next action he takes Light Stun
damage from spellcasting. Now he can still walk up to
4, but can only run up to 2 3 = 6 meters.
ALTERNATIVE
Gurth <[email protected]>
ALTERNATIVE
68
RANGED COMBAT
ALTERNATIVES
Dodging
Alternative
One
Damion Milliken <[email protected]>
To remedy this problem, I use a single standard, unmodifiable target number for dodging of 4, regardless of
the attacks source. After all, why should it be so much more
difficult to get ones hoop out of the road of a shotgun solid
slug as compared to a light pistol round? I use 4 because it
is the Shadowrun standard, and I treat the use of Combat
Pool in this fashion as a Damage Resistance Test, so that no
target number modifiers at all apply. The latter stipulation is
for two reasons. Firstly for ease of play, and secondly to
stop the damage snowball effect whereby one either has
live runners with Karma or dead runners with no Karma. By
using a single target number of 4, which is fairly low, the
Combat Pool becomes quite important and useful for avoiding damage. It should also be noted that the target number
is 4 for dodging melee attacks, as well as bursts and fully
automatic weapons fire. In the latter case, sufficient successes allow the target to dodge the entire volley.
Alternative
Two
Gurth <[email protected]>
Reference: SRII p. 89, Shadowbeat p. 11
69
RANGED COMBAT
Simple Action). Sam modifies the target number of his
attack by +1, fires, and misses. Fred draws his Predator,
but is unable to fire because he spent his other Simple
Action dodging.
Dodging costs a Free Action, which means that a character can only dodge one attack per Combat Phase. Furthermore, the character counts as a running attacker (but
not as a moving target) if he or she attempts to make an
attack in the same Combat Phase as a dodge was performed.
Alternative
Four
70
RANGED COMBAT
Also, when dodging, you can move up to 0.5 meter per
success; that allows you to get behind cover.
Recoil Table
Weapon & Bracing
Firearms
Pistols
Held in one hand
Held in two hands
BF- or FA-capable
Submachine Guns
Held in one hand
Held in two hands, not braced against the
shoulder
Held in two hands, braced against the
shoulder
Rifles, Shotguns, Machine Guns
Held in one hand
Held in two hands, not braced against the
shoulder
Held in two hands, braced against the
shoulder
Heavy Weapons, Shotguns
WoLfM <[email protected]>
Reference: SRII p. 87-89
2
1.5**
1
3 or 4
1.5**
1
2*
Soron What A Waist is firing a burst from his AK97. Hes holding it in both hands, but hes firing it from
the hip. His base target number is 4 with a +2 because
hes not using the sights. The recoil modifier is +2 (+3
for a burst, minus 1 point of compensation from Sorons
Strength of 5). This is multiplied by 1.5, to +3, as Soron
is not bracing the rifle against his shoulder. His total target number is 9.
Later, Soron needs to open a door with his left hand,
but he still wants to shoot at someone at the same time.
Again, a base target number of 4 and +2 for not using
the sights. The +2 for the burst is multiplied by 4, as he
only has one hand on the rifle. His target number is 14.
2
1
2*
Point-Blank Range
Recoil
Multiplier
Recoil
Rates OF Fire
Blackjack <[email protected]>
Reference: SRII pp. 92-93, Fields of Fire p. 81
Gurth <[email protected]>
Reference: SRII pp. 89, 92-93, Fields of Fire p. 83
71
RANGED COMBAT
propelling the individual across various no wax surfaces.
Gunfights like this are fun, and these revisions have been
created to promote them.
Two other things to consider when reviewing these alternative rules: in my game we use a lot of modifiers and
like to see a lot of ammunition expended. What this means
is that a lot of lead doesnt hit anything important. A player
or NPC may fire off an entire clip of pistol ammo in one
round knowing that the last six probably wont hit anything
but enjoying the charge it adds to the playing environment.
Modifiers for movement and the ever present intervening
objects rarely result in a base target number of less than six,
so even if a character cranks off ten shots it is rare that anybody gets completely wasted by them. Unless theyre
standing still in a wide open area with no cover, in which
case they deserve to get shot.
Comments
Although this system seems complicated it actually runs
rather smoothly. For everything but fully automatic weapons the player can be rolling for shot eight while the gamemaster is simultaneously resisting damage from shot
three. It is the attackers responsibility to accurately keep
track what has hit and what hasnt. This allows the gamemaster to work with another player while the first is rolling.
Single Shot
The base damage for a shotgun is for both slug and scatter shot. Thus, a shotgun firing at 9S will do 9S damage
with a slug, as well as 9S damage with shot. The difference
is that the Power Level of shot decreases as the shotpattern spreads. Thus, a garden variety shotgun firing a slug
would do 9S at all ranges, where the damage for shot
rounds would start out at 9S and decrease as the range to
target increased.
Also: slugs use Ballistic armor, but shot uses double Impact armor, as per the flechette rules. Finally, when calculating knockdown, the Power Level of shotgun rounds are not
halved as normal.
Semi Automatic
A player may fire any number of shots, resolving each
shot individually. Recoil accumulates normally.
The reasons for this are mainly that whether firing a slug
or shot, roughly the same mass of lead is coming at you.
The fact that shot has the potential to hit more (possibly
unarmored) areas is taken into account in the lower target
number that comes with scatter (thus leading to a higher
number of successes, which in turn leads to more staging
up of the damage). Also, a slug is more like a typical round,
and thus uses Ballistic armor, while shot is spread over a
wider area, and thus should use the double Impact value.
Finally, shotguns are notoriously good at knocking people
down, which is reflected in the increased knockdown target
number.
Joe Runner fires off ten shots from his Colt Manhunter equipped with level 1 recoil compensation. His
base target number is 4 so the adjusted target numbers
are as follows: 4,4,5,6,7,8,9,10,11,12.
Burst Fire
A player may fire any number of 3 shot bursts, resolving
each burst individually. Recoil accumulates normally.
It should be noted as well that in my campaign, I include a shotgun ammunition type called Scattering
flechette, which fires a cluster of flechettes at the target
rather than a single one (as normal). This follows the same
general rules as normal shot as far as spreading and Power
Level reduction at range, but is one Damage Category
higher (fired from the above shotgun, scatter-flechette
would start out at 9D and be reduced as per normal scatter
rules).
Full Auto
A player may fire any number of bursts containing at
least 4 rounds (unless a lack of ammo prohibits a full final
burst). If any CONSECUTIVE bursts successfully hit then
calculate the damage rating as if the bursts were fired as
one, adding together the total number of rounds and successes.
Shotguns
72
RANGED COMBAT
Telescopic Sights
Gurth <[email protected]>
Reference: SRII p. 88
ALTERNATIVE
Jonathan Hurley <[email protected]>
Vision magnification cyberware, whether optical or electrical, is the joy of Happy Gunners everywhere. Presto! No
range modifiers! While this is a Good Thing as far as the
happy gunners are concerned, it can give the gamemaster
serious problems-combined with a smartlink II, the average
Happy Gunner has a base target number of 2 at any range.
Problems like this can be solved by dint of giving the
happy gunners situations in the middle of the night, with
smoke, rain and fog, with the opponents with 75 percent
cover. This is, however, a reactive solution. A better solution (or at least game-balancer) is presented here:
Movement Modifier
No change
2 normal
3 normal
4 normal
Also, cyber-image magnification is useless with nonsmartlinked weapons. Take a pair of binoculars to a shooting range and look at your target with them. Now, while
still looking through the binoculars, try to shoot the target.
Cyber magnification is for scouting, not for combat.
Tracer Ammunition
Leszek Karlik <[email protected]>
Reference: Fields of Fire p. 51
73
RANGED COMBAT
Weapon Table 1
Weapon Class
Hold-Out Pistols
(clip-fed)
(break)
Machine Pistol
Light Pistol
Submachine Gun
Heavy Pistol
Assault Rifle
Sporting Rifle
Sniping Rifle
Shotgun
Light Machine Gun
Medium Machine Gun
Heavy Machine Gun
Supermachine Guns
HVSMG
HVAR
HVLMG
Caliber
Damage Code
4L, 5L
4S
6L
6M, 7M
6M, 7M
5S, 6S
9L, 10L
9M, 10M
10S, 11S
8S to 10S
10L
10M
14S
6L
7L, 8L
8L to 10L
Ammo effects
1
Seriously, which is better, an M1911A1 (.45 ACP) or a
Beretta 9 mm? Different people will give you different answers.
2
Not entirely true, but a close first approximation.
3
Later reading and other sources is leading me to believe
that machine pistols fire SMG ammo, and should be 6M, as the
rest of the mid-range of pistol cartridges are. My concern with
this is that it might obsolete the SMG in shadowrunners usage. Effective range would still be a factor, though.
ALTERNATIVE
Gurth <[email protected]>
APDS reduces the Damage Code by one level (If damage was L, it is reduced to N (none, the attacker must
have two net successes to do any damage).
Explosive ammo reduces the Power Level by one and
increases the Damage Level by one
EX-explosive does not reduce the Power Level.
74
RANGED COMBAT
The ranges are all calculated by multiplying the existing
ranges as follows:
Type
Light Pistol
Heavy Pistol
Submachine Gun
Assault Rifle
Sniper Rifle
Sporting Rifle
Light Machine Gun
Multiplier
2
2
2
3
3
3
5
ALTERNATIVES
By The Book
The Shadowrun Companion makes the gamemaster
roll dice based on the grenades Power Level and stage up
the damage accordingly.
Alternative
Grenades
One
Damage
Damion Milliken <[email protected]>
Reference: SRII p. 97
Weapon Table 2
Type
Light Pistol
Heavy Pistol
Submachine Gun
Assault Rifle
Sniper Rifle
Sporting Rifle
Light Machine Gun
Heavy Machine Gun
Damage
6L
6M or 7M
6M or 7M
8M
10S
7S to 9S
8M
14S
Short
0-10
0-10
0-20
0-45
0-120
0-90
0-100
Medium
Long
11-30
31-60
11-40
41-80
21-80
81-160
46-120
121-300
121-240
241-600
91-180
181-450
101-200
201-400
Unmodified
75
Extreme
61-100
81-120
161-300
301-750
601-1,200
301-900
401-750
RANGED COMBAT
from what was rolled for the grenade.
ALTERNATIVE
Result
2
3
4
5
6-9
10-12
13+
Scatter
Damion Milliken <[email protected]>
Reference: SRII pp. 96-97, DMZ p.24
Armor
If it covers an area it provides full protection, else it provides NO protection, if wearing a helmet, you get the full
armor value you'd get with the normal rules on your head
area.
A helmet also enhances your armor as normal, if layered
armor is worn, then the helmet modifiers are applied to the
best armor BEFORE the layering modifiers are added.
Called Shots
The penalty for a called shot is: General extremity (arm
or leg) +5, Torso +1, Head or very specific body part: +10.
(the formula, if you are interested is 20 (2 #), where #
is the amount of possible positive results out of 20, ignore
this formula, its here just for completeness sake).
The idea of this is making called shots possible, but they
should be a bit difficult.
Hit Locations
David Buehrer <[email protected]>
ALTERNATIVE
One thing that has often annoyed me about the Shadowrun grenade scatter system is the relative ease with
which a grenade can land behind the throwing or launching
character if they are only aiming a short distance in front of
them. This is particularly evident when characters begin
using rifle launched grenades indoors. With a scatter of 3D6
meters, and characters launching them rarely more than 20
m in front of themselves, it is quite possible for the grenade
to land literally at the firers feet, or even behind his back.
This situation, while humorous, is a little unrealistic. After
all, if a grenade is thrown or launched only a short distance,
decent accuracy can be expected, and it is just about impossible for the thing to go in the opposite direction to that
which was intended.
Hit Location
Arm
Leg
Arm
Leg
Torso
Head
Roll 1D6: 1-3=Torso, 4-6=Head
76
RANGED COMBAT
Don shoots a burst with his Franchi Spas at Joe, as no
called shot was declared, the hit location is determined
randomly, so the attackers player rolls a D20, he obtains a 13, so a torso result and gets 4 hits.
Joe gets a free success (torso area) and after resisting
gets a Moderate wound to his torso (so a +2 wound
modifier)
Merlyn uses a flamethrower 6 spell on Joe, the D20
roll comes a 2 so the right leg is the target, reduced by
1 ( impact) so poor Joe has to resist a full 6. He
gets a serious leg injury from that, but his gamemaster
knows that is where he keeps his spare clip of EXExplosive ammo, which cooks off, the resulting explosion renders his right leg useless (his gamemaster was
friendly, Id have ruled it was blown clean off) so he has
a Deadly wound in his leg. one level less is Serious so
he gets a +3 added to his general wound modifier so he
is at +5. Also, the gamemaster may require him to roll
Quickness tests in order to keep standing on one leg.
Joe now shoots back with his APDS-loaded Ares Alpha, making a called shot for Dons head, getting a
whopping 17 as his target number (base 4 2 from
smartlink, +10 called shot, +5 wound) and miraculously
hits, doing a Serious wound so Dons out of it.
Merlyn gets upset at this and throws a second
flamethrower 6 spell, this time doing a Serious wound
to Joes left leg, 1 wound level is Moderate which
grants Joe an additional +2 wound modifier, making it
+7
Now its Joes turn, but his wound modifier is +6 or
higher, so in order to act at all he has to make a Body
test, he uses his 10 body dice, vs. target number: 2
(torso wound) + 4 (FULL right leg injury) + 3 (FULL left
leg injury) = 9. If he gets even one success he can act
this time (at a +7 wound modifier) and will have to roll
again on his next action until he fails the test. Whenever
he fails, he falls down and is incapacitated until healed.
Resisting damage
Only use local armor with 2 changes: you get a free
success on torso resistance and if you get a serious wound
to your head you are knocked out.
Wounds
Say you shoot a mans arm, you do a serious wound,
what happens? Does he drop his weapon/primed grenade?
Clearly it is necessary to address this.
Stun Wounds: as normal, no wounds per body part for
stun wounds. (Too complicated!!)
Physical Wounds: are separately kept track of, PER
body part so it is possible to have a serious wound in one's
arm, and another in one's leg and still be shooting
back.<maybe>
You must keep track of all body parts for their wound
levels, and there are some special rules for this:
Wound modifiers: your torso and head wound modifiers add to each other FULLY (so 2 Serious is +6), for your
other body parts, you only get a wound modifier of one
level less than the wound of the part, so if your arm is seriously wounded, youd do 2 things: cross the 6 boxes in
your arm wound location and add a +2 wound modifier (for
one level less than Serious = Moderate=+2) to your target
numbers as usual.
Effects Of Wounds: a body part with a Deadly wound
level is temporarily useless and if special kinds of ammo
were used such as explosive ammo the body part will (gamemasters option) need replacement.
A Deadly head wound means DEATH, no I don't mean
bleeding for 3 hours waiting for DocWagon, I mean Instant Kill. If your torso sustains a Deadly wound you are
dead/dying as per normal SRII rules.
Going down due to accumulated hits: if you sustain a
Serious wound to every part of your body, you can still
keep standing, as none are useless? NOPE, or better said,
not for long. You see, when your accumulated penalties
from physical wounds reach +6 or higher, you pass a certain threshold, from then on, every action you have, you
have to pass a body test, without any pools whatsoever vs.
a target number, if you fail one of those rolls you fall unconscious/incapacitated from shock & bleeding.
The target number for this test is your FULL physical
wound modifier. What do I mean with FULL? well, you'll
recall (I hope) that wounds to your arms & legs counted as
one level less for determining wound modifiers. Well NOT
for this test, all modifiers are added fully, counting Deadly
extremity wounds as +4 each.
Healing
All body parts must be healed separately!! This is specially important if healing spells are used!!
Optional Rule 1
Grenades and PHYSICAL Area Effect Spells: these do
damage to ALL body parts, but the successes are only
counted once, and the DEFENDER gets to choose how to
distribute them, he has two options: one success to each
body part and the leftovers to torso or ALL to torso.
Optional Rule 2
(This rule is untested, munchkin alert!) You may want to
consider helmets as giving head armor equal to that of the
armor they were made for, so a helmet made for medium
security armor would give 7/7 head armor (but look really
bulky, remember Dark Helmet in the Spaceballs movie? :)
77
RANGED COMBAT
ALTERNATIVES
There are few major effects these rules will have in the
campaign:
1) Player survivability will be increased, let's face it, most
SRII mid to heavy weapons will otherwise mean instant
death to shadowrunners, gamemasters response in
usually to have NPCs NOT use them, this is not realistic.
2) Grenades are more deadly, you may want to use the
Fields of Fire rules for (with a lot of risk :) throwing back
a grenade, but I suggest disallowing re-rolls for this
(makes the quickness test exciting).
3) Most importantly, this allows you to describe combats
better, as it gives you something firm to stand on (beyond gamemasters whim) when you tell the PC his/her
left arm was hit.
4) It makes grunts survive longer, so PCs who go with all
guns blazing into a corp building may have time problems getting out again before reinforcement arrives.
Alternative
Alternative
Initiative Ties
Damion Milliken <[email protected]>
Reference: SRII p. 79
Initiative Rolls
Gurth <[email protected]>
Reference: SRII pp. 32, 79
Two
Initiative
One
Projectile Weapons
David Buehrer <[email protected]>
Reference: pp. 96, 184-185
78
SKILLS
Frag! I thought I knew how to do this!
Eileen Simmons, decker
Combat Skills
Unarmed Combat
Damion Milliken <[email protected]>
Reference: SRII pp. 100-103
79
SKILLS
combat melee situation, they will be able to use their martial art or Specialization. This is radically different to the
situation for Firearms and other skills, where Concentration
and Specialization have significant drawbacks and players
will not always choose them when creating characters.
To solve this problem, I require that upon selecting the
skill Unarmed Combat, that the player specify what style of
Unarmed Combat has been chosen (thanks for the idea
TopCat!). For example, a character might choose Unarmed
Combat (Brawling), or Unarmed Combat (Thai Kickboxing),
or Unarmed Combat (Tae Kwon Do), and so forth. Concentrations of Subduing Combat and Cyber Implant Weaponry
are still available. The Concentration of Martial Arts Style
becomes the Concentration of Specific Technique, with its
Specializations becoming individual moves (much like individual weapons for Firearms).
The Partial Defaulting rules from page 46 of the Companion allow something similar to the above rules, but by
averaging the skills used.
Defaulting
Knowledge Skills
Justin Pinnow <[email protected]>
Reference: SRII pp. 20-32, 66-68, 183-184
I feel that a character with a Knowledge skill that is logically related to the skill being used should receive a bonus
to his success tests when using said skill.
One example of this would be if a character had both
the Negotiation and Psychology skills and was trying to
barter the price of the new power focus he wanted down a
bit. This person should have some advantage over an
equally skilled individual without a Psychology skill when it
comes to Negotiation success tests. After all, if you know
what makes a person tick on a psychological level, you
should be a more effective negotiator.
Thus, here is the system for using related skills for a single Success Test. A Free Action is used to make a Success
Test using the secondary skill (in the above scenario, Psychology would be the secondary skill, while Negotiation
would be the primary skill being used) versus the target
number for the primary skills Success Test (in this case, the
opponents Willpower).
For every 2 successes generated by this test, an extra
skill die is rolled for the primary skills Success Test.
Partial Defaulting
If you have an appropriate skill for a particular activity
and a better skill nearby on the skill web, you can roll the
dice of your appropriate skill at the usual target number and
the dice by which your nearby skill exceeds your appropriate skill at the same target number you would use if defaulting off the nearby skill.
BY THE BOOK
80
SKILLS
(great job Tye), and the gamemaster determines that
Tye know that Princess is going to counterstrike her attack, but does not know if any special maneuver will be
used. If the fight continues for 4 rounds during which
Tye successfully uses Body Language against Princess, at
the 5th round her target number would only be a 2. At
this point Tye rolls 5 successes (WOW) and knows almost exactly what Princess is going to be doing.
You may have noticed that these rules are similar to the
Centering rules. They are. All augmented Knowledge skill
tests must be approved by the gamemaster before being
made. It is entirely up to the gamemasters discretion as to
whether or not any two or more knowledge skills are related enough to augment each other in a given situation.
Build and Repair skills (B/R) cannot be augmented by or
be used to augment other skills.
Language Skills
Chris Maxfield <[email protected]>
Reference: SRII pp. 44-47, 74
Taking the High-School Education Edge grants the starting character half his Intelligence (rounded down) in skill
points to spend on extra languages. The College Education
grants full Intelligence in extra language skill points.
New Skills
Other Skills
Body Language
Nurse Wratchett <[email protected]>
Metamemory
A new Initiatory skill, Metamemory, represents the Art
of Memoryin addition to helping remember things, it can
also serve as a source of inspiration. Concentrations are
Memory (specialized by topics, which can be as broad as
fixing), Intuition (opportunities, dangers, wonders, astral
quests), and (race memory, past life recall, collective unconscious). It can go no higher than twice your initiate
grade (or 1 for grade 0 initiates), and can only be bought
with karma; mere practice will not do. When used for
memory recall, it adds its dice to your Intelligence rolls;
81
SKILLS
when used for intuition or race memory, you roll the skills
rating against a target number determined by the gamemaster. For the latter uses, it is possible to go on Astral
Quests of a rating up to that of the skill to add dice to the
roll. (This is shamelessly stolen from John Crowley and
Katharine Kerr.)
A number of concentration-only skills have turned up
when people have bought background information: Literature (by language) is specialized by genre, Dance (by style)
is specialized by particular moves.
Physical Skills
WoLfM <[email protected]>
Reference: Fields of Fire p. 81
(This is to replace the rule in the Fields Of Fire supplement, which I find confusing.) Firing with off hand gives an
automatic +6 modifier to all target numbers. You can buy
the Ambidexterity skill normally up to a maximum of 6. For
each level of Ambidexterity skill subtract 1 from the penalty
to hit.
Big Al suspects someone has broken into his apartment, so hes coming in real stealth-like to surprise the
robber. Al has Stealth skill 3, and rolling those dice he
gets 1, 5, and 10. The base target number for the robber
to hear Big Al approach is 10, modified as per Perception on page 185 of SRII.
Social Skills
Chris Maxfield <[email protected]>
Reference: SRII pp. 44-47, 72
Further increases to this skill are bought as per the standard rules for increasing general skills.
Stealth
Gurth <[email protected]>
Reference: SRII p. 185, Shadowbeat pp. 10-11,
Shadowrun Companion p. 91
Perception Skill
Normally, a characters Perception is equal to his Intelligence Attribute Rating. If desired, a Perception skill may be
purchased, in order to allow for a character with a high
level of perceptivity, without increasing his Intelligence as a
whole.
The first level of this skill is bought by spending enough
Karma to raise the Intelligence attribute rating by one point,
as if it were a general skill. This gives you a Perception skill
equal to your Intelligence attribute plus one.
Ambidexterity
82
Technical Skills
Etiquette
Damion Milliken <[email protected]>
Reference: SRII p. 72
Biotech
Leadership
Chris Maxfield <[email protected]>
Reference: SRII pp. 72-73
Leadership in a Run
A character in communication with the other runners
may coordinate the activities of a run by the use of Leadership or Small Unit Tactics skills. To do so the character must
spend the last action of every turn on this coordinationrolling their skill against a target number of four or the
number of participating runners (whichever is higher). For
every two successes rolled the Reaction of all runners is
increases by one for the next turn. The quality of communication modifies the target number for this skill, e.g. basic
radio communications adds a +2 penalty to the success
test. Military Theory may be used for this activity with a +2
penalty to the success test.
83
VEHICLES
Now if only it would start right away, just for this
once
Tom Blake, freelance rigger
Drones
Roll to hit and resist damage as per the rules with one
exception: Vehicles do not reduce the damage level of
weapons attacks by one level.
The outcome of the attack determines how many subsystems have been hit. If the vehicle suffers Light damage 1
subsystem is hit, Moderate damage 2 subsystems, Serious
damage 3 subsystems, Deadly damage 4 subsystems.
For each subsystem hit roll on the following table. If the
roll results in a subsystem which is not present roll again. If
the roll results in a subsystem which is already destroyed
then that hit has no effect.
Subsystem Damage
2D6
2
3
4
5
6
7
8
9
10
11
12
84
Category
Accessories
Weapon Systems
Vehicle Electronics
Vehicle Controls
Chassis
Engine
Chassis
Vehicle Controls
Vehicle Electronics
Weapon Systems
Accessories
Corresponding Table
Accessories Damage
Weapon Systems Damage
Electronics Damage
Controls Damage
Chassis Damage
Engine Damage
Chassis Damage
Controls Damage
Electronics Damage
Weapon System Damage
Accessories Damage
VEHICLES
System
Gridlink
Turbocharger/Superconductive Drive
Engine Hit
Engine Customization
Nitrous Injector
SunCell
2D6
2
3
4
5
6
7
8
9
10
11
12
System
Fuel System
Passenger Compartment
Aggravated Body Damage (Anti-Vehicle and Explosive Weapons Only)
Armor Defeating Hit (Anti-Vehicle and Explosive
Weapons Only)
Roll on Engine Damage Table
Roll on Controls Damage Table
Damage Severity
Light
Damage
Moderate
Damage
System
Rigger Control Box
Autonav
Handling
Remote Control Linkup
Drive-by-Wire System
Serious
Damage
Deadly
Damage
System
Roll on Engine Damage Table
APPS System
Amphibious System
Anti-Theft System
Communications Gear
Drone Rack
EnviroSeal
External Cargo Mount
Life Support
Spotlight
Roll on Controls Damage Table
System
ECM
ECCM
Sensor Systems
ED
ECD
System
Turret
Vehicle Weapon
Target Acquisition System
85
VEHICLES
cles armor. Light damage reduces the Armor Rating by 1,
Moderate damage reduces the Armor by 3, Serious damage reduces the Armor by 6, and Deadly damage reduces
the Armor Rating by 10. Armor points lost in this manner
are gone for good and can only be recovered by replacing
the armor. Note that this rule is separate from the Armor
Degradation rules (p. 75, Fields of Fire).
Engine Hit: The attack damages the engine, which in
turn reduces the vehicles Acceleration, Speed and Load
Ratings. For Light damage, multiply all Ratings by .9, rounding down. For Moderate damage, multiply all Ratings by .7,
rounding down. For Serious damage multiply all Ratings by
.4, rounding down. If the engine suffers Deadly damage,
the vehicle loses power and decelerates at a rate equal to
twice the Acceleration, and the driver must make a Crash
Test.
Fuel System: The attack causes a leak in the vehicles
fuel system. For Light damage, calculate the loss rate by
multiplying the fuel remaining by .01. The result is the
amount of fuel that leaks each turn. For Moderate damage,
multiply the remaining fuel by .05. For Serious damage,
multiply the remaining fuel by .1. If the fuel system sustains
Deadly damage, it ruptures and the driver must make a
Crash Test. (Pyromaniac gamemasters may also check to
see if the destruction of the fuel system results in an electrical fire or fuel explosion).
Handling: The attack damages the primary vehicle control mechanisms. Increase the Handling of the vehicle by 1
for a Light hit, 2 for a Moderate hit and 3 for a Serious hit. If
the Handling sustains Deadly damage, the vehicle automatically crashes.
Passenger Compartment: The hit generates shrapnel in
the passenger compartment. Passengers must make a
Damage Resistance Test against physical damage. The
damage Power is equal to half the Power of the attack
against the vehicle (after armor reductions), and the Damage Code is equal to the Damage Code of the hit.
Rigger Control Box: The attack disrupts the rigger control hardware installed in the vehicle and triggers and ASIST
backlash. The rigger must make a Damage Resistance Test
against physical damage. The damage Power Level is equal
to the Power of the vehicles attack (after armor reductions),
and the Damage Level is equal to the Damage Level of the
hit.
Target Acquisition System: The attack damages key
sensor or electronic components relating to targetacquisition functions. Missiles, sensor-enhanced weapons
and other smart weapons suffer a Damage Modifier (see
Table 8: Damage Severity). If the target-acquisition system
suffers a Deadly hit, the vehicle cannot lock onto a target
and is unable to fire smart weapons. Dumb weapons,
such as rockets, cannons and firearms, are not affected.
Turret: The attack damages the servo-mechanism controlling the vehicle turret (if the vehicle has more than one
turret, the gamemaster may determine which one is damaged). Weapons fired from that turret suffer a Damage
Modifier based on the damage of the hit (see Table 8: Damage Severity). If the turret suffers a Deadly hit, it is rendered
inoperative and frozen in place (the direction it is pointing
is determined by the gamemaster).
Vehicle Armor
Damion Milliken <[email protected]>
Reference: SRII pp. 99, 108
ALTERNATIVES
Alternative One
The Barrier Rating rules starting on page 57, and mainly
the Vehicle Armor subsection on page 60, can be used
instead of those above.
Alternative
Two
86
VEHICLES
heavy weapon attacks. Type III: Ultra tough targets (main
battle tanks), ultra heavy weapon attacks (rail guns, nukes).
If an attack is directed against a target in the same category everything balances out and the rules arent changed
(roll to hit, apply armor (if any) to the power of the attack,
resist damage).
If an attack is directed at a target in a higher or lower
category do the following.
If the attack is in a higher category then the target, divide the Body and the armor of target by 2 for each difference in level, rounding down (if a Type I target is attacked
by a Type III weapon, the Body and armor of the target
would be divided by 2 twice). When resisting damage the
target also divides its successes by 2 for each difference in
level before staging damage.
If the attack is in a lower category than the target, divide
the Power Level, Damage Code and attackers successes by
2 for each difference in level, rounding down.
Effects such as armor-piercing ammo are applied after
adjusting numbers for the attack/target.
Sam fires an anti-vehicle rocket (Type II ArmorPiercing Weapon) at Fred (Type I Target) and hits. Fred
has a Body of 5 and is wearing armor with an impact
rating of 3. When resisting damage Fred only gets to
apply half his Body (2) and half his armor (1). The effectiveness of Freds armor is cut in half again because the
attack is armor piercing, reducing his armor to 0. Fred
rolls one success, which is divided by 2, resulting in 0
successes for Fred.
Mortis drives by in a main battle tank (Type III target). Sam shoots the tank with a 9D pistol (Type I
Weapon) and gets 4 successes. Sams successes are cut
in half twice (from 4 to 2 to 1), and the Power and
Damage Code of the pistol are also cut in half twice
(from 9D to 4M to 2L). The tank is armored (18) but
Sam loaded his pistol with armor piercing ammo, which
reduces the effectiveness of the tanks armor to 9.
These rules work very quickly and only require common
sense and consistency on the part of the gamemaster.
Undercarriage
Blackjack <[email protected]>
The undercarriages of vehicles have the same Armor ratings as the rest of the vehicle. (I got tired of PCs lobbing
grenades under police cars.)
87
INDEX
A
Acting Skill.........................................81
Actions ..............................................54
Announcing .................................54
Delaying Simple Actions ..............54
Standing & Kneeling ....................54
Actions In A Combat Turn ..................78
Adepts ...............................................34
Astral ...........................................35
Astral Sight ..................................35
Banishing .....................................35
Conjuring .....................................34
Elemenal ......................................35
Enchanting ...................................35
Minor ...........................................35
Negamagic...................................35
Physical ........................................35
Shamanic .....................................35
Sorcery.........................................35
Spell.............................................35
Spirit ............................................35
Aiming Spells.....................................37
Air Timed Mini Grenades and
Scatter.............................................75
Allergies ............................................16
In the points-based character
generation system .....................16
Number of....................................16
Ambidexterity ....................................82
Ammunition.......................................54
Gel and Stun ................................54
Tracer ...........................................73
Ammunition vs. Barriers Table ............58
Ammunition vs. Vehicle Armor
Table ...............................................61
Announcing Actions...........................54
Armed & Unarmed Combat Skills.......79
Armed Combat Skill ...........................79
Armor Degradation ............................63
Armored Boots and Helmets ..............65
Astral Adepts .....................................35
Astral Perception & Projection............28
Astral Quests
To bypass wards...........................28
Astral Sight Adepts ............................35
Astral Space .................................28, 32
Astral quest to bypass wards ........28
Aura reading ................................29
Auras .....................................29, 32
Grounding ....................................37
Objects and auras.........................29
Patrolling......................................28
Psychometry ................................29
Spell Defense across planes ..........40
Attacks And Targets ...........................55
Attributes ...........................................16
Enhanced .....................................20
B
Banishing Adepts ...............................35
Barrier Spell........................................41
Barrier Spells ......................................41
Barrier Spells and Area of Effect ..........43
Barriers........................................ 55, 57
Ammunition vs. Barriers Table ......58
Armor degradation .......................63
Barrier spells.......................... 29, 32
Critter hardened armor .................62
Penetrating ...................................60
Personal hardened armor ..............62
Ratings .........................................64
Vehicle armor ...............................60
Batch Drone Control ...........................84
Biotech skill ........................................83
Bioware ..............................................14
Cultured .......................................14
Enhanced Articulation...................14
For magicians ...............................14
Muscle Augmentation ..................15
Black market.......................................10
Blade Barrier Spell ..............................42
Blast Barrier Spell................................42
Body Armor .......................................64
Armored boots and helmets .........65
Called Shots .................................64
Degradation .................................65
Excessive armor penalties.............65
Higher Armor Rating Than
Power Level ..............................65
Sleeping in armor .........................68
Body Language Skill ...........................81
Build/Repair and Theoretical Skills.......79
Building Points System .......................17
Bullet Barrier Spell ..............................42
C
Calculating Dice Pools ........................18
Called Shots .......................................66
Centering ...........................................33
vs. penalties against shielding ......33
Character Creation
88
INDEX
Complete Miss ...................................67
Computers
Basic rating/capacity system.........47
Mainframes ..................................46
Spending system capacity ............47
Subsystem ratings ........................48
Unusual things..............................48
Using a mainframe to write
cyberdeck programs ..................48
What About All Those Little
Shops With Orange Security? ....48
Conjuring ...........................................29
Conjuring Adept.................................34
Contacts & Enemies ...........................17
Critter Hardened Armor......................62
Critter Powers.....................................17
Regeneration ................................17
Critters
Hardened Armor power ...............62
Currencies ..........................................10
Cyberears ...........................................23
Cyberlimbs .........................................23
Cyberware ..........................................23
High-grade...................................23
D
Damage .......................................67, 75
Complete miss .............................67
Falling unconscious.......................67
Overdamage ..........................67, 68
Overflow ......................................17
Sleeping in armor .........................68
Staging.........................................68
Stun damage and knockback ........68
Vehicle subsystems ......................84
Vehicle undercarriage ...................87
Wounds affecting movement........68
Damage Resistance tests ....................11
Death Touch spell...............................43
Defending In Melee Combat...............51
Delay Damage Physical Adept
Power .............................................36
Delaying Simple Actions ....................54
Dice Pools ......................................9, 18
Calculating ...................................18
Using ...........................................18
Dikote ...............................................9
Disallowed or Modified Edges &
Flaws...............................................18
Disguise Skill ......................................81
DMSO ..................................................9
Breakdown ...................................10
Flesh Contact ..................................9
Dodging.............................................69
Dodging Table....................................70
Drain For Sustaining Spells..................37
Drones ...............................................84
Autopilot initiative........................84
Batch drone control ......................84
Drugs & DMSO ....................................9
Breakdown ...................................10
Flesh Contact ..................................9
E
Edges & Flaws..............................16, 18
Addiction .....................................18
Adrenaline Surge..........................18
Allergy .........................................18
Bio-Rejection ................................18
Blind.............................................18
Bonus Attribute Point ...................18
Day Job ........................................18
Development ...............................19
Disallowed or modified.................18
Exceptional Attribute ....................16
Extra Contact ................................18
Focused Concentration..................18
High Pain Tolerance ......................18
High School Education..................18
Illiterate ........................................18
Magic Resistance ..........................18
Night Vision .................................18
Police Record................................19
Registered Equipment ..................19
Sensitive System ..........................19
Technical School Education ...........18
With the Priority system ...............20
Education and Extra Languages ..........81
Elemental Adept ................................35
Elemental Effects ................................37
Enchanting .........................................32
Enchanting Adepts .............................35
Enemies .............................................17
Location times..............................17
Enhanced Articulation.........................14
Enhanced Attributes, Skills, Etc. ..........20
Enhanced Reaction and Reflexes .........20
Equipment
Availability .....................................9
Dikote .........................................9
Escher Loop .......................................46
Essence Loss and Magic Loss .............29
Etiquette skill......................................83
Excessive Armor Penalties ..................65
Exclusive Spells ..................................32
Experience .........................................24
Extended Spellcasting ........................37
F
Falling Unconscious ............................67
Firearms .............................................71
Damages and ranges ....................74
Gas venting miniguns ...................71
Point-blank range .........................71
Rates oF fire ..................................71
Recoil ...........................................71
Recoil table...................................71
Shotguns ......................................72
Telescopic sights ..........................73
Telescopic sights and
movement.................................73
Telescopic sights and smartlinks ...73
Tracer ammunition........................73
First Aid..............................................43
Foci ....................................................30
Addiction .....................................30
For mundanes...............................30
Spell locks ....................................32
Spell locks and exclusive spells.....32
Fractions & Rounding .........................10
Full Autofire........................................55
G
Gas Venting Miniguns ........................71
Gel and Stun Ammunition ..................54
General Rules .......................................9
89
H
Hardened Armor ............................... 62
Heal Spell.......................................... 43
Healing
Magical ....................................... 43
Higher Armor Rating Than Power
Level .............................................. 65
High-Grade Cyberware ...................... 23
Hit Location Table.............................. 76
Hit Locations ..................................... 76
Hit Location Table........................ 76
Holding Spells ................................... 38
Homemaking Skill ............................. 81
I
Improved Ability Physical Adept
Power............................................. 36
Increased Reflexes Physical Adept
Power............................................. 36
Increased Reflexes Physical Adept
Power............................................. 37
Increasing Attributes.......................... 16
Increasing Skills ................................. 25
Initiates.............................................. 39
Initiates & Metamagic
Metamemory............................... 81
Initiation & Metamagic ...................... 33
Centering..................................... 33
Centering vs. penalties against
shielding................................... 33
Gradual initiation ......................... 33
Initiates........................................ 39
Masking....................................... 33
Physical adepts ............................ 34
Initiative ............................................ 78
Actions ........................................ 54
Actions in a combat turn.............. 78
Announcing Actions .................... 54
Delaying Simple Actions .............. 54
Rolls ............................................ 78
Ties.............................................. 78
K
Karma.......................................... 16, 24
Good Karma to Karma Pool.......... 24
Increasing Attributes .................... 16
Pool............................................. 24
Raising Skills ................................ 25
Sourcebooks for ........................... 27
Team Karma Pool......................... 25
Karma Pool ........................................ 24
Blocking ...................................... 24
INDEX
Buying Successes .........................24
Dividing .......................................24
Good Karma to.............................24
Maximum for a test ......................25
Refresh Rate .................................25
Re-Rolls ........................................25
Starting size .................................25
Team Karma Pool .........................25
Usage...........................................25
Kneeling.............................................54
Knockback..........................................68
Knowledge Skills ................................80
L
Language Skills ..................................81
Education and extra languages .....81
Last-Ditch Spellcasting .......................38
Leadership skill ..................................83
Learning New Spells ..........................39
Legwork.............................................12
Levitate Item Spell .............................44
Levitate Person Spell ..........................44
Location Times for Enemies ................17
M
Magic.................................................28
Aiming spells ...............................37
Astral Patrolling............................28
Astral perception & projection .....28
Astral quest to bypass wards ........28
Astral space .................................28
Aura Reading ...............................29
Auras ...........................................29
Barrier spell ..................................41
Barrier spells.................................41
Barrier Spells and Area of Effect....43
Blade Barrier spell ........................42
Blast Barrier spell..........................42
Bullet Barrier spell ........................42
Centering .....................................33
Centering vs. penalties against
shielding ...................................33
Conjuring .....................................29
Death Touch spell.........................43
Drain for sustaining spells .............37
Elemental effects ..........................37
Enchanting ...................................32
Essence loss and Magic loss .........29
Exclusive Spells ............................32
Extended spellcastinh...................37
Extra physical adept abilities.........35
Foci ..............................................30
Focus Addiction ...........................30
Gradual initiation ..........................33
Grounding ....................................37
Healing ........................................43
Holding spells ..............................38
Improved Ability physical adept
power .......................................36
Increased Reflexes physical
adept power .............................37
Initiates ........................................39
Initiation & metamagic .................33
Last-ditch spellcasting ..................38
Learnign new spells......................39
Levitate Item spell........................44
Levitate Person spell ....................44
Magical items for mundanes.........30
90
N
Negamagic Adepts............................ 35
Negotiation Skill ................................ 81
New Skills ......................................... 81
Acting ......................................... 81
Body Language ........................... 81
Disguise ...................................... 81
Homemaking............................... 81
Metamemory............................... 81
Other........................................... 81
Perception ................................... 82
Read and Write............................ 82
Noticing Spellcasting ......................... 39
Number Of Allergies.......................... 16
O
Opposed Tests ............................ 11, 12
Other Skills ........................................ 81
Overdamage ............................... 67, 68
Overflow Damage ............................. 17
P
Penetrating Barriers ........................... 60
Perception ......................................... 82
Perception Skill.................................. 82
Personal Barrier Spells.................. 43, 44
Physical Adept Power
Improved Ability ......................... 36
Increased Reflexes ....................... 37
Magic Delay Damage .................. 36
Magic Sense ................................ 36
Quick Draw ................................. 36
Shattering Blow ........................... 36
Sixth Sense.................................. 36
Physical Adept Powers ................ 20, 36
Increased Reflexes ....................... 36
Vision enhancement .................... 20
Physical Adepts ........................... 34, 35
Extra abilities ............................... 35
INDEX
More powerful .............................36
Newly-created characters .............36
Powers .........................................36
Physical Skills .....................................82
Ambidexterity ..............................82
Stealth..........................................82
Point-Blank Range ..............................71
Police Record .....................................13
Powers ...............................................17
Physical Adept .............................20
Regeneration ................................17
Projectile Weapons.............................78
Psychometry ......................................29
Reach .................................................52
Read and Write Skill ...........................82
Recoil .......................................... 55, 71
Recoil Table ........................................71
Reducing Area of Effect ......................39
Regeneration ......................................17
Reputation..........................................24
Ritual Sorcery
Damaging manipulation spells ......40
Ritual Sorcery and Damaging
Manipulation Spells .........................40
Rounding Off Numbers .......................10
Rule of One ........................................12
Magical misfires............................34
Rule of Six ..........................................12
Racial Maximum.................................16
Raising Skills.......................................25
Time spent ...................................27
Ranged Combat..................................54
Actions.........................................54
Air timed mini grenades and
scatter .......................................75
Ammunition .................................54
Ammunition vs. Barriers Table ......58
Ammunition vs. Vehicle Armor
Table .........................................61
Announcing Actions .....................54
Armor degradation.......................63
Attacks and targets.......................55
Barrier Ratings ..............................64
Barriers...................................55, 57
Body armor ..................................64
Called Shots .................................66
Critter hardened armor .................62
Damage .......................................75
Delaying Simple Actions...............54
Dodging .......................................69
Dodging table ..............................70
Firearms .......................................71
Gas venting miniguns ...................71
Gel and Stun Ammunition ............54
Grenade launchers against point
targets.......................................75
Grenades......................................75
Hit Location Table.........................76
Hit Locations ................................76
Penetrating barriers.......................60
Personal hardened armor..............62
Point-blank range .........................71
Projectile weapons .......................78
Rates oF fire..................................71
Recoil .....................................55, 71
Recoil table...................................71
Scatter..........................................76
Shotguns ......................................72
Standing & Kneeling ....................54
Targets .........................................55
Telescopic sights ..........................73
Telescopic sights and
movement ................................73
Telescopic sights and smartlinks ...73
Tracer ammunition........................73
Vehicle armor ...............................60
Weapon damages and ranges ......74
Rates OF Fire ......................................71
91
Spell Adepts...................................... 35
Spell Barrier Spell .............................. 42
Spell Defense Across Planes............... 40
Spell Locks ........................................ 32
And exclusive spells .................... 32
Spell Resistance Tests ........................ 40
Spell Signatures ................................. 40
Spellcasting ....................................... 37
Aiming spells............................... 37
Drain for sustaining spells ............ 37
Elemental effects.......................... 37
Extended ..................................... 37
Holding spells.............................. 38
Last-ditch .................................... 38
Noticing ...................................... 39
Ritual sorcery and damaging
manipulation spells ................... 40
Spell Resistance Tests .................. 40
Spell signatures ........................... 40
Sustained Damaging
Manipulation spells................... 40
Sustaining spells .......................... 40
Spells ................................................ 41
Aiming ........................................ 37
Barrier.......................................... 41
Barrier spells ................................ 41
Barrier Spells and Area of Effect ... 43
Blade Barrier ................................ 42
Blast Barrier ................................. 42
Bullet Barrier ................................ 42
Damaging Manipulations ....... 39, 40
Death Touch ................................ 43
Drain for sustaining ...................... 37
Elemental effects.......................... 37
Extended casting ......................... 37
Grounding ................................... 37
Heal............................................. 43
Healing........................................ 43
Holding ....................................... 38
Last-ditch casting......................... 38
Learning new............................... 39
Levitate Item ............................... 44
Levitate Person ............................ 44
Mana Barrier ................................ 42
Noticing ...................................... 39
Personal Barrier Spells............ 43, 44
Reducing area of effect................. 39
Resisting ...................................... 40
Signatures.................................... 40
Spell Barrier ................................. 42
Spell Defense............................... 40
Spell locks ................................... 32
Spell locks and exclusive spells.... 32
Spirit Barrier................................. 42
Stabilize ....................................... 43
Sterilize ....................................... 44
Stun Touch................................... 43
Sustained Damaging
Manipulation spells................... 40
Sustaining.................................... 40
Treat ............................................ 43
Spirit Adepts ..................................... 35
Spirit Barrier Spell .............................. 42
Stabilize Spell .................................... 43
Staging Damage ................................ 68
Standing & Kneeling.......................... 54
Starting Resources ............................. 21
Starting Spells With Force Modifiers... 40
State Of The Art................................. 12
Matrix.......................................... 12
INDEX
Stealth................................................82
Sterilize Spell .....................................44
Strength 1 Trolls .................................16
Stun Ammunition ...............................54
Stun Damage And Knockback ............68
Stun Touch spell.................................43
Success Tests .....................................11
Successes
Buying .........................................24
Sustained Damaging Manipulation
Spells ..............................................40
Sustaining Spells ................................40
System Identification Numbers .....10, 13
T
Tactical Computers
Vision Magnification .....................23
Taking Edges & Flaws With The
Priority System ................................20
Technical Skills ...................................83
Biotech.........................................83
Telescopic Sights................................73
U
Unarmed Combat Skill ........................79
Using Dice Pool Dice ..........................18
V
Vehicle Armor
92
W
Weapon Damages and Ranges .......... 74
Wounds Affecting Movement............ 68
BIOWARE CHARACTERS
KARMA
MAGIC
MATRIX MELEE COMBAT RANGED COMBAT
GENERAL RULES
94
CYBERWARE
VEHICLES