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Hits & Thresholds ..........................................
Buying Hits ...................................................
Glitches ........................................................
Tests and Limits ............................................
Success tests .............................................
Opposed tests ...........................................
TABLE OF CONTENTS Character Generation .......................................................... 2 Priority Table .................................................................... 2 Metatype ....................................................................... 2 Attributes ................................................................ ....... 3 Magic or Resonance ...................................................... 3 Skills ............................................................................... 3 Resources ...................................................................... 3 10 STEPS to Character ....................................................... 3 Master your semester with Scribd Step 1: Choose a Concept .............................................. 3 & TheStep New York Times 2: Choose a Metatype ........................................... 3
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Step 3: Assign Atri butes ................................................. 3
Extended tests ...........................................
Teamwork tests ........................................
Edge..................................................................
Edge Effects...................................................
Regaining Edge ..............................................
Burning Edge .................................................
Combat .............................................................
Stages of combat ..........................................
Ranged Combat.............................................
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Melee Combat ..............................................
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Spellcasting .................................................. Tables
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You decide on your character by selecting Priorities from the table above. You may only take one column from each row.
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This is where you chose your race, th parentheses is bonus stat points for y ATTRIBUTES
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Here you chose your pool of points for your PHYSICAL and MENTAL ATTRIBUTES
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Here you take your pool of Attribu distribute them among your Attributes. Belo for racial minimums and maximums and initia Your attributes are:
Your Hand Eye Coordinat
Here you choose what kind (if any) of mage or adept you want.
Your Toughness Your Social Ability
Your Humanity Your Instinct Your ability to think thing
This is the pool of points for applying to skills. The number in parentheses is the number of points you CAN choose as skill groups. These groups must be bought from the first number and are not extra points.
Your Reaction speed Brute muscle power Mental Resilience
This is the amount of money you have to buy starting equipment.
This is where you decide on what profession you are going to have. This is one of the following: Combat Character, Street Sam or Mercenary Type Rigger, A person who operates machinery, driver or drones Spellcaster, Mage or Shaman Adept, Phyisical adept who uses magic to boost themselves Technomancer who uses magic to access technology. Face, the wheeler, dealer and negotiator of the group. You don’t have to pick just one of the above archetypes, you can develop hybrids, even between the magic user types. However this means dividing your resources. What about the Decker? The Decker is generally not playable in my games. Technomancers may also be equally restricted.
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When allocating your abilities, you need following: All Attributes start at their metatype FREE. You may only have ONE stat at or maximum The number in parentheses is for SPECIA only, Magic, Resonance and Edge.
If you are using a magic user charac Priority now. If not, this is Priority E.
On SR5 Pg.71 there is a list of positive qualities (merits and flaws) a character may c You have 25 KARMA to spend, this Karma can for character advancement later. (See Step 7) As a general rule, I may insist on 10 P Negative Qualities, which must be relevant to
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Every item either has an Availability rating or a Device rating. (or both)You cannot buy any item with Availability higher than 12 or a Device rating higher than 6. You may only keep ¥5000 (Nuyen) for after start of play. Don’t forget to look at SR5 Pg.95 to look at Lifestyles. You can’t Shadowrun if you can’t eat or sleep. If you are running short, you may convert Karma to cash at a rate of ¥2000 per Karma (Max ¥20,000)
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Here you round off your character in and what they are. Revisit your Concept, d fiddling and build up your background of y Why have you go the Special Qualities you ch why do you live where you live, why do Shadows, and what do you want to achieve fo
If you have any Karma left over from character generation, you may spend it now as if you had earned it gameplay.
Here you look at all your final Attributes, abilities and skills and make your final calculations. Here you look at your Special Attributes and Initiative as well as any other maths you need to do.
There are certain derived stats, these SPECIAL ATTRIBUTES are part of your character and are based off your primary ATTRIBUTES
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CHARISMA + INTUITION
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The game uses six-sided dice, and usually you need a good quantity of them. The amount of dice you roll is referred to as a dice pool. Additions to the dice pool are often noted by a number in front of the term”D6,” so that 3D6 refers to three six-sided dice. When you roll, you want to see fives and sixes. Each one of these numbers that comes up is called a hit. The more hits you roll, the better chance you have to pull off whatever you are attempting to do. You roll D6s to get 5+ which is a Success or HIT
Each time you roll the dice, you’ll be looking to get enough hits to meet or beat a threshold, which is the number of hits you need to do the thing you’re trying to do. That threshold changes depending on what it is you want to accomplish; sometimes it will be a set number of hits, other times you’ll just be trying to get more hits than the other guy. There will also be occasions when you see how many hits you can rack up over an extended period. All of this will be covered more in the section dealing with tests. To succeed at a skill you need to roll enough HITS to make the THRESHOLD
Descriptions of skills often have examples of thresholds that should be used, but gamemasters can fall back on the simple guidelines shown in the Success Test Thresholds table.
1 2 4
6 Master your semester8-10 with Scribd & The New York Times most tests, number of hits you get can do Special offer forIn students: Only the $4.99/month.
more than just determine whether you succeed; it can add
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rounded down. Note that this can’t be a halfw you can’t buy a couple of hits and then ro Either you buy hits with all your dice, or you them. Buying hits often should not be done if there a glitch or critical glitch that might significan course of the game’s actions. You need your approval to buy hits. If he doesn’t want you the test, then you’re not buying hits—get read
Along with fives and sixes, you attention to how many ones show up whe dice. If more than half the dice you rolled sho you’ve got problems. This is called a glitch. W something bad happens. Maybe you drop you you trip over a broken piece of pavemen noticed. Whatever the case, something happe your life more difficult. Just what it is that hap the discretion of the gamemaster. The guidel is that whatever happens should make life mo the particular character while not disastrou with their work. For example, a runner who while working to defuse an explosive may cutters, or may call up the wrong augm window of information about the nature of th gamemaster should not, however, decree th abruptly cut the wrong wire so that the explo in their face. As an additional factor, the gam decide to make the glitch more severe if the p one or two hits along with it. Note that it is possible to roll a glitch has enough hits to be successful. In these ca does not cancel out the success; instead, the in addition to the success. For example, a brut mighty swing at a Soldier, rolling enough contact but also glitching. The Soldier takes the Brute’s beefy fist slamming into his face, of the swing and the need to aim downw brute off balance, sending him tothe gro Read Free Foron 30this Days Sign up to vote title punch lands. In the next couple of rounds, th Useful Not useful get up on hisCancel feetanytime. and get back into a fighting may be circumstances where a player rolls a does not achieve a single hit. This is called a
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using the Close Call function of Edge, players can downgrade a critical glitch to a mere glitch, or entirely negate a glitch (note that they cannot spend two points to negate a critical glitch). This does not, however, do anything about their total lack of hits. They’ll just have to suck that up. If more than half your dice are 1s you GLITCH, if you glitch and don’t succeed, you CRITICAL GLITCH.
When you roll dice in the game, you are generally making one form of test or another. There are four things you need to know when you’re making a test. They are: 1. 2.
3. 4.
What kind of test it is; How many dice you should roll (usually this is a rating of a skill added to the rating of a linked attribute); The limit on the test, which tells you the maximum amount of hits you can apply to the test; The threshold for the test.
The notation for a test gives you all the information you need to know. Test notations look slightly different based on the kind of test it is—either a Success test, an Opposed test, an Extended test, or a Teamwork test. Each type is discussed below. There are two different types of limits: inherent limits and limits from gear. Your character has three inherent limits—Physical, Mental, and Social—that are derived from their attributes (p. 51). These limits represent just how far you can push your body, your mind, and your charm (elven characters may be dismayed to discover that their charm is not, in fact, boundless). In game terms, limits tell you how many of the hits from your initial roll you can actually use to determine the result of the test. If you roll more hits than your limit allows, then you can only count the hits equal to the limit. Occasionally runners might find ways to extend or even blow by their limits, but they should be aware of these limits so they know how it might affect any upcoming tests. One method to get around a limit is Edge—by using a point of Edge, you may choose to ignore Specialyour offerlimit for students: Only $4.99/month. for a single test (see Edge Effects). Note that limits generally only apply to tests
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piece of gear that reflects both its general n quality of its workmanship.
Success tests generally occur when a to use her abilities to accomplish somethin moment of time. This could involve weaving traffic at high speed, looking for a needle in lifting a heavy object. A Success test (also Simple test) is a matter of rolling up enough the threshold for the test, the moving on notation looks like this:
SKILL + STAT (Applicable Limit) (Thresho or Perception + Intuition (Mental) (3)
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Note that Opposed tests do not list a threshold. That’s because in an Opposed test, you are trying to generate more hits than an opponent. Sometimes the opponent is rolling the same skill + attribute combination, sometimes a different one, for information on what skills and attributes are used in specific Opposed tests.
Rather than taking place in a single moment, some tests take place over time. Maybe you’re taking a few days to learn a new Skill or you’re repairing your beat-up car and you need to determine how long the job takes. Extended test notation looks like this: SKILL + STAT (Limit) (Threshold, Interval) Extended Test or Auto Repair + Logic (Mental) (10, 1 Hour) Extended Test
Instead of obtaining all of the needed hits in a single roll, Extended tests allow you to make repeated rolls and then accumulate the hits you made in each roll until you either reach the threshold, you run out of time because there’s something else you need to do or because people start shooting at you, or you run out of rolls. Note that on each roll of the Extended test, you can only count the hits equal to or under the applicable limit. The interval for an Extended test describes how much time passes between each roll. Intervals can be as short as a Combat Turn or as long as a month. The Task Difficulty Threshold table provides some suggestions on thresholds for Extended tests, while the Extended Test Difficulties can help gamemasters choose the proper interval. Extended tests cannot last forever; at some point, characters reach the limit of their abilities, and further efforts will do them no good. To simulate this, with each successive roll on an Extended test, players should remove one die from their dice pool. Eventually they’ll have no dice left, and the test will be over. Generally, all of the rolls for an Extended test do not need to be made concurrently. Characters can set the task aside for a bit, do something else, then pick up where Specialthey offerleft for off students: Only $4.99/month. with the amount of hits they had remaining in place.
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To start a Teamwork test, your gr choose someone to act as the leader. All of th as assistants, and they should roll the appr attribute. For each assistant that scores at lea relevant limit for the leader’s test incre Additionally, each hit the assistants make ad the leader’s dice pool. The most dice that ca the test is equal to the leader’s rating in the a or the highest attribute rating if the test attributes. The leader then rolls their adjus and tries to beat the threshold for the test. If any assistant rolls a critical glitch, t receives no adjustments to the relevant limit, the regular effects of a critical glitch. A glitch assistant from adding an adjustment to the lim
Edge is a character’s luck, the favour of t
unexplainable factor that allows her to bea
character’s Edge attribute represents the nu
points a character has to spend during gam
points can be used for a wide range of ben
below. Edge points that are spent are
unavailable (see Regaining Edge, at right), as take you so far. A character’s Edge attribute
changes, even when Edge points are spen character permanently burns Edge (see 57).
Edge can affect your character’s world in a
When you want one of these effects to happ
spend a point of Edge. A character can onl points on her own actions; she cannot spend
others. No more than 1 point of Edge can be
specific test or action at one time. If you sp
Edge for extra dice and rolled a critical glitc
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or critical glitch, it does not use the Rule of Six, and it has no effect on limits.
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Sometimes it’s not enough just to spend a
and hope for the best. Sometimes you nee Seize the Initiative: Move to the top of the initiative order,
results—or a miracle. In those circumstan
regardless of your Initiative Score. If multiple characters
choose to burn a point of Edge, meaning it is
spend Edge to go first in the same Combat Turn, those
not be recovered through the normal means
characters go before everybody else, in order of their
future you can spend Karma to move your E
Initiative Scores; subsequently, the other players and NPCs
Burning a point of Edge has two potential use
take their actions according to their Initiative Scores. This move to the top of the order lasts for the entire Combat
Smackdown: Automatically succeed in an ac
Turn (meaning multiple Initiative Passes); you return to
net hits. This has to be an action the characte
your normal place in Initiative order at the start of the
performing—he cannot, for example, score
following Combat Turn.
skill like Automotive Mechanic if he does not that skill. Limits have no effect on this—the
Blitz: Roll the maximum of five Initiative Dice for a single
four net hits regardless of the applicable limit
Combat Turn.
Not Dead Yet: There are circumstances—a Close Call: Either negate the effects of one glitch or turn a
brain, a live grenade in the pants—that by al
critical glitch into a glitch.
result in a character’s inevitable death. In player may elect to burn a point of Edge in
Dead Man’s Trigger: When your character is about to fall
her character alive, against all odds. Note tha
unconscious or die, you can spend a point of Edge to make
mean she entirely avoids the effects of the p
a Body + Willpower (3) test. If you succeed, you may spend
action. The bullet still hits their head, and th
any remaining actions you have on a single action before
goes off. Instead of dying, though, the chara
your character blacks out.
to keep breathing somehow and maintain a th
pulse, giving others a chance to stabilize her
provide some quick healing. The gamemaster
the exact circumstances that lead to the char Your character gets one point of Edge back after a fulfilling
the current threat.
meal and a good night’s sleep (at least eight hours); additionally, the gamemaster can reward players by refreshing a single point of Edge in exchange for inventive or entertaining actions in the course of a gaming session. Incidentally, that’s refreshed Edge points, not free Edge points—you can’t go higher than your maximum Edge. Luck Master your semester with Scribd only counts if you use it. Good roleplaying. & The New York Times Heroic acts of self-sacrifice. • •
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Achievement of important personal goals.
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7. A quick primer on how to resolve actions and
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World of Darkness System
8. 9.
If DV is greater than AV, attack is Physi lesser Stun Damage. Defender rolls BODY+AV. Each HIT =-1DV Defender suffers any remaining DV a 1DV=1Square.
SR5 Pg.158 1. 2. 3. 4.
5. 6. 7.
Roll initiative Begin initiative pass Highest First Begin Action Phase Declare Actions a. You may take 1 COMPLEX or 2 SIMPLE actions and 1 FREE action Resolve Actions Resolve other Initiative Pass and Action Phases a. Next actions at Initiative -10 Start Over
SR5 Pg.188 Melee defenders have 5 Defence options 1. 2. 3. 4. 5.
Normal, No Penalty a. Reaction + Intuition (No Limit) Parry, use melee weapon to parry, -5 to a. Reaction + Intuition + Melee Skill (P Block, use H2H to parry, -5 to Init a. Reaction + Intuition + H2H Skill (Phy Dodge, Use Gymnastics to Dodge, -5 to In a. Reaction + Intuition + Gymnastics S Full Defence. -10 to Init + Willpower to a for whole round.
SR5 Pg.281 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.
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14.
Choose Spell Choose Target Choose Spell Force (Max MAGICx2) a. F=Limit = More Damage + More Dra Cast Spell Spellcasting + Magic (Force) For DIRECT spells, target resists spell (Se For INDIRECT spells, target dodges. a. Reaction + Intuition (No Limit) For DIRECT spells Net Hits are applied as For INDIRECT spells Damage is HITS + For Force = AP value, Armour Applies Roll Body + AV to resist damage. Roll Vs Drain of spell. (Modified Force o resist x2) If TOTAL hits (after Limit (Force)) is MAGIC, Drain is Physical instead of stun Roll (Mages) LOGIC + WILLPOWER Read Free Foron 30this Days Sign up to vote title CHARISMA + WILLPOWER. Each HIT redu
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