Professional Documents
Culture Documents
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Buying Hits ........................................................................ 5
WORLD Glitches ............................................................................. 5
Tests and Limits ................................................................ 6
Success tests .................................................................. 6
Opposed tests ................................................................ 6
TABLE OF CONTENTS Extended tests ............................................................... 7
Character Generation .......................................................... 2
Teamwork tests ............................................................. 7
Priority Table .................................................................... 2
Edge...................................................................................... 7
Metatype ....................................................................... 2
Edge Effects....................................................................... 7
Attributes ....................................................................... 3
Regaining Edge .................................................................. 8
Magic or Resonance ...................................................... 3
Burning Edge ..................................................................... 8
Skills ............................................................................... 3
Combat ................................................................................. 9
Resources ...................................................................... 3
Stages of combat .............................................................. 9
10 STEPS to Character....................................................... 3
Ranged Combat................................................................. 9
Step 1: Choose a Concept .............................................. 3
Melee Combat .................................................................. 9
Step 2: Choose a Metatype ........................................... 3
Spellcasting ....................................................................... 9
Step 3: Assign Atributes ................................................. 3
Tables ................................................................................. 10
Step 4: Choose Magic or Resonance.............................. 3
Step 5: Purchase Qualities ............................................. 3
Step 6: Purchase Skills ................................................... 3
Step 7: Spend Resources ............................................... 3
Step 8: Spend Leftover Karma ....................................... 4
Step 9: Final Calculations .................................................. 4
Special Attributes .......................................................... 4
Inititative ....................................................................... 4
Step 10: Final Touches ................................................... 4
Skills ..................................................................................... 5
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CHARACTER GENERATION
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Attributes Here you take your pool of Attribute points and
Here you chose your pool of points for your PHYSICAL and distribute them among your Attributes. Below is the table
MENTAL ATTRIBUTES for racial minimums and maximums and initial levels.
Your attributes are:
Magic or Resonance ATTRIBUTE Description
Here you choose what kind (if any) of mage or adept you AGILITY Your Hand Eye Coordination
want. BODY Your Toughness
Skills CHARISMA Your Social Ability
This is the pool of points for applying to skills. The number ESSENCE Your Humanity
in parentheses is the number of points you CAN choose as INTUITION Your Instinct
skill groups. These groups must be bought from the first LOGIC Your ability to think things through
number and are not extra points. REACTION Your Reaction speed
STRENGTH Brute muscle power
Resources WILLPOWER Mental Resilience
This is the amount of money you have to buy starting
equipment.
When allocating your abilities, you need to note the
following:
10 STEPS TO CHARACTER All Attributes start at their metatype minimum for
FREE.
Step 1: Choose a Concept You may only have ONE stat at or above racial
This is where you decide on what profession you are going maximum
to have. This is one of the following: The number in parentheses is for SPECIAL ATTRIBUTES
Combat Character, Street Sam or Mercenary Type only, Magic, Resonance and Edge.
Rigger, A person who operates machinery, driver or
drones Step 4: Choose Magic or Resonance
Spellcaster, Mage or Shaman If you are using a magic user character, pick your
Adept, Phyisical adept who uses magic to boost Priority now. If not, this is Priority E.
themselves
Technomancer who uses magic to access technology. Step 5: Purchase Qualities
Face, the wheeler, dealer and negotiator of the group.
On SR5 Pg.71 there is a list of positive and negative
qualities (merits and flaws) a character may choose to take.
You don’t have to pick just one of the above
You have 25 KARMA to spend, this Karma can also be saved
archetypes, you can develop hybrids, even between the
for character advancement later. (See Step 7).
magic user types. However this means dividing your
As a general rule, I may insist on 10 Points worth of
resources.
Negative Qualities, which must be relevant to you.
What about the Decker? The Decker is generally
not playable in my games. Technomancers may also be
equally restricted.
Step 6: Purchase Skills
Here you spend your skill points, You cannot start
Step 2: Choose a Metatype
with a skill higher than 6. You buy Skills at a rate of 1 for 1.
Here you pick your race. Please refer to the
Priority Table when making this choice.
Step 7: Spend Resources
Time to go shopping. You may buy Augmentations
Step 3: Assign Atributes
(cyberware) equipment, tools, weapons, magic gear etc.
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Every item either has an Availability rating or a Device Step 10: Final Touches
rating. (or both)You cannot buy any item with Availability Here you round off your character in terms of who
higher than 12 or a Device rating higher than 6. and what they are. Revisit your Concept, do any number
You may only keep ¥5000 (Nuyen) for after start of fiddling and build up your background of your character.
play. Don’t forget to look at SR5 Pg.95 to look at Lifestyles. Why have you go the Special Qualities you chose in Step 5,
You can’t Shadowrun if you can’t eat or sleep. why do you live where you live, why do you Run the
If you are running short, you may convert Karma to Shadows, and what do you want to achieve for yourself?
cash at a rate of ¥2000 per Karma (Max ¥20,000)
Special Attributes
There are certain derived stats, these SPECIAL ATTRIBUTES
are part of your character and are based off your primary
ATTRIBUTES
SPECIAL Description
Composure WITS + CHARISMA
Judge Intent CHARISMA + INTUITION
Memory LOGIC + WILLPOWER
Movement See Table
Carry (BODY + STRENGTH) x 15kg
Lift (BODY + STRENGTH) x 10kg
Physical Hits 8+ (BODY/2)
Stun Hits 8+ (WILLPOWER/2)
Inititative
Type Calculation
Normal 1D6+ INTUITION + REACTION
Matrix 1D6+ INTUITION + REACTION
Astral 2D6+ INTUITION x2
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SKILLS rounded down. Note that this can’t be a halfway measure—
you can’t buy a couple of hits and then roll for the rest.
Either you buy hits with all your dice, or you roll with all of
HITS & THRESHOLDS them.
Buying hits often should not be done if there is a chance of
The game uses six-sided dice, and usually you need a glitch or critical glitch that might significantly change the
a good quantity of them. The amount of dice you roll is course of the game’s actions. You need your gamemaster’s
referred to as a dice pool. Additions to the dice pool are approval to buy hits. If he doesn’t want you to buy hits for
often noted by a number in front of the term”D6,” so that the test, then you’re not buying hits—get ready to roll.
3D6 refers to three six-sided dice. When you roll, you want
to see fives and sixes. Each one of these numbers that GLITCHES
comes up is called a hit. The more hits you roll, the better
chance you have to pull off whatever you are attempting to
Along with fives and sixes, you need to pay
do.
attention to how many ones show up when you roll the
dice. If more than half the dice you rolled show a one, then
You roll D6s to get 5+ which is a Success or HIT
you’ve got problems. This is called a glitch. When you glitch,
something bad happens. Maybe you drop your gun. Maybe
Each time you roll the dice, you’ll be looking to get
you trip over a broken piece of pavement you hadn’t
enough hits to meet or beat a threshold, which is the
noticed. Whatever the case, something happens that makes
number of hits you need to do the thing you’re trying to do.
your life more difficult. Just what it is that happens is left to
That threshold changes depending on what it is you want to
the discretion of the gamemaster. The guideline for a glitch
accomplish; sometimes it will be a set number of hits, other
is that whatever happens should make life more difficult for
times you’ll just be trying to get more hits than the other
the particular character while not disastrously interfering
guy. There will also be occasions when you see how many
with their work. For example, a runner who rolls a glitch
hits you can rack up over an extended period. All of this will
while working to defuse an explosive may drop his wire
be covered more in the section dealing with tests.
cutters, or may call up the wrong augmented reality
window of information about the nature of the device. The
To succeed at a skill you need to roll enough HITS to make
gamemaster should not, however, decree that the player
the THRESHOLD
abruptly cut the wrong wire so that the explosive blows up
in their face. As an additional factor, the gamemaster may
Descriptions of skills often have examples of
decide to make the glitch more severe if the player only had
thresholds that should be used, but gamemasters can fall
one or two hits along with it.
back on the simple guidelines shown in the Success Test
Note that it is possible to roll a glitch on a test that
Thresholds table.
has enough hits to be successful. In these cases, the glitch
does not cancel out the success; instead, the glitch occurs
Difficulty Threshold in addition to the success. For example, a brute could take a
Easy 1 mighty swing at a Soldier, rolling enough hits to make
Average 2 contact but also glitching. The Soldier takes damage from
Hard 4 the Brute’s beefy fist slamming into his face, but the force
Very Hard 6 of the swing and the need to aim downward takes the
brute off balance, sending him to the ground after the
Extreme 8-10
punch lands. In the next couple of rounds, the brute has to
get up on his feet and get back into a fighting stance. There
In most tests, the number of hits you get can do may be circumstances where a player rolls a glitch and also
more than just determine whether you succeed; it can add does not achieve a single hit. This is called a critical glitch,
to your success. The number of hits you have that is more and this is where the proverbial hits the fan. These are the
than what you needed is referred to as your net hits. Net dice rolls that could put characters’ lives at risk, where
hits can increase the damage you do in combat or have they’re going to have to think fast and move faster in order
other positive effects. At the gamemaster’s discretion, she to get out with their hoops intact. Again, exactly what
can reward extraordinary rolls that result in a high number happens is up to the gamemaster, but a critical glitch
of net hits (four or more) with a little extra accomplishment should throw a serious monkey wrench into character’s
for the runner, something that may make their next test plans, making them scramble to recover. While an abrupt,
easier. ignominious death is possible when a critical glitch is rolled,
gamemasters and players will likely have more fun if the
BUYING HITS roll keeps the players alive but forces them to improvise,
test the limits of their skills, and develop desperate plans to
Sometimes it can save time to skip a test and allow help them stay alive.
a player simply to buy hits, especially if they are rolling so Clearly, a critical glitch is something players want
many dice they are fairly certain they’ll succeed. To buy to avoid, and if they really feel the need to do it, they can
hits, simply count one hit for every four dice in your pool, use a point of Edge to do so (see Edge Effects, p. 56). By
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using the Close Call function of Edge, players can piece of gear that reflects both its general nature and the
downgrade a critical glitch to a mere glitch, or entirely quality of its workmanship.
negate a glitch (note that they cannot spend two points to
negate a critical glitch). This does not, however, do Success tests
anything about their total lack of hits. They’ll just have to
suck that up.
Success tests generally occur when a character has
to use her abilities to accomplish something in a single
If more than half your dice are 1s you GLITCH, if you glitch
moment of time. This could involve weaving a car through
and don’t succeed, you CRITICAL GLITCH.
traffic at high speed, looking for a needle in a haystack, or
lifting a heavy object. A Success test (also known as a
TESTS AND LIMITS Simple test) is a matter of rolling up enough hits to meet
When you roll dice in the game, you are generally making the threshold for the test, the moving on. Success test
one form of test or another. There are four things you need notation looks like this:
to know when you’re making a test. They are:
SKILL + STAT (Applicable Limit) (Threshold) Test
1. What kind of test it is; or
2. How many dice you should roll (usually this is a Perception + Intuition (Mental) (3) Test
rating of a skill added to the rating of a linked
attribute);
3. The limit on the test, which tells you the maximum
amount of hits you can apply to the test;
4. The threshold for the test.
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COMBAT 7. If DV is greater than AV, attack is Physical Damage, if
lesser Stun Damage.
A quick primer on how to resolve actions and
8. Defender rolls BODY+AV. Each HIT =-1DV
combat
9. Defender suffers any remaining DV as lost health.
1DV=1Square.
STAGES OF COMBAT
SR5 Pg.158
MELEE COMBAT
1. Roll initiative
SR5 Pg.188
2. Begin initiative pass Highest First
3. Begin Action Phase Melee defenders have 5 Defence options
4. Declare Actions 1. Normal, No Penalty
a. You may take 1 COMPLEX or 2 SIMPLE actions a. Reaction + Intuition (No Limit)
and 1 FREE action 2. Parry, use melee weapon to parry, -5 to Init
5. Resolve Actions a. Reaction + Intuition + Melee Skill (Physical)
6. Resolve other Initiative Pass and Action Phases 3. Block, use H2H to parry, -5 to Init
a. Next actions at Initiative -10 a. Reaction + Intuition + H2H Skill (Physical)
7. Start Over 4. Dodge, Use Gymnastics to Dodge, -5 to Init
a. Reaction + Intuition + Gymnastics Skill (Physical)
5. Full Defence. -10 to Init + Willpower to any above test
for whole round.
SPELLCASTING
SR5 Pg.281
1. Choose Spell
2. Choose Target
3. Choose Spell Force (Max MAGICx2)
a. F=Limit = More Damage + More Drain
4. Cast Spell
5. Spellcasting + Magic (Force)
6. For DIRECT spells, target resists spell (See Spell)
7. For INDIRECT spells, target dodges.
a. Reaction + Intuition (No Limit)
8. For DIRECT spells Net Hits are applied as damage.
9. For INDIRECT spells Damage is HITS + Force
10. Force = AP value, Armour Applies
11. Roll Body + AV to resist damage.
12. Roll Vs Drain of spell. (Modified Force or Conjuration
resist x2)
13. If TOTAL hits (after Limit (Force)) is greater than
MAGIC, Drain is Physical instead of stun
14. Roll (Mages) LOGIC + WILLPOWER, (Shamans)
CHARISMA + WILLPOWER. Each HIT reduces Damage.
RANGED COMBAT
SR5 Pg.172
1. Attacker Rolls to Attack, Count Attack HITS (AH)
a. SKILL + STAT (Applicable Limit)
2. Defender Rolls to Dodge, Count Defence HITS (DH)
Pg.188
a. Reaction + Intuition (No Limit)
b. Full defence means -10 to Init, + Willpower to
Defence rolls for whole round.
3. Subtract DH from AH, If positive Attacker wins.
4. Positive value is Net Hits (NH)
5. Add NH to Damage of Weapon. To get Damage Value
(DV)
6. Subtract Weapon AP from Armour Rating (AR) to get
Armour Value (AV)
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TABLES
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