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====TECH==== [[File:Sr.D5.Tech.jpg | 300px | right]] Techs range from mechanics, riggers and computer hackers. Anyone with a more cerebral, technical side of doing things. '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 16 + your Constitution mod. :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light :'''Weapons''': Heavy Firearms, Light Firearms, Simple weapons :'''Saving Throw''': Intelligence and Wisdom :'''Skills''': Mechanics and choose additional four from among Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Persuasion, Physical Science, Pilot, Stealth or Technology. '''EQUIPMENT'''</br> You start with the following equipment, in addition to the equipment grants by your background: * (a) Undercover Vest or (b) Lined Coat * (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter or (d) Ares Predator pistol with Concealed Hostler, 100 rounds of regular ammunition and 2 extra mags (or speed loaders) * Two simple melee weapons or one martial weapon of choice * Repair Kit * (a) Drone or (b) Decker's Persona or (c) or Mechanic garage or (d) a Rigged Vehicle (see Core Abilities) * One boosted comlink (broadcast 3, firewall 1, Int 14, Wis 10) and a Datajack Implant (Strain 1) * An extra 500¥ '''THREE CORE TALENTS'''</br> Pick one of the overall Talent trees (Drone Master, Hacker, Mechanic or Rigger) and the core ability Talent. Your other picks must be from this Tree or you can pick up to two starting talents from the Generic Cybernetics Talent Tree. After 1st level, through multi-classing, you must take one ‘core’ talent to qualify to take any other Talent in the Tree (i.e. you have to take Drone Rigger to also take Best Frined, etc).</br> DRONE MASTER TALENT TREE</br> Prerequisite: proficiency with Drone Pilot plus Vehicle Rigger Control (VRC) cybernetic implant. [[File:SR.D5.Rigger.jpg | 250px | left]] :'''Drone Rigger''' (Core Ability): You are a specialized drone rigger. Any drones that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a Drone Bonus- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you are incapacitated or reduced to 0 hit points or if a drone is outside its communications range its action must be on ‘autopilot’ or it does not act at all. Autopilot mod is explained later for a drones actions (see the MAXTRIX). :With AR control you can take the following actions in a round with controlled drone in your command range. As a Free Action you can order your drones to Move up to its Speed. As a Bonus Action you can order one drone to take the same Attack, Dash, Disengage, Dodge or Help action. As an Action you can direct all of the drones to take the same Attack, Dash, Disengage, Dodge or Help action. Or as an Action you can order all the actions for one drone (and make these rolls with its bonuses plus your Drone Bonus). These actions are distracting though and you are at Disadvantage for all of your personal attacks and checks (but not saving throws). :With full Emersion you take control of one specific drone but can still direct the actions of other drones that you control within your command range. As a free action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action or order all other drones to Move up to their Speed. As a bonus actions you can direct all drones to take the same Attack, Dash, Disengage, Dodge or Help action. As n Action you direct the one drone under your specific/direct control by making all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the drone's saves plus your Drone Bonus). :At 5th level if you have multi-attack actions (via Double feats) you can take extra attacks with different drones at different targets (or the same) at no penalty or distraction to you. If you gain any other additional attacks the GM will direct you if they can be used for drones (most can under Full Emersion only). :If this class is chosen at character creation, the Drone Rigger gains either a Combat, Recon or Stealth Drone for free. The Combat Drone can have two light firearms or one medium installed while the Recon and Stealth may have up one light firearm installed for free (not all stealth drone allows for weapons due to the small size). After character creation must purchase drones and weapons separately. :'''A.I. Upgrade''': You have upgraded your starting drone with an enhanced A.I. processor for +6 Intelligence, meaning it is a no action by you to order the drone to take the Attack, Dash, Disengage, Dodge or Help action each round. If you are incapacitated or reduces to 0 hit points or if the drone is not within your command range the drone it can still take these actions based on your last orders. If you take a Bonus action the drone can take a full action that round. You can only take this upgrade for free at character creation. Otherwise you must also pay for it (cost 10,000¥ and must be installed by someone with Drone Upgrade feat). :'''Best Friends''': You grant any drone under your control within your command range an Intelligence save against Drone Hacking. If you are directly controlling it via Full Emersion it uses your save and its at advantage! :'''Bounce Back''': When a drone you are controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest. :'''Drone Evasion''': If a drone that you are controlling is hit by an area of effect attack, it takes no damage if it successful saves. You cannot use this ability if the drone is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+. :'''Drone Hacking''': Through you VRC implant you may attempt to hack an enemy drone or syder system. As an action make a '''DC15''' Intelligence (Computer Use) skill (minus the drones Firewall). If you succeed you impose the '''''Charmed''''' condition onto an autopilot systems. However if another operator is directly controlling the drone (or you have Best Friends talent) it gains an Intelligence save vs. a '''DC8''' + your proficiency bonus + your Intelligence modifier. If the drone fails you knock the opposing operator out of the system (see Dumpshock, if it is under direct control) and the drone gains the '''''Charmed''''' condition. You can order this drone or system as if is under your control but you must maintain concentration each round with at least a bonus Action. Any round you stop concentrating (or if you take damage and fail a Concentration roll; see PHB pg.) the drone loses the conditions with you. You have advantage when trying to hack your own drones. HACKER TALENT TREE[[File:SR.D5.OrkDecker.jpg | 250px | right]] Prerequisite: proficiency with Computer Use skill. :'''Decker Persona (Core talent)''': Anyone who using emersion when accessing the Matrix uses an aviator that somewhat reflects their personality. Most wageslaves just use the company personas with a few minor personal touches (so long as they are deemed appropriate by the corp), but illegal counsel-cowboys (and girls) like to build custom personas with a lot of illegal software added on. Your Decker has built out a better than average persona that she can use when running the Matrix. Its’ Matrix stats are Strength 14 and Constitution 14 (level 1 boost each), Matrix HP 32 + your Level (level 2 boost), AC is 15 + you Intelligence modifier (level 2 boost), Hardness 4 (level 3 boost), Attack 1d8 + Matrix Strength modifier (level 1 boost), Scan and Search (Perception and Investigation), both equal to your proficiency bonus + Intelligence modifier, and either Sleaze 4 (Disguising your Persona in the Matrix) or Sneak 4 (Invisibility in the Matrix) '''DC12''' + your Intelligence bonus + your proficiency modifier + comlink’s Firewall (Rating 4). :If you took this talent after character creation it costs you 6,000¥ to cobbled together your custom persona. If this class is chosen at character creation gain a Hacker comlink (Broadcast 3, Firewall 2, Intelligence 16, Wisdom 12, proficiency +3, full emersion). :'''Hacker''': While you are using full emersion in the Matrix you gain a bonus +2 insight check with Intelligence (Computer Use) checks, your Matrix Attack checks, and to your Search and Scan system checks. You also impose an additional +2 to any save DC of a program you are running for a target to overcome it (such as the Sleaze program). :'''Hyper-Drive''': While using full emersion in the Matrix, you can add your Tech class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You can use this ability once before you must take a short or long rest. You can take this Talent multiple times, each time you can use this ability one additonal time before requiring a rest. Prerequisite: Hacker. :'''Luck of the Matrix''': Whenever you spend a Karma point when using full emersion in the Matrix you regain it immediately. You must take a short or long rest to use this ability again. :'''Master Hacker''': While using full emersion in the Matrix you apply your proficiency bonus to any one d20 roll even if you already gain it with an attack, saving throw, program, etc. once a round (hence you can eiter double your proficiency bonus or apply it to something you are not proficient with). Prerequisite: Hacker. :'''Quick-Fix Expert''': You know how to get your programs back up and running in a fight. With the quick-fix action (see the MATRIX) you have Advantage with your Intelligence (Computer Use) skill. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this Talent after a short or long rest. MECHANIC TALENT TREE </br> Prerequisite: proficiency with Mechanic skill. :'''Mechanic (Core Talent)''': You start with the Upgrade Gear (Vehicles) and Widget Bag feat for free. Whenever you use a Repair kit to repair damage you add your Tech’s level as additional hit points repaired. :If you picked this talent at character creation you gains a Machine Shop (see GEAR AND EQUIPMENT) with all the tools need for major repairs and modifications. This can be located in the Barrens or off a legitimate garage somewhere in one of the city proper. After character creation you must pay for it and the price will vary depending on locations. :'''Grenade Expert''': When you throw grenades you add your proficiency bonus to the damage dealt. :'''MacGyver''': You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. You can create a tool or you can make a case for common items one is likely to find in order to solve an immediate crissis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200¥ worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make an Ingelligence (Technology) skill check to see if the improvised gadget or solution works. After you finish a short or long rest you regain the use of this ability. :'''Pure Engineer''': Any repairs and upgrades that you perform cost 20% less in listed supplies going forward. When about to make either an Intelligence (Mechanic) or Intelligence (Technology) skill check you set it result as a natural 20. You must take a long rest you regain the use of this ability. Prerequisite: Tech level 5+. :'''Sapper''': You have Advantage to use Intelligence (Mechanics) checks to place explosive devices and explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice). RIGGER TALENT TREE </br> Prerequisite: proficiency in either Boating, Drive or Pilot skill plus Vehicle Rigger Control cybernetic implant. :'''Rigger (Core Talent)''': You are one with your machine. Any vehicles, drones or security systems that that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a '''''Rigger Bonus'''''- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you have the Vehicle Combat feat you regain the use of your Reaction once per round if you had used it to reduce the damage from an attack that just hit you if you are directly controlling the vehicle (but only vehicles). If you are incapacitated or reduced to 0 hit points of if a system is outside your command range, they cannot act except when on Autopilot. These actions are limited to Attack, Dash, Dodge and Disengage (see the MATRIX). :With AR control you can take the following actions in a round with controlled systems in your command range. As a bonus action you can order one system to take the Attack, Dash, Disengage, Dodge or Help action and all other systems to Move up to their Speed. As an Action you can order one vehicle takes its action and make its rolls for it. Or you can order all system under you command to take the same Attack, Dash, Disengage, Dodge or Help action. But this is distracting for you and you suffer Disadvantage to any person checks you make (except Saving throws). With a vehicle you are directly controlling (you are 'At the Wheel' as it where) you gain your Rigger Bonus and not suffer the distractions of remote commanding it (as above). :With Full Emersion you take control of one specific vehicle but can still direct the actions of other controlled systems within your command range. As a bonus Action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action or all systems to Move up to their Speed. As an Actions you direct the actions of one vehicle you are directly controlling (and 'Behind the Wheel' as it where) and make all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the vehicle's saves plus your Rigger Bonus). This allows you also to order the extra systems equal to your Intelligence mod (as above) but those systems do not gain your Rigger Bonus then. :At 5th level if you have multi-attack actions (via Double feats) you can use it with a vehicle you are directly controlling with Full Emersion. :If this talent is chosen at character creation, you gain either a Mercury Comet, Ford Spiral II5Ti or GMC Bulldog Step Van all with Rigger upgrade for free. The Comet and Spiral also come with a free pop-out hidden weapon mount with one heavy weapon mounted in the vehicle for free. After character creation you must pay for these yourself if you want them (including the weapon upgrades). :'''Combat Ace''': You are an ace when in control of a vehicle. As a free action you grant yourself Advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are directly controlling. You must complete a short or long rest to regain this use. You can take this talent multiple times, each time it allows you to use this feature before requiring a rest. Prerequisite: Tech level 5+. :'''Counter Maneuver''': If a vehicle or creature hits a vehicle under your directly control, while it is moving, with a physical attack (ram or a melee attack), you can make ram attack against the target as a Reaction (see Ram under VEHICELS AND DRONES). If you hit, add +2d(x) damage die to the dice base for collisions. Your vehicles only suffers ¼ of the same value of damage. :'''Defensive Boating/Driving/Flying''': As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you directly control until the beginning of your next turn. :'''Drop The Hammer''': As a bonus action, one vehicle that you are directly controlling can increase its speed by ½ its Base Speed until the start of your next turn. You and anyone else taking an Action is not at disadvantage with any other Maneuver or Attack checks preform before the beginning of your next turn. This can be combine with any maneuver that also increases a vehicle’s speed. :'''Inside Out''': You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a '''''Reeling''''', or '''''Stunned''''' conditions that is affecting a vehicle you are directly controlling at the time. You need to take a short or long rest to use this ability again. Prerequisite: Tech level 5+. :'''Keep it Together''': When a vehicle you are directly controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech level + your Intelligence modifier back. You must take a long rest to regain the use of the ability. :'''Vehicle Evasion''': If the vehicle you are directly controlling is hit by an area of effect attack, it takes no damage if you succeed with its save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+. [[File:SR.D5.Rigger2.jpg | 700px]] '''HEROIC BONUS FEATS''': Action Surge, Armor Proficiency (Medium), Bravery, Brute Force, Bullet Storm, Bypass, Careful Shot, Comlink Upgrade, Contacts, Covering Fire, Cybernetic Surgery, Deadly Aim, Determined, Disarming Strike, Do Science on it!, Double Attack, Duel Weapon, Doxing, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Frigging love Science, Full Throttle, Gimmick, Hardening, Hot Wire, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Linguist, Malware, Martial Arts, Medic, Menacing Attack, Melee Defense, Mobility, Outwit and Outsmart, Pack Tactics, Parry, Phishing, Point Black Shot, Precise Shot, Programmer, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Surgical Expertise, Suspicious, Tracer, Triple Attack, Upgrade Gear, Vehicle Combat, Weapon Expertise, Weapon Proficiency, Widget Bag
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