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====TOUGH==== [[File:SR.D5.Heavy.jpg | 300px | right]] These characters could be anything from a tavern bouncher, a body guard or heavy weapon experts. Anyone who uses their bulk and size to get the job done (as it where). '''HIT POINTS''' :'''Hit Dice''': 1d10 :'''Hit Points at 1st level''': 20 + your Constitution mod. :'''Hit Points at Higher Levels''': 1d10 (or 6) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light, Medium :'''Weapons''': Heavy firearms, Heavy Weapons, Light firearms, Marital weapons, Simple weapons :'''Saving Throw''': Constitution and Wisdom :'''Skills''': Choose three from among Athletics, Drive, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion or Stealth. '''EQUIPMENT'''</br> You start with the following equipment, in addition to the equipment grants by your background: * (a) Armored Jacket or (b) Flak Vest with Insert Plates * (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads. * (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips. * (a) AK-97 Assault Rifle or (b) Mossberg AM-CMDT shotgun with 100 rounds of regular ammunition and 2 extra magazine clips. * Two simple weapons or one martial weapon (bladed weapons can have the Keen Blade upgrade). * (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bikes) or (c) Mercury Comet (sedan) * One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10) * An extra 200¥ '''THREE CORE TALENTS'''</br> You may choice any three Tough Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree. ARMOR SPECIALIST TALENT TREE</br> You have enhanced trained in how to wear armor more effectively. :'''Armor Mastery''': When wearing medium armor, you can add up to 3, rather than 2, to your Armor Class, if you have a Dexterity bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class, if your Dexterity is a 12 or higher. Finally, wearing light or medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) checks nor with Strength (Athletics) skill for wearing heavy armor if it normally would. Prerequisite: Second Skin. :'''Juggernaut''': While you are wearing medium or heavy armor you reduce all damage from ballistic, bludgeoning, piercing and slashing weapons by 3 (this is not Hardness and not subject to normal reductions from AP weapons). Prerequisite: Armored Mastery, Second Skin, must be wearing medium or heavy armor. :'''Second Skin''': While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total when demining encumbrance and increase its' Armor Class bonus by +1. BRUTE TALENT TREE</br> This tree covers both brute power to overcome obstacles but also berserk like rage. :'''Brick''': You can shrug of damage. With an Action you spend a Karma point and gain Resistance to all damage (including all magical damage and energy damage except for Necromancy and Psychic damage). This abilities lasts for 1 minute (10 rounds). You must complete a short or long rest to use this ability again. :'''Extreme Effort''': You can push yourself to the extreme physically. With a Bonus action you have Advantage on all Strength and Constitution ability checks, saving throws and skill checks (but not attack rolls). You also add you Constitution bonus (Min 1) as extra bonus damage with one successful melee attack a round. This affect lasts until the start of your next turn. :'''Hard Target''': Bricks are hard to slow down. Spend a Reaction and end one effect of the following Condition – '''''Frightened''''', '''''Grappled''''', '''''Reeling''''', or '''''Stunned'''''. After a short or long rest you can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest. Prerequisite: Tough level 5+. :'''Improved Toughness''': Your character is well built or hardy. You gain an additional +2 hit point each level that you have and each time you gain a new level. This stacks with the Toughness feat (but is not required). :'''Indomitable''': You can ignore the pain. As a Reaction, you can instantly recover from the '''''Reeling''''' or '''''Stunned''''' conditions unless it is persistent. After a long rest you can use this ability again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest. :'''Rage'''': You can fly into a rage as a Bonus Action. While raging, you gains Advantage on Strength ability checks, saving throws and skill check and gain a rage bonus on melee damage rolls equal to your proficiency bonus. However you cannot use skills that require patience and concentration (Dexterity, Intelligence, Wisdom and Charisma skills except Initiative, Intimidate and Perception). This rage last a number of rounds equal to 5 + your Constitution modifier (although you can end it early as an Action). At the end of the rage, your gains one level Exhaustion. After a long rest you can use this ability again. :'''Survivor''': You attain the pinnacle of resilience. Whenever you are at less than ½ your HP maximum, at the start of each of your turns, you regain a number of hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points. Prerequisite: Tough level 17+. :'''Tough as Nails''': You really know how to take a hit in combat. As an Action, you gain 5+ your Heroic level plus your Strength and Constitution modifiers (added together) in temporary hit points. After a long rest you can use this ability again. :'''Unstoppable''': You are a relentless warriors. As a reaction, any time you suffer an attack that would drop you to 0 Hit Points, you instead is dropped to 1 HP for every Heroic level you have. When you use this talent you also ignore any conditions that were cause by this attack ('''''Frightened''''', '''''Reeling''''', etc.) until the end of your next turn. After a short or long rest you can use this ability again. Prerequisite: Tough level 5+. DEFENDER TALENT TREE</br> These talents include protecting allies from harm and looking like the biggest threat around. :'''Comrades in Arms''': If any ally within 10ft of you suffers a critical hit, you have Advantage on attack rolls against the creature that caused the attack until the end of your next turn. :'''Covering Fire''': Before taking a ranged Attack Action, you suffer disadvantage on all attack rolls until the start of your next turn. Allies who you can see are at Disadvantage to being attacked and gain Advantage on saving throws against any target(s) you attacked this round until the beginning of your next turn. :'''Draw Fire''': You can distract opponents and convince them that you are the most tempting target in the area. As a Bonus action those foes that you can see and who can hear and see you, and understand you are at a Disadvantage when targeting any attacks against anyone but you until the start of your next turn. :'''Harm’s Way''': You often act as a protector and bodyguard, knowing when to move in way have attacks to shield an ally. As a Reaction you can to shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is ballistic, bludgeoning, piercing or slashing damage! You cannot shield an ally from area-of-effect attacks damage in this way. :'''Imposing Frame''': If you don’t move (Speed) you gain +1 bonus to your AC and provide ½ Cover to all allies within 5ft until the beginning of your next round. You also have advantage against being moved against your will. GUNNER TALENT TREE</br> These Talents covers weapons that are either fixed or mounted onto a vehicle or used with a Weapon Gimbal Harness. Requires Weapon Proficiency (Heavy Weapons) or (Super Heavy Weapons). :'''Expert Gunner''': You gain a +1 insight bonus on attack rolls and +1d(x) to weapon die to damage rolls, made when using a weapon mounted on a vehicle or fixed location. Prerequisite: Tough level 3+ :'''Quick Trigger''': You can use a heavy or super-heavy weapon to make an Opportunity Attack against a vehicle of medium size or larger, which has moves out of or within ½ of the basic range of the weapon if readied. You must be able to see the vehicle as it is moving. Prerequisite: Expert Gunner :'''System Hit''': Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the '''''Stunned''''' condition instead of the normal '''''Reeling''''' condition, onto it (recovers normally). Prerequisite: Expert Gunner '''HEROIC BONUS FEATS''':: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Determined, Disarming Strike, Double Attack, Dreadful Rage, Duel Weapon, Durable, Extra Heroic Recovery, Extra Rage, Far Shot, Goading Attack, Heavy Melee-Weapon Expert, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Martial Arts, Martial Arts Expert, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Reckless Attack, Relentless Rage, Shake it Off, Shield Proficiency, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Focus, Weapon Proficiency
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