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=== SKILLS PROFICIENCIES === '''STRENGTH'''</br> '''Athletics''': includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses. :''Carrying Capacity'': Your standard carrying loads is Strength x5lbs, Large sized Strength x20lbs (each size catagory smaller then medium half the weight; each size larger dobule). You can carry up to double that but your movement speed is reduces by 10 feet a round. If you are wearing armor your maximum Dexterity bonus to Armor Class is reduced to 2. You can carry up to four time your standard load but your movement speed is reduced to 5 feet a round, you grant advantage on all attack rolls against you, you have disadvantage with Dexterity and Strength saves, ability modifiers and skill checks and if you are wearing armor you gain no Dexterity modifier to your AC no matter the armor type. '''DEXTERITY'''</br> '''Acrobatics''': per PHB pg. 176-177. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. Without a '''DC20''' check or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature space of any size without causing an Opportunity attack if you make check '''DC15'''. You must end your Movement in an unoccupied space as normal. You can make a '''DC20''' check to gain the Disengage action as a Bonus action. </br> '''Boating''' (new): allows a person to control and add their proficiency bonus to all water craft usage.</br> '''Drive''' (new): control of land craft including bikes, cars, tanks, etc. and add your proficiency bonus.</br> '''Initiative''' (new): allowing a person to add their proficiency bonus to Initiative and intiatitive skill checks.</br> '''Pilot''' (new): add your proficiency bonus to all aircraft including jets, helicopters, space shuttles, etc.</br> '''Sleight of Hand''': per PHB pg. 177 Stealth: per PHB pg. 177 </br> '''CONSTITUTION'''</br> None.</br> '''INTELLIGENCE'''</br> [[File:SR.D5.Arcane.jpg | 300px | right]] '''Arcana''': per PHB pg. 177, includes understanding astral space and aura reading, magical traditions, identifying spells, spirits and elementals, magical items, etc.</br> '''Computer Use''' (new): add you proficiency to computer use and program computers and seek information on the Matrix.</br> '''Drone Pilot''' (new): add your proficiency bonus when piloting a drone of all types.</br> '''History''': per PHB pg. 177</br> '''Investigation''': per PHB pg. 178</br> '''Life Sciences''' (includes/renamed Nature): per PHB pg. 178, includes life sciences, biology and identifying Para-Creatures.</br> '''Mechanic''' (new): add your proficiency bonus fixing gear and technology.</br> '''Physical Science''' (new): add your proficiency bonus to scientific like skills, includes astronomy, geography, mathematics, planetology, physics, etc.</br> '''Religion''': per PHB pg. 178</br> '''Technology''' (new): add your proficiency when trying to understanding and working with most technological devices (not fixing them). This is also used to identify a piece of technology and know its function.</br> '''WISDOM'''</br> '''Animal Handling''': per PHB pg. 178</br> '''Insight''': per PHB pg. 178</br> '''Medicine''': per PHB pg. 178.</br> '''Perception''': per PHB pg. 178</br> '''Survival''': per PHB pg. 178 '''CHARISMA'''</br> '''Deception''': per PHB pg. 178</br> '''Gambling''' (new): add your proficiency bonus to all games of chance from cards to roulette wheel, etc.</br> '''Gather Information''' (new): add your proficiency bonus to getting a lay of the land, finding out who’s who and where you might find those whom don’t want to be found.</br> '''Intimidate''': per PHB pg. 178</br> '''Performance''': per PHB pg. 178</br> '''Persuasion''': per PHB pg. 178</br> ====New Skill Descriptions and Uses==== '''Boating''' (Dexterity): This skill allows a vehicle operator to add her proficiency bonus to her dexterity when controlling a boat on the water. This includes speed boats, submarines, sailing ships and huge cargo vessels. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.</br> '''Computer Use''' (Intelligence): In Shadowrun, the Computer User skill is also used to create programs and gather data from the Matrix. The Matrix is a huge, world spanning data network supported by millions of host site (physical computer systems) and this is not as easy as one might think.</br> Getting information from a Matrix host requires that you are connected to the appropriate network (Wirelessly in 2050+), then having found the system that you wish to access –most corporations have a public host site that can be found with a '''DC10''' check. Anything private or secret the '''DC''' is going to increase dramatically (from +5 to +20). This is where Hackers will have to perform his trade and break into the system to find the important datapoints. See the MATRIX for more details.</br> Computer use can also be used to write your own programs and modify already existing programs. Simple programs require a '''DC10''' check and 1d6 hours to create. Moderate programs would increase to '''DC15''' and require 3d6 hours. Complex programs increase to '''DC20''' and 5d8 hours. Advanced programs increase to '''DC25''' and 7d10 hours. Finally Bleeding Edge programs increase to '''DC30''' and require 10d12 hours. See the MATRIX for a detailed description of what programs count as and what they do. Generally a programmer can only work 12 hours a day on a program without some form of… enhancements (like cybernetics and/or drugs).</br> '''Drive''' (Dexterity): This skill allows a driver to add your proficiency bonus to your dexterity modifier when controlling any type of land vehicle that includes motorcycles, cars, trucks, tanks, transport cargo haulers, hovercraft etc. See VECHILE AND DRONE Houserules for details on hazards, actions, etc.</br> '''Drone Pilot''' (Intelligence): This skill allows a user to add your proficiency bonus to your intelligence modifier when remotely controlling a drone of some type. See VEHICLE AND DRONE for details on hazards, actions, etc. and standard stock Drones in GEAR AND EQUIPMENT. '''Gambling''' (Charisma): For games of chance and where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence a totally random games of chance. This is mostly a GM call on a lot of these but a base '''DC15''' is a good starting point.</br> '''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a com). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10¥. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25¥. Digging up dirt on a local policluber or elected official, or looking for a secret location of a corps out in the Barrens (that the locals all know about but don’t talk about) should take 1d4 days with a '''DC20''' and cost 1d8 x100¥.</br> ''Greasing the wheels''’ (i.e. paying more) could get you extra information, if it’s available and depending on how sensitive it is or how much worth the person might think it is. Generally for double the basic neyen payout add another equal value of paydirt to the result. For times five the neyen bump the success up to the next level (a 10 becomes a 15, etc.)</br> '''Life Science''' (Intelligence): This skill also covers medical and biological research, etc.</br> '''Mechanic''' (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing vehicles and drones, rerouting power, etc. See VEHICLE AND DRONE houserules.</br> For most basic repair types it generally requires 10¥ x1d10 worth of supplies (that can come from a Widget Bag or something similar) but more complex devices or extensive repairs can increase this cost dramaticallty. See VEHICLE AND DRONES for most repairing systems but also the MATRIX for computer repairs, etc.</br> Planting explosives base '''DC15'''. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see GEAR AND EQUIPMENT) the '''DC''' increases by +5 or +10 if no tools are available (like a repair kit). With a '''DC20'''+ the explosives will ignore Hardness of structures or vehicles that they are placed on.</br> '''Pilot''' (Dexterity): This skill allows a pilot to add your proficiency bonus to your dexterity modifier when controlling any type of aircraft that includes jet aircraft, helicopters, VTOL vehicles and space-shuttles, etc. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.</br> '''Physical Science''' (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology, nuclear physics and theory and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, toxic readers, etc.) and how to use them.</br> '''Technology''' (Intelligence): This skill is used both to determine what a piece of technology might be and a basic working understanding of how to use it. It is a '''DC10''' skill check to recognize a model of a simple uncommon piece of tech like a weapon scanner. A '''DC15''' for a more complete model like a Maglock Passkey and for extremely advanced items increase to '''DC20''' to recognize a rare or advanced piece of tech like a remote Biogenetic Scanner.</br> If you are untrained in the use of a particular technology based skill and you made your check to recognize it, you can use your Technology proficiency to try but the '''DC''' is always increase by at least +5 over the basic difficulty it would normally be. If you fail to recognize it the check is at disadvantage.</br> Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources. There are feats that speed this up. See the GM UPGRADE SECTION on Improvements and building drones and vehicles, upgrading weapons and armor and tools, etc.</br> '''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools include a Thieves’ Kit that can be used to bypass physical locks.</br> Security kit, Passkeys, etc. are used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See Locks, GeneLocks, MagLock, etc. in GEAR AND EQUIPMENT. To overcome a weapons or similar security system or hand scanner requires a '''DC20''' Thievery skill check. Without the right tools increase the '''DC''' by at least +5 depending on your gear or you generally can't try (GM call).</br> Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces within a corporate enclave, etc.</br>
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