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=== GENERIC TALENTS === The followin Talents maybe be taken by any Heroic character class. Generally only one or two maybe taken at 1st level/Character creation, depending on the Class. After character creation they can be taken whenever the character reaches a level where the gain a new Talent and if they meet all Prerequisite. CYBERNETIC TALENT TREE</br> Many runners have implants installed into their bodies. The ''Cybernetics'' talent can only be taken at character creation. The remaining three maybe taken at a later level.</br> :'''Cybernetics''': You gain up to 6 points of Cybernetic Strain. You can take this Talent twice but only if you take them at character creations. Ignore the cybernetic cost but only for this talent. :'''Cyber-Psychic Alignment''': The character’s mind and body are aligned strongly enough to allow for two points of Cybernetic Strain without adverse effects on the awakened beings powers or their magical spells abilities. :'''Improved Cyber-Psychic Alignment''': An awaken character can now handle four points of such Strain. Prerequistites: Cyber-Psychic Alighnment. :'''Upgradable''': Your body can better handle the strain of implants from Cybernetic systems. You increase your overall Strain maximum limit before adverse effects by +6 points. FORTUNE TALENT TREE</br> These Talents covers the luck that a lot of illegal types rely on to get the job done. </br> :'''Fool’s Luck''': As an Action, you can spend a Karma Point and gain one of the following benefits each round, for the next minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. (a) Gain the Karma Die as a bonus to one attack roll until the start of your next round or (b) gain the Karma Die as a bonus to any one skill check until the start of your next round, or (c) gain the Karma Die as a bonus to any one saving throw until the start of your next round or (d) gain the Karma Die rolled as a luck bonus to your Armor Class score until the start of your next round (you must roll the Karma die each round for all of these). You regain the use of this talent after a short or long rest. :'''Fortune’s Favor''': Whenever you score a critical hit with an attack, you can use your Reaction and gain an extra attack that must be taken immediately. :'''Gambler''': You have Advantage on all Gambling skill check rolls and gain an additional +2 insight with your gambling check. :'''Knack''': You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have seen the results of your roll). You regain the use of this ability after you have complete a short or long rest. You can take this talent multiple times, each time it is selected you can use this talent an additional time before requiring a rest. [[File:SR.D5.Elf.jpg | 350px | right]] MILITARY TACTIC TALENT TREE</br> These Talents covers more formal training of elite military, corporate, security, police forces and other paramilitary units. :'''Assault Tactics''': You know how to direct fire down on your enemies. As a Bonus action you designate a single creature or object as the target of an assault that you can see. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. Prerequisite: Intelligence 13+, Level 3+ :'''Command Cover''': You use your allies as a shield. Gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to your Heroic level (+5 max). Prerequisite: Intelligence 13+ :'''Deployment Tactics''': You use your tactical knowledge to direct allies in battle. As an Action all allies who can see, hear and understand you gains Advantage on their next attack roll (but only one) and impose Disadvantage on Opportunity Attacks directed against them, until the start of your next turn. This is a Mind-Affecting ability. Prerequisite: Intelligence 13+, Heroic level 5+. :'''Field Tactics''': You know how to use existing terrain to the best advantage. As a Bonus action, you and all your allies whom can hear and understand you and are within 50ft improve any Cover bonus they have by one step (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn. Prerequisite: Heroic level 3+ :'''One for the Team''': As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack (she take the remaining). Similarly, as a Reaction, an adjacent (and willing) ally you choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). You take the remaining damage. Prerequisite: Intelligence 13+ :'''Read the Battle''': You have an eye for when hostilities are about to being. When rolling for initiative, you and any ally that can see and hear you gain your Proficiency bonus on their initiative rolls. This only applies to the first round of combat, but you can use your Reaction to gain the bonus yourself or grant it to any ally that can see and hear you and you can see, when making an Dexterity (Initiative) check verses bluffs, feints, etc. Prerequisite: Intelligence 13+ :'''Reverse Course of Action''': As an Action, all enemies you can see must make an Intelligence saving throw vs. a '''DC8''' + your proficiency modifier + your Intelligence modifier. If they fail, they are at Disadvantage for all attacks, ability checks and saves until the start of your next turn. Prerequisite: Heroic level 9+. :'''Shifting Battle Theater''': As a Bonus action, select one ally that you can see and who can hear and understand you. That ally can either take a Disengage Action for free on its turn or can Move immediately for free up to its normal Speed. SHADOWRUN TEAM TALENT TREE </br> These talents cover a Shadowrunner who has been on a team(s) for a while and has picked up a lot of interesting abilities. :'''Advance and Retreat''': You know how to move in combat. You can take a Dash or Disengage action as a Bonus action. When you use either of these actions you speed increases by +10ft until the start of your next turn. :'''Aid Ally''': You allies rely on you as much as you reply on them. You can use your Reaction to grant one ally that you can see and who can see and hear and understand you, and they gain your Proficiency bonus to their next attack roll, skill check or saving throw that they are about to make. You can use this ability a number of times equal to your Proficiency bonus. After you take a short or long rest you regain all the uses of this ability. Prerequisite: Heroic level 5+. :'''Gloryhound''': When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one) and you add your Proficiency bonus to the final result of the damage. Prerequisite: Heroic level 5+. :'''Hunter’s Mark''': With an Aim maneuver you can spend your Reaction to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or the target of your mark is likewise incapacitated, you can apply your Hunter’s Mark feature against the target. Whenever you successfully hit the target you deal extra damage equal to your Proficiency bonus to it. Prerequisite: Heroic level 5+. :'''Improved Aid Ally''': Your allies trust you to get them through the impossible situations. As a Bonus action you grant one ally who can see and hear you the use of their Healing Surge as their Reaction, immediately. They gain back an additional number of Hit Points equal to ½ your Heroic level when they do so. They do not need to be below half their HP total to use this feature but they cannot exceed their HP maximum. Prerequisite: Aid Ally, Heroic level 7+. :'''I’ve Been Around''': You know the street of your home town well. You have advantage on Intelligence (History) and Charisma (Gather Information) checks when it comes to streetwise like information. :'''Negotiator''': You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Awakened, Corporate, Criminal, Government, or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group. Prerequisite: Level 7+. :'''Prime Runner''': You are a runner of renowned and people act accordingly. All opponents of lower level then you (heroic or not) must make a Charisma save '''DC12''' + your proficiency bonus. Those that fail suffer a -2 fear penalty to all their attack rolls, skills and ability rolls and any to saving throws that you impose onto them when making these checks against you for the rest of the encounter. This is a mind-based fear ability. Prerequisite: Heroic level 9+. STREET DOC TALENT TREE </br> Real doctors are rare on the streets of most Sprawls and most SINless have to make due with who they can afford. These talents are what make a good street doc or medic popular. :'''Don’t’ you die on me!''' This ability uses one unit of supplies from a Medical Kit. As an action make a '''DC20''' check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point. The creature is '''''Stunned''''' until the beginning of your next round. Prerequisite: Wisdom (Medicine), Heroic level 11+ and a Medical Kit (see GEAR). :'''Physician Heal Thyself''': As a Bonus action, you recover hit points equal to your Wisdom modifier + your heroic level. After you complete a short or long rest you regain this ability. You must have a Medical kit to use this ability but it does not cost any units of supply. Prerequisite: Wisdom (Medicine) :'''Race to the Fallen''': You can use the Disengage action as a free Action so long as you move at least 10 feet directly towards an ally on the same turn. Prerequisite: Wisdom (Medicine) SURVIVALIST TALENT TREE</br> You are comfortable in the wilderness and away from the bright lights of modern day urban sprawl. :'''Animal Empathy''': You have a way with animals and paracritters. You gain Advantage with Wisdom (Animal Handling) skill checks. With domesticated critters (including paracritters) you can train them to learn tricks, follow moderate commands, etc. :'''Explorer''': You have Advantage on Wisdom (Survival) skills checks. :'''Survivalist''': You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel over long distances. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explore talent.
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