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[[File:ShadowRun.DnD5.jpg | 600px]]
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[[File:ShadowRun.DnD5.jpg | 700px]]
  
 
These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.
 
These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.
  
 
== BASIC HOUSERULES ==
 
== BASIC HOUSERULES ==
'''Character Classes''': all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). </br>
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'''Character Classes''': all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). There are seven Heroic Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. Heroic characters gain three core Talents at 1st level plus one additional talent every odd level after that (3, 5, etc.) and a Bonus Class Feat every even level (2, 4, 6, etc.). These feats must be chosen from the Class Bonus Feat list. </br>
There are seven Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. The classes can be Heroic and Non-Heroic. Player characters are always Heroic as important NPCs. Minor characters take Non-Heroic Classes. </br?
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Heroic characters gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below.
Heroic classes (only) three core Talents at 1st level plus one additional talent every odd level after that (3, 5, etc.) and a Bonus Class Feat every even level (2, 4, 6, etc.). These feats must be chosen from the Class Bonus Feat list. </br>
 
Heroic characters also gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below. Heroic characters also gain double the maximum of their Hit Dice at 1st level (see Heroic characters below).  
 
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
 
| '''Character Level''' || '''Proficiency Bonus''' || '''Character Level Bonus''' || '''Heroic Level Bonus'''   
 
| '''Character Level''' || '''Proficiency Bonus''' || '''Character Level Bonus''' || '''Heroic Level Bonus'''   
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== CHARACTERS ==
 
== CHARACTERS ==
 
This section includes Character Creations, Meta-Humans, Backgrounds, Heroic Classes, Skills, Generic Talents and Feats.  
 
This section includes Character Creations, Meta-Humans, Backgrounds, Heroic Classes, Skills, Generic Talents and Feats.  
[[File:ShadowRun.DnD5.bar.jpg | 700px]]
 
 
===CHARACTER CREATION===
 
===CHARACTER CREATION===
 
* '''Assign Attributes''': hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
 
* '''Assign Attributes''': hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
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:'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.  
 
:'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.  
 
:'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.  
 
:'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.  
:'''Outgoing''': You gain +2 Karma point over the standard Karma Points each level.
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:'''Outgoing''': You gain +1 Karma point over the standard Karma Points each level.
  
 
[[File:SR.D5.Decker.jpg | 300px | right]]
 
[[File:SR.D5.Decker.jpg | 300px | right]]
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:'''Medium Sized and Speed''': base 25 feet a round. </br>
 
:'''Medium Sized and Speed''': base 25 feet a round. </br>
 
:'''Dark Vision''': dwarfs can see up to 60ft in the dark per the PHB pg. 183.</br>  
 
:'''Dark Vision''': dwarfs can see up to 60ft in the dark per the PHB pg. 183.</br>  
:'''Hardy''': dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional +2 bonus to recovering from the '''''Reeling''''' condition.</br>  
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:'''Hardy''': dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional +1 bonus to recovering from the '''''Reeling''''' condition.</br>  
 
:'''Resistance''': dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.</br>
 
:'''Resistance''': dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.</br>
  
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:'''Equipment''': Two sets of middle-class clothing, a credstik with 250¥.</br>
 
:'''Equipment''': Two sets of middle-class clothing, a credstik with 250¥.</br>
  
[[File:SR.D5.OrkGang.jpg | 300px | left]]
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'''''Criminal''''': You use to work for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms.</br>
'''''Criminal''''': You either worked alone (as a Con Artist or Urban Hacker or Independent Thief etc.) or for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms. Your role in the group could have been almost anything</br>
 
 
:'''Skill Proficiencies''': Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.</br>
 
:'''Skill Proficiencies''': Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.</br>
 
:'''Equipment''': Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.</br>
 
:'''Equipment''': Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.</br>
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:'''Equipment''': Two sets of middle-class clothes, a credstik with 150¥.</br>
 
:'''Equipment''': Two sets of middle-class clothes, a credstik with 150¥.</br>
  
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[[File:SR,D5.Mage.jpg | 300px | right]]
 
'''''Military''''': You have experience as maybe a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying of a million neyen jet.</br>
 
'''''Military''''': You have experience as maybe a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying of a million neyen jet.</br>
 
:'''Skill Proficiencies''': Athletics plus one of Drive, Intimidate, Mechanic, Pilot, Stealth or Survival.</br>
 
:'''Skill Proficiencies''': Athletics plus one of Drive, Intimidate, Mechanic, Pilot, Stealth or Survival.</br>
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:'''Equipment''': Old military BDUs, two sets of middle-class clothing, a credstik with 150¥.</br>
 
:'''Equipment''': Old military BDUs, two sets of middle-class clothing, a credstik with 150¥.</br>
  
[[File:SR,D5.Mage.jpg | 250px | right]]
 
 
'''''Occult''''': With the return of magic to the Sixth World, there are huge number of strange occult orders, secret societies, social clubs, and magical teaching groups spread throughout the world. Even those without any magical talent often join these communities due to a fascination with the arcane.</br>
 
'''''Occult''''': With the return of magic to the Sixth World, there are huge number of strange occult orders, secret societies, social clubs, and magical teaching groups spread throughout the world. Even those without any magical talent often join these communities due to a fascination with the arcane.</br>
 
:'''Skill Proficiencies''': Arcana plus two from among Computer Use, History, Insight, Investigation or Survival.</br>
 
:'''Skill Proficiencies''': Arcana plus two from among Computer Use, History, Insight, Investigation or Survival.</br>
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===HEROIC CHARACTER CLASSES===
 
===HEROIC CHARACTER CLASSES===
There are seven Heroic Character Classes listed below. These are the same classes for non-Heroic NPCs who gain the Hit Dice, Hit Points, Proficiencies, Saves and Skills as Heroic classes but NOT the Talents or bonus Class Feats (there can be exceptions and special cases, see GM section on NPCs below).
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There are five basic Heroic Character Classes listed below.  
  
 
====ADAPT====
 
====ADAPT====
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INITIATE TALENT TREE</br>
 
INITIATE TALENT TREE</br>
These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.</br>  
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These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.</br> :'''Attunement''': You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+. </br>
:'''Attunement''': You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+. </br>
 
 
:'''Centering''': This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.</br>
 
:'''Centering''': This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.</br>
 
:'''Masking''': This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a '''DC8''' + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.</br>
 
:'''Masking''': This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a '''DC8''' + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.</br>
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'''PROFICIENCIES'''  
 
'''PROFICIENCIES'''  
:'''Armor''': Light  
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:'''Armor''': Light Weapons: Light Firearms, Simple weapons.
:'''Weapons''': Light Firearms, Simple weapons.
 
 
:'''Languages''': Any two of choice.  
 
:'''Languages''': Any two of choice.  
 
:'''Saving Throw''': Wisdom and Charisma.  
 
:'''Saving Throw''': Wisdom and Charisma.  
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:'''Weapons''': Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons  
 
:'''Weapons''': Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons  
 
:'''Saving Throw''': Strength and Constitution
 
:'''Saving Throw''': Strength and Constitution
:'''Skills''': Choose three from among Acrobatics, Athletics, Boating, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival.  
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:'''Skills''': Choose three from among Acrobatics, Athletics, Boasting, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival.  
  
 
'''EQUIPMENT'''</br>
 
'''EQUIPMENT'''</br>
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:'''Acrobatic Strike'''. Prerequisite: Proficiency with Acrobatics skill. If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack against this opponent has Advantage (but only the first one).  
 
:'''Acrobatic Strike'''. Prerequisite: Proficiency with Acrobatics skill. If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack against this opponent has Advantage (but only the first one).  
 
:'''Action Surge'''. Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. After a short or long rest you regain the use of this ability.   
 
:'''Action Surge'''. Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. After a short or long rest you regain the use of this ability.   
:'''Actor'''. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made by another creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.'''
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:'''Actor'''. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made by another creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked. :'''Additional Magic Points'''. Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. Can be taken multiple times, each time adding an additional 5 Magic Points to your total.  
:'''Additional Magic Points'''. Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. Can be taken multiple times, each time adding an additional 5 Magic Points to your total.  
 
 
[[File:SR.D5.Soldier.jpg | 250px | right]]
 
[[File:SR.D5.Soldier.jpg | 250px | right]]
 
:'''Armor Proficiency (Heavy)'''. Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor.
 
:'''Armor Proficiency (Heavy)'''. Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor.
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:'''Bravery'''. You are hard to scare. You have Advantage on any save against the '''''Frightened''''' condition.
 
:'''Bravery'''. You are hard to scare. You have Advantage on any save against the '''''Frightened''''' condition.
 
:'''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3 (1d4 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack with your off-hand as part of your Attack action.  
 
:'''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3 (1d4 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack with your off-hand as part of your Attack action.  
:'''Brutal Critical'''. Prerequisite: Improved Critical, level 5+. You roll an additional +2d weapon dice of damage to the damage total when determining the extra damage for a critical hit.  
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:'''Brutal Critical'''. Prerequisite: Proficiency with Computer Use skill. You roll an additional +2d weapon dice of damage to the damage total when determining the extra damage for a critical hit. Prerequisite: Improved Critical, level 5+. 
:'''Brute Force'''. Prerequisite: Proficiency with Computer Use skill. You know all the tricks for when you get into Matrix combat. Your persona gains a +1 insight bonus to Attack rolls and +2 insight bonus to Damage rolls with Matrix combat.  
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:'''Brute Force'''. You know all the tricks for when you get into Matrix combat. Your persona gains a +1 insight bonus to Attack rolls and +2 insight bonus to Damage rolls with Matrix combat.  
 
:'''Bullet Storm'''. Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating larger threat area of your automatic weapon attacks. When you use an Autofire feature with a weapon, you can change the area of effect (see Auto Fire in SPECIAL SITUATIONS AND ACTIONS) from a 10x10ft area-of-affect to either a 15x15ft area or a 5x30ft straight line area. With Heavy Autofire weapon you can change the standard 15x15ft area-of-affect to a 20x20ft area or a 10x30ft area instead.  
 
:'''Bullet Storm'''. Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating larger threat area of your automatic weapon attacks. When you use an Autofire feature with a weapon, you can change the area of effect (see Auto Fire in SPECIAL SITUATIONS AND ACTIONS) from a 10x10ft area-of-affect to either a 15x15ft area or a 5x30ft straight line area. With Heavy Autofire weapon you can change the standard 15x15ft area-of-affect to a 20x20ft area or a 10x30ft area instead.  
 
:'''Bypass'''. Prerequisite: Proficiency with Computer Use skill. You know all the tricks to bypassing Matrix security. When using Matrix programs Sleaze or Sneak you impose Disadvantage on the target’s saving throw or enemy Scan checks against Spoof. You can use this feat a number of times equal to your Intelligence modifier. After a short or long rest you regain these abilities.
 
:'''Bypass'''. Prerequisite: Proficiency with Computer Use skill. You know all the tricks to bypassing Matrix security. When using Matrix programs Sleaze or Sneak you impose Disadvantage on the target’s saving throw or enemy Scan checks against Spoof. You can use this feat a number of times equal to your Intelligence modifier. After a short or long rest you regain these abilities.
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| '''HEAVY ARMOR'''
 
| '''HEAVY ARMOR'''
 
|-
 
|-
| Security Armor || 4,000¥ || 18 || 13 || 5 || Disadvantage || 40
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| Swcurity Armor || 4,000¥ || 18 || 13 || 5 || Disadvantage || 40
 
|-
 
|-
 
| Military Spec Armor || 10,000¥ || 19 || 15 || 6 || Disadvantage || 50
 
| Military Spec Armor || 10,000¥ || 19 || 15 || 6 || Disadvantage || 50
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'''Lined Coat''': made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).</br>
 
'''Lined Coat''': made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).</br>
 
'''Chameleon Suit''': a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).</br>
 
'''Chameleon Suit''': a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).</br>
'''Armored Jacket''': fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A '''DC15''' Wisdom (Perception) check will notice that it is armored (including Passive). A MAD scanner will detect it automatically.</br>
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'''Armored Jacket''': fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A '''DC15' Wisdom (Perception) check will notice that it is armored (including Passive). A MAD scanner will detect it automatically.</br>
 
'''Flak Vest with Plates''': an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).</br>
 
'''Flak Vest with Plates''': an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).</br>
 
'''Ballistic Longcoat''': this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple '''DC12''' Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).</br>
 
'''Ballistic Longcoat''': this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple '''DC12''' Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).</br>
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'''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br>
 
'''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br>
  
MARTIAL MELEE WEAPONS</br>
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MARTIAL MELEE WEAPONS
 
'''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br>
 
'''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br>
 
'''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br>
 
'''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br>
  
MARTIAL RANGED WEAPONS </br>
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MARTIAL RANGED WEAPONS  
 
These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br>
 
These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br>
 
'''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br>
 
'''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br>
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</font size>
 
</font size>
  
[[File:SR.D5.Weapons.jpg | 400px | right]]
 
 
FIREARM AMMUNITION</br>
 
FIREARM AMMUNITION</br>
 
For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥  and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br>
 
For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥  and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br>
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=== ADDITIONAL GEAR ===
 
=== ADDITIONAL GEAR ===
 
'''CLOTHINS'''</br>
 
'''CLOTHINS'''</br>
[[File:SR.D5.Bodyguard.jpg | 300px | right]]
 
 
'''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br>
 
'''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br>
 
'''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br>
 
'''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br>
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'''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br>
[[File:SR.D5.Drugs.jpg | 300px | left]]
 
 
'''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br>
 
'''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br>
 
'''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br>
 
'''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br>
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'''MISCELLANEOUS GEAR'''</br>
 
'''MISCELLANEOUS GEAR'''</br>
'''3D Printer''': 500¥, Wt. 15lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight (costs 10¥ per pound in supplies). Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.</br>
 
'''Artisan Tools''': 50-500¥, Wt. 10-100lbs. There is only a partial list found in PHB pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. This works as they do as listed in PHB including alchemy supplies but use different skills.</br>
 
'''Explosives Kit''': 200¥, Wt. 10lbs. All the necessary tools (not the raw materials though) for creating, rigging or disarming bombs and explosives (Military).</br>
 
'''Gaming Sets''': Varies. There are various types as following (a) Card sets include various card games. Cost 1-25¥, Wt. none. (b) Dice set are various types dice games, common on lower lifestyle area. Cost 1-25¥, Wt. none. (c) Gambling Booth including slot machines and the like. Cost 800¥+, Wt. 100lbs+. (d) Gambling Tables including things like roulette wheels, etc. Cost 1,000¥+, Wt. 100lbs+.</br>
 
'''Grapnel gun''': 200¥, Wt. 4lbs; 50¥ and 2lbs for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Adds advantage to Athletic checks to climb up or down and treats all checks of 9 or less as if the target had rolled a 10 instead. Max weight capacity of 500 pounds.</br>
 
'''Machine Shop''': 5,000¥, Wt. 500lbs+ just for the tools. This is a large workshop where you can park up to a Gargamturan sized vehicle within to work on, etc. Grants advantage with all Mechanics skill checks. A shop can also hold up to 5,000¥ worth of supplies (it does not include any in the base price listed but can be purchased or gather at the same amount as under Widget Bag with you have the feat).</br>
 
'''Monowire Grapple Gun''': 1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong ropewire that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Monowire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted).</br>
 
'''Monowire Spool''': 800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves and can be step up between two points as traps. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it compares their passive perception at disadvantage against a '''DC10''' (15 if dashing) or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed that round (Restricted).</br>
 
'''Musical Instrument''': Veries, average hand held instrument 50¥+, Wt. 1lbs+. There are literally thousands of different musical instruments found all around the world. Electrical instruments that can synthetize almost any sound and start at 150¥, Wt. 1lb but can run high and be larger.</br>
 
'''Repair Kit''': Cost 250¥, Wt. 10lbs. Advanced tool repair kit that is required to do all electrical and mechanical repairs to a weapon, drones, vehicle or devices. Miniaturization and universal tooling have been this manageable for personal carrying them, etc.</br>
 
'''Sheath Gloves''': 250¥, Wt. ½lb. Wearer can handle monoowire safely, including security wire.</br>
 
'''Wall Climbing Cups''': Cost 200¥, Wt. 4lbs. These vacuum suction cups are worn on the user’s hands and knees, allow the user a Climb speed of 15 feet on ‘hard’ (metal, glass, stone) horizontal surfaces.</br>
 
 
'''SECURITY & COUNTER SECURITY DEVICES'''</br>
 
'''Disguise Kit''': 250¥, Wt. 4lbs. Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Restricted).</br>
 
'''Fake License''': 1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a SIN (Fake or real). To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week (Illegal).</br>
 
'''Fake SIN''': 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week. Enhanced versions rating 25 for 10,000¥ (Illegal).</br>
 
'''Electronic Bug/Tags''': 100¥ each, Wt. 10 tags weigh about one pound. These tiny devices are easily concealed ('''DC20''' Investigation or '''DC25''' Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (1,500 feet). Types include: Bugs Detectors that detect and record sounds (voices, etc.), Radios Detector detect and record radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check.</br>
 
'''Wellesley Lock''': 50¥, Wt. 4lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires '''DC15''' Thievery to open. High quality locks add +5 '''DC''' and +5 HP for +100¥ or +10 DC and +10 HP for +250¥.</br>
 
'''MagLock''': 500¥, Wt. 5lbs. HP 20, Hardness 8, Resistance, Firewall 2 rating. These magnetic door locks come with keypad or wireless access port. To gain access one must know the code or have the wireless access account. Illegal entry is '''DC15''' Thievery with a MagLock passkey or with a Computer User (but then minus from Firewall x4). Higher security systems increase the passkey to '''DC20''', Firewall 3 and HP 25, for 2,000¥; or '''DC25''', HP 25, Firewall 4 and Hardness 10 for 10,000¥.</br>
 
'''GeneLock''': 1,500¥, Wt. 5lbs. HP 25, Hardness 10, Resistance, Firewall 2 rating. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. Illegal entry is '''</br>''' Thievery check with a GeneLock kit or with a Computer Use (but minus Firewall x4). High security systems increase the passkey to '''DC20''', Firewall 3 and HP 25 for 5,000¥; or '''DC25''', Firewall 4 and HP 25 for 15,000¥.</br>
 
'''Forgery Kit''': 250¥, Wt. 2lbs. An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices (Restricted).</br>
 
'''GenLock Glove''': Cost 2,500¥, Wt. 2lbs. This skin tight glove allows the user to mimic different genetic codes that can bypass a gen-lock pad reader. Illegal for most people (Illegal).</br>
 
'''MagLock Passkey Kit''': Cost 1,500¥, Wt. 2lbs. Specialized tools for bypassing electronic magnetic-locks. It is illegal for anyone who doesn’t have the proper license, such as law enforcement, to own one (Illegal).</br>
 
'''Thieves tools''': Cost 50¥, Wt. 1lb. Old-school lockpicks and tools for mechanical locks and doors (not overly common but still used in poor areas) (Restricted). Autopicker grants advantage on this roll. Cost 250¥ (Illegal).</br>
 
'''Headjammer''': 500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a '''DC12''' Constitution save or gain the '''''Poisoned''''' condition for the duration (Restricted).</br>
 
'''Neural Interface Disrupter''': 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires a '''DC15''' Intelligence save or the subject may not use any cybernetic systems that round. The subject must also make a '''DC12''' Constitution save or also gain the '''''Poisoned''''' condition for the duration (Restricted).</br>
 
'''Mage’s Hood & Restraint''': 1,000¥, Wt. 5lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the '''''Blinded''''', '''''Deafened''''' and '''''Restrained''''' conditions throughout the duration. In order to escape it may try to make a '''''DC20''''' Athletics or Sleight of Hands skill check at disadvantage. This takes 1d6+4 rounds and successful or not, costs the subject one level of Echaustion at the end. It takes 1d4+1 rounds to place this item onto a helpless subject (Restricted).</br>
 
'''Jammer, Area''': 750¥, Wt. 2lbs., Firewall 3. Jams all wireless and radio communications within a 60 foot sphere radius. Within the area users are at Disadvantage with any skill rolls that require communication or scanners. A '''DC15''' Computer Use (minus Firewall, as comlink) skill roll at disadvantage will overcome this blocking for one piece of tech for 1 minute (10 rounds).</br>
 
'''Monofilament Handsaw''': 500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP and Heavy damage but only with a full round action. It has disadvantage if used in melee combat (Restricted).</br>
 
[[File:SR.D5.Adept.jpg | 300px | right]]
 
'''Monofilament Chainsaw''': 750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Loud and Two-Handed. It has disadvantage if used in melee combat (Restricted).</br>
 
'''Wire Cutters''': 100¥, Wt. 1lb. Metal shears that are good for cutting wires. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. It has disadvantage if used in melee combat.</br>
 
'''Metal Handcuff Restraints''': 50¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC18''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this checks are at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh 1½lb.</br>
 
'''Handcuff, Alloy Restraints''': 150¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check vs. the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC20''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this check is at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.</br>
 
'''Plastic Handcuff Restraints''': 75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a '''DC15''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back these checks are at disadvantage. After each attempt requires a '''DC12''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.</br>
 
'''Screamer''': 300¥, Wt. 2lbs. Proximity alarm that detects motion and sound, base Perception check +8 (passive 18). Within 30ft area of affect. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within Broadcast 1 or 300 feet). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.</br>
 
'''Stummer''': 1,500¥, Wt. 3lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves.</br>
 
'''White Noise Generator''': 500¥, Wt. 2lbs. Used to mask talking within a 50 sphere radius area from outside listeners. Imposes Disadvantage on '''DC20''' Perception checks for those outside the area trying to listen in. Increase '''DC''' by +5 if those within area are attempting to mask their conversation.</br>
 
 
'''SURVIVAL GEAR'''</br>
 
'''Chemical Suit''': 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.</br>
 
'''Gas Mask''': 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br>
 
'''Filter Plugs''': Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.</br>
 
'''Hazmat Suit''': 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hvours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br>
 
'''Wet Suit''': 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.</br>
 
'''Winter Clothing''': 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.</br>
 
'''Artic Survival Suit''': 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants, gloves, etc.</br>
 
'''Light Sticks''': 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour.
 
'''Micro-Flares''': 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.</br>
 
'''Rope, standard''': 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break.</br>
 
'''Myineric Rope''': 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking about a minute with a wireless or voice command). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break (Restricted).</br>
 
'''Stealth Rope''': 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a voice or wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).</br>
 
'''Rappelling Gloves''': Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.</br>
 
'''Canteen''': 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.</br>
 
'''MRE Ration''': 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.</br>
 
'''Survival Kit''': 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +4 equipment bonus to Survival checks.</br>
 
 
'''UTILITY CHEMICALS'''</br>
 
'''Glue Sprayer''': 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a '''DC25''' Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</br>
 
'''Thermite Burning Bar''': 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a '''DC10''' Mechainics check (disadvantage without a Demolitions kit) to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).</br>
 
 
'''VISUAL AND AUDIO DEVICES'''</br>
 
'''Pen-Light''': 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.</br>
 
'''Flashlight''': 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).</br>
 
'''Binoculars''': 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.</br>
 
[[File:SR.D5.googles.jpg | 250px | left]]
 
'''Goggles''': 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</br>
 
'''Glasses''': 250¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.</br>
 
'''Monocle''': 150¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 3 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.</br>
 
Contact Lenses: 500¥, nil weight. With an action, a '''DC18''' Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.</br>
 
'''Earplugs''': 150¥, nil weight. With an action, a '''DC18''' Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.</br>
 
'''Headphones''': 250¥, Wt. ½lb. With an action, a '''DC12''' Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.</br>
 
 
'''Audio Enhancements''' – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit).
 
* '''Audio Amplifier''': +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
 
* '''Audio Enhancer''': +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
 
* '''Dampener''': +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. Also Resistance to sonic damage.
 
* '''High/Low Freq Hearing''': +400¥. This enhancement grants the user High/Low Frequenting Hearing.
 
* '''Spatial Sound Recognizer''': +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing.
 
'''Visual Enhancements''' – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)
 
* '''Low-Light Vision''': +200¥. As species sense Low-Light Vision.
 
* '''Flare Compensation''': +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
 
* '''Dark Vision''': +500¥. This enhancement grants the user Darkvision out to 60 feet.
 
* '''Vision Enhancement''': +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
 
* '''Vision Magnification''': +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
 
  
 
=== CYBERNETICS ===
 
=== CYBERNETICS ===
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'''Orthoskin''' (3 levels): this advanced gene-therapy enhances the layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject ''Resistance'' to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3 (Restricted).</br>
 
'''Orthoskin''' (3 levels): this advanced gene-therapy enhances the layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject ''Resistance'' to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3 (Restricted).</br>
 
'''Radar Scan Implant''' (1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsight in a 60ft radius area. Radar waves are automatically detected by Hi/Low frequency hearing and various sensors. Cost 30,000¥, Strain 4.</br>
 
'''Radar Scan Implant''' (1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsight in a 60ft radius area. Radar waves are automatically detected by Hi/Low frequency hearing and various sensors. Cost 30,000¥, Strain 4.</br>
[[File:SR.D5.Cyborg2.jpg | right]]
 
 
'''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000¥ and Strain 3. Level II implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost 50,000¥ and Strain 6 (Restricted).</br>  
 
'''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000¥ and Strain 3. Level II implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost 50,000¥ and Strain 6 (Restricted).</br>  
 
'''Skillwires''' (level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. These upgrades allows the subject to benefit from muscle memory skills. Each system must be installed into the subject at a time and this includes a dedicated chipjack (the 'chip' is not removeable). These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill proficiency bonus of +4 for one of the following – Acrobatics, Athletics, Boating, Drive, Initiative, Pilot, Stealth or Thievery and cost 5,000¥ each. Advanced version grant +6 proficiency bonus, cost 15,000¥ each.</br>
 
'''Skillwires''' (level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. These upgrades allows the subject to benefit from muscle memory skills. Each system must be installed into the subject at a time and this includes a dedicated chipjack (the 'chip' is not removeable). These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill proficiency bonus of +4 for one of the following – Acrobatics, Athletics, Boating, Drive, Initiative, Pilot, Stealth or Thievery and cost 5,000¥ each. Advanced version grant +6 proficiency bonus, cost 15,000¥ each.</br>
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'''Lone Star iBall¹'''. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged
 
'''Lone Star iBall¹'''. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged
 
:''Special Qualities'': Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception).
 
:''Special Qualities'': Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception).
[[File:SR.D5.drone2.jpg | left]]
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[[File:SR.D5.drone2.jpg | right]]
 
'''Aztechnology Crawler'''³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged
 
'''Aztechnology Crawler'''³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged
 
:''Special Qualities'': Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).
 
:''Special Qualities'': Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).
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through introspection and an awareness of self.</br>
 
through introspection and an awareness of self.</br>
 
===ASTRAL SPACE ===
 
===ASTRAL SPACE ===
[[File:SR.D5.Spirit2.jpg | left]]
 
 
In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal.
 
In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal.
  
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===SPELLS AND SPELLCASTING ===
 
===SPELLS AND SPELLCASTING ===
[[File:SR.D5.spell.jpg | 500px | right]]
 
 
Spell are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment.
 
Spell are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment.
 +
 +
Spells are also divided between catagorty groups - Combat, Detection, Health, Illusion and Transformation.
  
 
Mana damaging spells ignore all non-magical Resistant and Hardness. Necrotic and Psychic damage ignore non-magical Resistance and Hardness. Elemental damage ignores Hardness unless specifically added for that type (see GEAR AND EQUIPMENT). Force damage ignores ½ (round up) all non-magical Hardness.
 
Mana damaging spells ignore all non-magical Resistant and Hardness. Necrotic and Psychic damage ignore non-magical Resistance and Hardness. Elemental damage ignores Hardness unless specifically added for that type (see GEAR AND EQUIPMENT). Force damage ignores ½ (round up) all non-magical Hardness.
  
Spells are also divided between catagorty groups - Combat, Detection, Health, Illusion and Transformation.
+
All other factors are as PHB spells.
 
 
All other factors are as PHB spells (like Envokation, etc).
 
  
 
No spell lasts longer than ‘Concentration’ and it automatically ends if the mage stops concentrating.
 
No spell lasts longer than ‘Concentration’ and it automatically ends if the mage stops concentrating.
  
  
COMBAT SPELLS</br>
+
COMBAT SPELLS'''</br>'''
 
'''Death Touch''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; '''Range''': Touch; '''Duration''': Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target.
 
'''Death Touch''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; '''Range''': Touch; '''Duration''': Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target.
* '''Vampire Touch''' (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target.
+
: '''Vampire Touch''' (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target.
'''[Elemental] Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals that element damage to the target. The following additional magnitudes can be added to change aspects…
+
'''[Elemental] Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals elements in damage to the target. The following additional magnitudes can be added to change aspects…
 
* '''Area Effect''' (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property.
 
* '''Area Effect''' (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property.
 
* '''Greater Area Effect''' (+2 Magnitude): as AE but AOE is increased to 25ft radius sphere instead.
 
* '''Greater Area Effect''' (+2 Magnitude): as AE but AOE is increased to 25ft radius sphere instead.
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'''Ram''': Physical (Evocation); '''Casting Time''': 1 action; Magnitude: base 4d6 force damage at one, plus +2d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. A successful Magical attack roll deals force damage. However moving target (such as a vehicle) are at disadvantage for the caster to hit. Finally, this attack spell has the weapon properties of AP and Heavy Damage (see Gear).
 
'''Ram''': Physical (Evocation); '''Casting Time''': 1 action; Magnitude: base 4d6 force damage at one, plus +2d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. A successful Magical attack roll deals force damage. However moving target (such as a vehicle) are at disadvantage for the caster to hit. Finally, this attack spell has the weapon properties of AP and Heavy Damage (see Gear).
  
'''Stun Bolt''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. Requires a successful Magical attack roll. Stun bolt deal only ¼ the rolled damaged but compare the full damage total against targets Wound Damage Threshold to impose '''''Reeling''''' and if the damage equaled or exceeded the target’s Wound Damage Threshold +10 the target instead gains the '''''Stunned''''' condition until the end of the casters’ next turn. Then converts to the reeling. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount in magnitude as the elemental bolt spells.
+
'''Stun Bolt''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. Requires a successful Magical attack roll. Stun bolt deal only ¼ the rolled damaged but compare the full damage total against targets Wound Damage Threshold to impose '''''Reeling''''' and if the damage equaled or exceeded the target’s Wound Damage Threshold +10 the target instead gains the '''''Stunned''''' condition until the end of the casters’ next turn. Then converts to the reeling. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells.
  
  
 
DETECTION SPELLS</br>
 
DETECTION SPELLS</br>
All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points.
+
All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points.</br>
 
 
[[File:SR.D5.shaman.jpg | 300px | right]]
 
 
'''Analyze Truth''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie.
 
'''Analyze Truth''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie.
 
* '''Enhancer''' (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save.
 
* '''Enhancer''' (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save.
 
 
'''Clairvoyance''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
 
'''Clairvoyance''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
 
* '''Both Senses''' (+2 Magnitude) can use both hearing and sight with your sensor.
 
* '''Both Senses''' (+2 Magnitude) can use both hearing and sight with your sensor.
 
* '''Moveable''' (+2 Magnitude): can move your sensor up to 30ft a round with an action on your part.
 
* '''Moveable''' (+2 Magnitude): can move your sensor up to 30ft a round with an action on your part.
 
 
'''Combat Sense''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 minute. For the duration you gain the Dodge action for free each round.
 
'''Combat Sense''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 minute. For the duration you gain the Dodge action for free each round.
  
 
'''Comprehend Languages''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language.
 
'''Comprehend Languages''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language.
 
* '''Tongues''' (+2 Magnitude): with this boost the caster also speaks the language it hears for duration.
 
* '''Tongues''' (+2 Magnitude): with this boost the caster also speaks the language it hears for duration.
 
 
'''Detect''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 10 minutes. The basic version of this spell allows the casters to Detect Magic and magical auras out to a 30ft range of itself. You see it as a soft glow over all ‘visible’ items (not illusions, invisible or hidden ones, the spell automatically failed to detect them).
 
'''Detect''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 10 minutes. The basic version of this spell allows the casters to Detect Magic and magical auras out to a 30ft range of itself. You see it as a soft glow over all ‘visible’ items (not illusions, invisible or hidden ones, the spell automatically failed to detect them).
 
* '''Poison Sense''' (+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
 
* '''Poison Sense''' (+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
 
* '''Trap Sense''' (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a hidden laser guided machine gun pop-out port, claymore, etc. but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
 
* '''Trap Sense''' (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a hidden laser guided machine gun pop-out port, claymore, etc. but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
 
* '''Pathfinder''' (+4 Magnitude): Change duration to “Concentration, 8 hours”. This upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination in astral space, a destination that moves or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and can find it without fail. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way.
 
* '''Pathfinder''' (+4 Magnitude): Change duration to “Concentration, 8 hours”. This upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination in astral space, a destination that moves or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and can find it without fail. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way.
 
 
'''Divination''': Mana (Divination); '''Casting Time''': 5 minute ritual; '''Magnitude''': 5; '''Range''': Self or 30ft; '''Duration''': Instant. This spell provides the caster a glimpse of the past or near future of one subject that the caster can see throughout the ritual to cast the spell or the caster themselves. The subject must have an Intelligence of 3 or higher and requires a Charisma save. If the target is voluntary or the caster, it can take disadvantage on this save. On a successful save, the target isn't affected. Failure grants the caster a basic knowledge of highlights of what the subject has been doing for the last year, or can gain a glimpse of up to want the future of the target might experience in the next 24 hours. For a willing target with a failed save on future events, the caster grants insight and bonuses at certain junctions, depending on the GM, but generally the subject should gain an advantage on any one future attack check, saving throw, skill or ability check, equal to the caster’s Magic User level. These must be used by the subject within the next 24 hours or they are lost. For non-willing subject the GM might grant them various knowledge of the subject’s activity. You can't use this spell against the same target again until after it takes a long rest.
 
'''Divination''': Mana (Divination); '''Casting Time''': 5 minute ritual; '''Magnitude''': 5; '''Range''': Self or 30ft; '''Duration''': Instant. This spell provides the caster a glimpse of the past or near future of one subject that the caster can see throughout the ritual to cast the spell or the caster themselves. The subject must have an Intelligence of 3 or higher and requires a Charisma save. If the target is voluntary or the caster, it can take disadvantage on this save. On a successful save, the target isn't affected. Failure grants the caster a basic knowledge of highlights of what the subject has been doing for the last year, or can gain a glimpse of up to want the future of the target might experience in the next 24 hours. For a willing target with a failed save on future events, the caster grants insight and bonuses at certain junctions, depending on the GM, but generally the subject should gain an advantage on any one future attack check, saving throw, skill or ability check, equal to the caster’s Magic User level. These must be used by the subject within the next 24 hours or they are lost. For non-willing subject the GM might grant them various knowledge of the subject’s activity. You can't use this spell against the same target again until after it takes a long rest.
  
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* '''Low-Light Vision''' (+1 Magnitude): as New Species senses
 
* '''Low-Light Vision''' (+1 Magnitude): as New Species senses
 
* '''Darkvision 30ft''' (+1 Magnitude) or increased to 60ft (+2 Magnitude) or 120ft (+3 Magnitude)
 
* '''Darkvision 30ft''' (+1 Magnitude) or increased to 60ft (+2 Magnitude) or 120ft (+3 Magnitude)
* '''See Illusion or Invisible 30ft''' (+2 Magnitude each) or increase range to 60ft (+3 Magnitude each)
+
* '''See Illusion or Invisible 30ft''' (+2 Magnitude each) or increase to 60ft (+3 Magnitude each)
 
* '''Tremorsense 20ft Radius''' (+2 Magnitude) or increased to 40ft (+3 Magnitude) or to 60ft (+4 Magnitude)
 
* '''Tremorsense 20ft Radius''' (+2 Magnitude) or increased to 40ft (+3 Magnitude) or to 60ft (+4 Magnitude)
 
* '''Blindsight 10ft Radius''' (+3 Magnitude) or increase to 20ft (+4 Magnitude) or to 30ft (+5 Magnitude)
 
* '''Blindsight 10ft Radius''' (+3 Magnitude) or increase to 20ft (+4 Magnitude) or to 30ft (+5 Magnitude)
 
* '''Truesight 20ft''' (+4 Magnitude) or increase to 40ft (+5 Magnitude) or to 60ft (+6 Magnitude)
 
* '''Truesight 20ft''' (+4 Magnitude) or increase to 40ft (+5 Magnitude) or to 60ft (+6 Magnitude)
 
 
'''Mind Probe''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence save. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell and an action to detect the presence of one thinking creature you can't see. This targets lose the invisibility condition for the duration.
 
'''Mind Probe''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence save. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell and an action to detect the presence of one thinking creature you can't see. This targets lose the invisibility condition for the duration.
 
* '''Alter Memories''' (+3 Magnitude): you can alter the memories of the subject into believing it was doing something else while you used Mind Probe on it. It gains an Intelligence save. Failure and you can affects its short term memories with your own version of what just happened.
 
* '''Alter Memories''' (+3 Magnitude): you can alter the memories of the subject into believing it was doing something else while you used Mind Probe on it. It gains an Intelligence save. Failure and you can affects its short term memories with your own version of what just happened.
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* '''Mass Blindness/Deafness''' (+1/level Magnitude): for each additional magnitude you can affect one additional target within range.
 
* '''Mass Blindness/Deafness''' (+1/level Magnitude): for each additional magnitude you can affect one additional target within range.
 
* '''Blind and Deaf''' (+1 Magnitude): the target of a failed save suffers both conditions.
 
* '''Blind and Deaf''' (+1 Magnitude): the target of a failed save suffers both conditions.
 
 
'''Boost Attributes''': Mana (Adjuration); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell grants you a +4 boost to any one Attribute score. This can increase the attribute above racial characteristic maximum. This grants a +2 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. This does not stack with any other boost from adapt abilities, drugs, magic, class, talents, cybernetics, etc. The caster can boost the power of the spell…
 
'''Boost Attributes''': Mana (Adjuration); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell grants you a +4 boost to any one Attribute score. This can increase the attribute above racial characteristic maximum. This grants a +2 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. This does not stack with any other boost from adapt abilities, drugs, magic, class, talents, cybernetics, etc. The caster can boost the power of the spell…
 
* '''Boost 2 attributes at the same time''' (+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to 3 attributes (+4 Magnitude): for three attributes.
 
* '''Boost 2 attributes at the same time''' (+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to 3 attributes (+4 Magnitude): for three attributes.
 
* '''Enhance Attribute''' (+1 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls).
 
* '''Enhance Attribute''' (+1 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls).
 
 
'''Exhausting Touch''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Instant. This spell can exhausted a target. One adjacent target must succeed with a Constitution save or take one level of Exhaustion. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target (no matter the source of its exhaustion). The target’s Strain does not affect the caster for this spell.
 
'''Exhausting Touch''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Instant. This spell can exhausted a target. One adjacent target must succeed with a Constitution save or take one level of Exhaustion. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target (no matter the source of its exhaustion). The target’s Strain does not affect the caster for this spell.
  
[[File:SR.D5.caster.jpg | 300px | left]]
 
 
'''Healing Touch''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d8 healing; '''Range''': Touch; '''Duration'''': Instant. This spell will heal an adjacent target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +1 Magnitude the caster can instead affect one target that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).
 
'''Healing Touch''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d8 healing; '''Range''': Touch; '''Duration'''': Instant. This spell will heal an adjacent target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +1 Magnitude the caster can instead affect one target that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).
  
 
'''Healing Word''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d4 healing; '''Range''': 60ft; '''Duration''': Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).
 
'''Healing Word''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d4 healing; '''Range''': 60ft; '''Duration''': Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).
  
'''Increased Reflexes''': Mana (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 4; '''Range''': Self; '''Duration''': Concentration, 1 minute. Your speed increase by +15ft, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, you can't move (Speed 0) or take actionsChoose one creature that you can until after your next turn, as a wave of lethargy sweeps over you. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics.
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'''Increased Reflex''': Mana (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 4; '''Range''': Self; '''Duration''': Concentration, 1 minute. Your speed increase by +15ft, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, you can't move (Speed 0) or take actionsChoose one creature that you can until after your next turn, as a wave of lethargy sweeps over you. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics.
  
 
'''Restoration''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': '''Touch'''; '''Duration''': Instant. You touch a creature and cure one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
 
'''Restoration''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': '''Touch'''; '''Duration''': Instant. You touch a creature and cure one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Line 1,980: Line 1,871:
  
 
ILLUSION SPELLS</br>
 
ILLUSION SPELLS</br>
Mana-based Illusions spells only work against living creatures with an Intelligence of 1 or higher. They have no effect on machines, drones, computer A.I. or security camera.</br>
 
Physical-based Illusionary spells have no real ‘mass’ or weight in the real world but the magic.</br>
 
  
'''Agony''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': 120ft; '''Duration''': Instant. The target of this spell must make a Wisdom save. Failure means the target gains the '''''Stunned''''' condition until the beginning of the caster’s next turn. After that the target gains the '''''Reeling''''' condition (recovers normally).
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===SUMMONING ELEMENTALS AND NATURAL SPIRITS===
* '''Mass Agony''' (+2 Magnitude): the caster can affect up to six targets within 120ft that she can see.
 
  
'''Blinding Flash''': Physical (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': 90ft; '''Duration''': Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence save. Failure imposes the '''''Blind''''' condition onto the targets. This spell is a ‘physical’ and can affect devices that ‘see’ (vidcams, drones, etc.). At the end of each of its turns a blinded target can attempt a new Intelligence save. Success ends the spell for that creature.
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== THE MATRIX ==
* '''Greater Area''' (+1 Magnitude): the area increases to a 30ft radius.
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===MATRIX PERSONA===
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===PROGRAMS===
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===MATRIX COMBAT ANDS ACTIONS===
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===REPAIRING PROGRAMS===
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===WRITING YOUR OWN PROGRAMS===
  
'''Blurred Image''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 1 minute. The body of a creature you touch becomes blurred, shifting and wavering to all who can see it. For the duration, creatures have disadvantage on attack rolls against it and it gains advantage with all Dexterity (Stealth) checks. It can also attempt to Hide without cover but it loses the Advantage normally granted with this check. A creature is immune to effects if it doesn't rely on sight, as with blindsight, truesight or a Duel-Natured being ignores thee affects as they can see through the illusion.
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== VEHICLES AND DRONES HOUSERULES ==
* '''Enhanced Blurred Image''' (+1 Magnitude): changes the type to Physical and now will fool machines. is strong enough to fool machinery, A.I.s, security cameras, etc.
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In the world of Shadowrun a great majority of vehicles and all drones are “self-operating”. Some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon.
 +
===VEHICLE AND DRONE NOTES===
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====Special Vehicle and Drone Conditions====
  
'''Charm Person''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 1 hour. You attempt to charm a humanoid with at least an Intelligence score of 3 or higher, that you can see within range. It must make a Wisdom save, and does so with advantage if you or your companions are fighting it. If it fails, it gains '''''Charmed''''' condition while you concentrate and so long as your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. At the spell ends, the creature knows it was charmed by you. Creatures that can't be charmed if are immune to this effect and mind-effecting. Additional affects as…
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===VEHICLE AND DRONE ACTIONS===
* '''Command''' (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom save or follow the command on its next turn. This spell has no effect if the target does not under or cannot here you. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
 
::o '''Approach''': The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
 
::o '''Drop''': The target drops whatever it is holding and then ends its turn.
 
::o '''Flee''': The target spends its turn moving away from you by the fastest available means.
 
::o '''Grovel''': The target falls prone and then ends its turn.
 
::o '''Halt''': The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed.
 
* '''Dominate''' (+5 Magnitude): Change duration to “Concentration, 1 minute”. With a failed Wisdom save the target is charmed and ‘dominated’ by you. While the target is dominated, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom save against the spell. If the saving throw succeeds, the spell ends.
 
* '''Suggestion''' (+1 Magnitude): Change the duration to “Concentration, 8 hours”. You suggest a course of activity and magically influence a creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence save. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends.
 
* '''Mass Charm''' (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though.
 
  
'''Fear''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma save. All that fail drop whatever they are holding and become '''''Frightened''''' of you. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature.
 
  
[[File:SR.D5.caster2.jpg | 400px | right]]
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*'''Automatidate Actions'''. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, .
'''Illusion''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 90ft; '''Duration''': Concentration, 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against you saving DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Duel-Natured creatures and those whom can see through illusions (such as truesight) are immune to this spell.
 
* '''Greater Illusion''' (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check vs. you spell save save. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
 
* '''Phantasmal Killer''' (+5 Magnitude): Change duration to “Concentration, 1 minute”. You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma save. On a failed save, the target becomes '''''Frightened''''' with all visible targets it can see (friend or foe) for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma save. Failure results in 4d10 psychic damage. On a successful save, the spell ends.
 
* '''Vid-Reality''' (+2 Magnitude): the images now appear on vidcams, etc. Change type to Physical.
 
  
'''Invisibility''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 1 hour. A creature you touch becomes '''''Invisible''''' for duration. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target if it takes an Attacks action or casts a spell. The spell does not affect machines (vidcams). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. If the subject of the spell has Strain, the caster must spend an additional Magic Point equal to ½ the level of Stain.
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== ENVIRONMENTAL SITUATIONS HOUSERULES ==
* '''More targets''' (+1 Magnitude per additional target): can now affect additional targets. If multiple targets have Strain the caster must spend the extra points equal to ½ the highest level.
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These are only the most common environmental situations a runner might encounter. Z-gravity, the vacuum of space, etc. are really unlikely but see in Shadowrun but the basics are included in the rules.
* '''Physical Invisibility''' (+2 Magnitude): changes the type to Physical and now will fool machines.
 
* '''Greater Invisibility''' (+3 Magnitude): Change to duration of greater to “Concentration, 1 minute”. For the duration, the spell does not end if the creature takes an Attack action or casts a spell.
 
  
'''Mask''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Touch; '''Duration''': Concentration, 1 hour. A touched target, including its clothing, armor, weapons, and other belongings on its person, look different for the duration. The target can seem a foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your save. If the subject of the spell has any Strain the caster must spend extra Magic Point equal to ½ the Strain level.
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'''COLD WEATHER'''</br>
* '''More targets''' (+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points.
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Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing winter clothing or a wetsuit if underwater. If not increase to '''DC20'''. Arctic survival suits ignore the basic condition and grant advantage on the save below 0° F down to -40° F then standard saves and finally at disadvantage on saves below -80° F. Below -100° F (extremely unlikely) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.</br>
* '''Physical Mask''' (+2 Magnitude): changes the type to Physical and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). This imposses Disadvantage on the investiation check to see through your illusion.
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Space includes temps below -100° F.</br> 
  
'''Paralyze Foe''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': 60ft; '''Duration''': Concentration, 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence save. Failure results in it being '''''Paralyzed'''''. At the end of each of its turns, the target can make a new Intelligence save. On a success, the spell ends on the target.
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'''EXCESSIVE HEAT'''</br>
* '''Mass Paralyze''' (+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them.
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Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours add +2 to the '''DC''' if the creature has half the water needed, add +5 to the '''DC''' if less than half. Add +1 to the '''DC''' for every 5 degrees above 90 the temperature is. However lower the '''DC''' by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This exhaustion can kill the creature.</br>
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In Space, without a spacesuit protection, causes a level of exhaustion every round automatically unless you have 'breathed out' the oxygen in your lungs (requires an Intelligence '''DC15''' save). You can ignore this exhaustion for a number of rounds equal to half your constition score. Physical activity, water and shade have no impact.</br>
  
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'''PRESSURE'''</br>
 +
Pressure can come from being deep underwater or hard-g maneuvers in an atmosphere. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself. Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to '''DC15''' each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.</br>
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Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15''' Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a '''DC20''' or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.</br>
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You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).</br>
  
MANIPULATION SPELLS</br>
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'''POLLUTION AND TOXIC CONTAMINANTS'''</br>
Many Manipulations spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell has Strain due to cybernetics then the caster suffers ½ the highest Strain level in extra Magic Points.</br>
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In the Shadowrun timeline there are many contaminated zones where horrible industrial accidents happened created toxic zones and radioactive sites. Certain toxins and gaseous content of a hazardous zones do not support healthy life. Pollutions can include ingestion (drinking or eating contaminated animals or plants), inhaled or from skin contact. Creatures in a polluted environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. A creature without some kind of breathing apparatus must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour or day or week depending on the level of pollution) or suffer 1d8 (or 1d6 or 1d4) points of toxic damage that reduces its hit point maximum by the same amount and one level of exhaustion. These level of exhaustion can kill the subject.</br>
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You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Exhaustion levels lost due to pollution are not removed until you have restored you maximum hit points is returned to full.</br>
  
'''Armor''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. You produce a magical protective force that surrounds you until the spell ends. Your base AC becomes 14 + your Dexterity modifier and its grants 2 points of magical Hardness. This hardness works against magical weapons and spells and normal weapon attacks. If you are wearing armor use the better of the two AC and/or Hardness, the effects do not stack.
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'''RADIATION'''</br>
* '''Shield''' (+1 Magnitude): With your reaction, you can add your Proficiency bonus to your AC. This happens just before the attack, potentially causing it to miss. The AC bonus then last until the start of your next turn.
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There are various degrees of radiation that causes damage and reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of necrotic damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of necrotic damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC18''' save but every round or suffer 3d6 hit points of necrotic damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.</br>
* '''Stoneskin''' (+4 Magnitude): Your skin takes on a stony feel and look. For the duration you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. Has no effect on magical spells (but stops other forms of magical damage such as from weapons, paracrritters unless they cast a damaging spell, etc).
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You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). The poisoned condition is not removed until you have restored you maximum hit points is returned to full.</br>
 +
Space is considered to have a Dangerous levels of radiation.</br>
  
[[File:SR.D5.dragon.jpg | 700px]]
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== EXPLOITAND & EDITS OPTIONAL HOUSERULE ==
  
'''Bestow Curse''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Touch; '''Duration''': Concentration, 1 minute. An adjacent creature must succeed on an Intelligence save or become cursed for the duration of the spell. When you cast this spell, choose one curse...
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== GM'S SECTION ==
:: o Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
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=== NONHEROIC NPC ===
:: o While cursed, the target has disadvantage on attack rolls against you.
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Low-End, non-heroic NPCs are created the same as normal characters, picking a class, etc. but with the following exception.
:: o While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
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* Don’t double their hit dices at 1st level and they must roll instead of starting with maximum.
:: o While the target is cursed, your attacks deal an extra 1d8 necrotic damage to the target.
+
* Don’t gain Class Talents or Class Bonus Feats. However the GM may simply assign certain NPC talents when creating them. For example a Wiz-Bike Ganger might have the Spellcasting talent, etc.
* '''Duration''' (+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, 10 minutes”.
+
* Don’t start or gain Karma points. GM may assign a few points to a group of Minions.
* '''Greater Curse''' (+2 Magnitude): your curse now affects two of the above options.
+
* Non-Heroic character ‘generally’ assign one use the following stat range – 12, 12, 12, 11, 10, 10. ‘Elite’ minion might instead have the following attribute spread – 14, 13, 12, 11, 10, 10.
 +
* Non-Heroic character do not add their proficiency bonus to their Damage Threshold.
  
'''[Elemental] Wall''': Physical (Conjuring); '''Casting Time''': 1 full round; '''Magnitude''': 4; '''Range''': 120ft; '''Duration''': Concentration, 1 minute. You create a straight wall of one element on a solid surface within range. The wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. You must pick the elemental type of the wall when you first chose this spell. All count as Full Cover but their base HP and Hardness values vary for each 10ft long section. These barriers have Resistant to most damage, Immunity to the same elemental damage and take normal damage from ‘opposing’ element (cold vs. fire). They are not reduced to ¾ or ½ cover from excessive damage like normal cover. At 0 HP the spell ends.
+
EXAMPLES OF TYPICAL NPC TYPES</br>
::o '''Acid Wall''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage, Dexterity save for half. If it failed the target suffers an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save (with Advantage). Failure suffers 3d6 acid damage and an additional 3d4 on the following round, succeed suffer half damages. Each +2 magnitude invested adds +1d(x) all damages.
+
Note that these characters are not assigned a Species and GM should modify appropriately…</br>
::o '''Cold''' – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat requires a Strength save or its speed is ½ until the end of its next turn.
 
::o '''Fire''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage and require a new Intelligence save or catch fire, suffering 3d4 fire damage each round at the beginning of the target’s turn. With a save the target suffers half damage and require an Intelligence save or catch fire (same as above; but now with Advantage). Targets on fire can attempt to put itself out every round with a Dexterity save (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this save. Each +2 magnitude invested adds +1d(x) all damages.
 
::o '''Lightning''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Targets must also make a Constitution save or gains the '''''Reeling''''' condition (Recover normally). Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus must save against the '''''Reeling''''' condition (as above) and they do not pass through the wall. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a separate Constitution save against the '''''Reeling''''' condition (but at Advantage). Each +2 magnitude invested adds +1d(x) all damages.
 
::o '''Radiant''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma save or gains the '''''Blind''''' condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus the Charisma save against blindness until the end of their next turn and do not pass through the wall. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and need a Charisma saving throw (at Advantage) against the blindness until the end of their next turn. Each +2 magnitude invested adds +1d(x) all damages.
 
::o '''Stone''' – HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest barrier type.
 
::o '''Thunder''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution save or be push back 10ft, knocked prone and gains the '''''Deaf''''' condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus a separate Constitution save or be knocked-back (the way they came) and defness until the end of their next turn and they do not move through the wall. Success they suffer 3d8 thunder damage, Strength save for half and make a separate Constitution save (with Advantage) against deafness until the start of their next turn. Each +2 magnitude invested adds +1d(x) all damages.
 
* '''Added Dimensions''' (+1 Magnitude/level): Each additional Magnitude added to the power of the spell affects walls dimension in one of the following ways – (a) Longer or Shorter by +/-10ft to the wall’s length; (b) Taller or Shorter by +/-5ft to the wall’s height or (c) Wider or Smaller by +/-5ft to the wall’s radius.
 
  
'''Flesh to Stone''': Physical (Transmutation); '''Casting Time''': 1 full round; '''Magnitude''': 6; '''Range''': Touch; '''Duration''': Concentration, 10 minutes. You attempt to turn one adjacent creature to stone. If the targets body is made of flesh, the creature must make an Intelligence save. On a failed save, it gains the '''''Restrained''''' condition as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make an additional Intelligence save at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the '''''Petrified''''' condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. Anyone petrified by the spell has resistance to all damage for the duration of the spell. If the creature is physically broken while petrified, it suffers from similar deformities when it reverts to its original state.
+
'''Ganger''', ''Medium sized NPC (Street) Fighter 2''</br>
 
+
'''Armor Class''': 13 (reinforced synthetic leathers); '''Speed''': 30 feet</br>
'''Levitate''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 10 minutes. One touched creature or object of your choice rises vertically, with a Speed of 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on an Intelligence save is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn as a bonus action. If you are the target, you can move up or down as part of your move (no action require unless you Dash). Otherwise the targert must remain within 120ft of you. When the spell ends, the target floats gently to the ground if it is still aloft. Unwilling targets can make a new Intelligence save at the end of its turn. Success and it floats to the surface safely as above.
 
 
 
'''Light''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Touch; '''Duration''': Concentration, 1 hour. You touch one non-living object. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet beyond that. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again. If you target an object held or worn by a hostile creature, it gets Dexterity save. Success avoids the spell.
 
* '''Sunlight''' (+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.)
 
 
 
'''Mage Hand''': Physical (Conjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 10 minutes. An invisible floating hand appears at a point you choose within range. The spell ends if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.
 
* '''Attacking Hand''' (+1-5 Magnitude): Your mage hand is strong enough to strike targets within range for damage. The hand deals 2d6 bludgeoning damage +1d6 damage for every additional Magnitude you put into the spell, up to a maximum of 6d6 bludgeoning damage. Use your Magical Attack to hit.
 
* '''Grasping Hand''' (+2 Magnitude): Your mage hand is strong enough to grapple. Use your Tradition’s defining attribute as its Strength with proficiency bonus. The hand is invisible to anyone but the target grabbed by it who can attack it without disadvantage. The Hands’ AC is 15 and it has a number of hit points equal to your max hit point total. When reduced to 0 hit points the spell ends.
 
* '''Greater Range''' (+1 Magnitude): Your mage hand can now extend out to 120ft before it disappears.
 
* '''Manipulative Hand''' (+1 Magnitude): Your mage hand can use your Traditional defining attribute instead of Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc.
 
* '''Telekinesis''' (+5 Magnitude): When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting attack check contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
 
 
 
'''Magic Weapon''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 hour. You touch a non-magical weapon. That weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the spells duration.
 
* '''Greater Magic''' (+2 or +4 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus.
 
 
 
'''Mana Wall''': Mana (Conjuring); '''Casting Time''': 1 full round; '''Magnitude''': 3; '''Range''': 120ft; '''Duration''': Concentration, 1 minute. You create a simmering wall of pure magical energy on a surface within range. The wall is 40 feet long, 15 feet high, and 1 foot think, or a ringed wall up to 15 feet in diameter, 15 feet high, and 1 foot think. The wall provides light obscure and cover (½ or Full). Each 10ft section of the wall has resistance to damage, HP of 25 and a Hardness of 6. Living targets and spirits cannot push through this wall, they must break it. It doesn’t stop non-living items like bullets or vehicles, etc. or being fully enclosed within a vehicle. Otherwise treat as an Elemental Wall.
 
* '''Greater Dimensions''': as [Elemental] Wall above.
 
* '''Physical Wall''' (+1 Magnitude): changes the wall to Physical, opaque (full cover) and HP to 50. The wall will now stop bullets, vehicles, and other non-living items. All have to ‘break though’.
 
 
 
'''Shapeshift''': Physical (Transmutation); '''Casting Time''': 1 full round; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 hour. Your turns into a beast. You transform into the form of a large or tiny beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its 'mind' and Intelligence, Wisdom, and Charisma scores. You assumes the hit dice and hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal forms’ to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any equipment. Your beast form cannot include a Flying or Swimming speed.
 
* '''Greater Creatures''' (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less.
 
* '''Flying''' or '''Swimming Speed''' (+1 Magnitude each): you gain one of these forms of movement if the beast shape you are assuming also has this movement type naturally.
 
* '''Shapeshift Others''' (+2 Magnitude): change the Range of the spell to 30ft. You can attempt to affect a target within range that you can see and has an Intelligence of 3 or higher. Creatures can resist the spell with an Intelligence save, to ignore the effect. Otherwise they are affected for the duration.
 
 
 
'''Spider Climb''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 hour. You can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free. Your climb speed is equal to your base Move speed.
 
 
 
'''Web''': Physical (Conjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': 60ft; '''Duration''': Concentration, 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity save. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs have an AC of 10 and 10 HP, is Resistant to slashing damage, immune to ballistic, bludgeoning and piercing damage.
 
* '''Greater Area''' (+1 Magnitude): the area of effect for your web is a 30-foot cube.
 
* '''Self-Anchoring''' (+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration.
 
* '''Stronger''' (+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spell's save.
 
 
 
===SUMMONING ELEMENTALS AND NATURAL SPIRITS===
 
It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic-user for up to one hour, when it disappears automatically back into astral space where it originated. Magic=users cannot have more than one spirits summoned at a time. If the summoner summons a new one the one present spirit automatically disappears back into astral space. When a spirit falls to 0 hit points, 0 magic points or it is incapacitated in some way it automatically disappears back to astral space also. If the summoner is knocked to 0 hit points or incapacitated the spirit makes a Charisma save. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space.
 
 
 
The '''DC''' to summon a spirit is DC 10 + its' Magnitude x2 with a Conjuring check. If a magic-user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner.
 
 
 
Type of '''Spirits''' that a '''Hermetic Mages''' can summon: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water.
 
 
 
Types of '''Spirits''' that a '''Shaman''' can summon: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water.
 
 
 
 
 
'''Spirit Tasks''': the following tasks can be performed by a spirit at the request of its’ summoner…
 
* '''Aid''' in casting of a spell. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude) to when the magic user casts a spell.
 
* '''Sustain a Spell''' requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it.
 
* '''Attack''' requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes arrive the magic-user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes.
 
* '''Search''' is where the spirit can search and area for a specific individual or item that is familiar to the magic use that summoned it. This works basically like the Search spell within a range of 1,000 feet times the spirits magnitude rating. The spirit can use the great range modifier (10 miles) but this must be the only service the spirit has or will perform and when it is finished it returns to its home plane.
 
* '''Guard''' is where the spirit can act as a watchdog within a certain area. It has Advantage on its Perception checks while it does so. A spirit can ‘guard’ an area equal to 100ft times its spirit magnitude rating. The summoner must also include orders on what the spirit will do if unknown creatures enter the area it is guarding. It can attack them, inform the summoner or make a great commotion (noise) in the area. If assigned as the spirit’s only task it will remain until sunup or sundown, whichever comes first and then return to its home plane.
 
 
 
'''Building a Spirits''': Spirits and elementals all have the following stats...
 
* All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes.  These stats are the same in astral form and when they manifest.
 
 Spirits have 10 Hit Points +5 HP per magnitude over 1, plus its Constitution modifier each magnitude.
 
* Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits and can only use these points to share with a magic user or to cast spells while manifesting.
 
* Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating equal to their Magnitude.
 
* Spirits are Resistant to all damage in Astral Space. When manifesting they have Resistance to all magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this (but see Spirit Foe feat).
 
* Spirits are immune to all mind-effect spells, the charmed and frightened condition imposed by mind-altering fear. They do not breathe, are immune to disease and poison, and ignore all light based obscure condition (see Duel-Natured).
 
* In Astral Space spirits have an extra action (as projecting magic users) and can only attack in melee. This attack deals 1d8 plus +1 per every level of magnitude. All types have a Fly speed of 60ft and a Fast Fly speed of 600ft a round in Astral Space.
 
* Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with casters (no disadvantage).
 
* Spirits prefer to be summoned in its ‘Domain’ (see Spirit Types) but can be summoned almost anywhere. When summoning a spirit in an area that the GM should increase the DC to summon the spirit in a non-Domain area by +2 or if totally opposite (a fire elemental on a lake of water) by  +5.
 
* All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. They are automatically proficiency with their own natural attacks.
 
* For spells, Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute.
 
* Each type of spirit has some natural abilities that all of the same spirit types share. These abilities can be used at will by the spirit and cost them no magic points, etc.
 
* Spirits have one spell automatically when summoned and the mage-user can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells.
 
 
 
[[File:SR.D5.summon.jpg | 400px | left]]
 
'''SPIRIT TYPES'''<br>
 
'''Sprits of the Sky (Air Elementals)''' - Appears as swirling clouds, or in storms as thunderclouds.<br>
 
'''Domains''': Anywhere under the open sky where city light pollution is not too bad.
 
'''Attributes''': base Strength 6, Dexterity 14
 
'''Abilities''' (when manifested): Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind [at least 20 MPH] disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution save against poison. On a failed save the creature gains the '''''Poison''''' condition and they are at ½ speed until the condition ends. Creatures outside the area of the cloud can make a new saving throw as an action each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.)<br>
 
'''Spells''': Mage Hand plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.<br>
 
 
 
'''Spirits of the Beast''' – Appear as natural or para-natural beasts; birds, mammals, lizards, etc.<br>
 
'''Domains''': Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.<br>
 
'''Skills''': Animal Handling, Survival.<br>
 
'''Abilities''' (when manifesting): Base speed 60ft, Blur Image (as spell but costs the spirit no Magic Points to cast and instead it can affect itself and a number of extra creatures as its summoner’ s desires equal to its magnitude), Unarmed Attack 1d8 piercing or slashing damage (chosen when summoned).<br>
 
'''Spells''': Fear plus one additional spell per Magnitude above 1 from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web.<br>
 
 
 
'''Sprits of Earth (Earth Elementals)''' - Appear as mounds of earth, clu''mps of earth and rock, etc.<br>
 
'''Domains:''' almost any rural setting like forests, jungles, deserts or any locations of natural earth can be touched.<br>
 
'''Attributes''': base Strength 14, Dexterity 6<br>
 
'''Skills''': Athletics.<br>
 
'''Abilities''' (when manifested): Base speed 30ft, Burrowing Speed 20ft (this tunnel can either collapse behind the elemental or can be up to 5ft wide per level of the elementals magnitude rating. The tunnel automatically collapse when the spirit returns to its home plane. Can tunnel through earth and rock with easy. Reinforced concrete and similar materials halves speed, while metal and plasteel blocks it completely), Enhanced Resistance (this spirit is Resistant to all damage when manifesting), Unarmed attack (stone fists) 1d8 bludgeoning damage.<br>
 
'''Spells''': Armor plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, R<br>estoration<br>
 
 
 
'''Spirits of Fire (Fire Elementals)''' - Appears as a humanoid or salamander creatures, bathed in fire.<br>
 
'''Domains''': Anywhere at a bonfire is burning.<br>
 
'''Abilities''' (when manifesting): Fly speed 60ft, Flame Aura (while manifesting the fire elemental is sheathed in dangerous flames. This allows it to strike in unarmed combat for 1d8 fire damage. Anyone attacking it with an unarmed strike also suffers 1d8 fire damage if it succeeded with its attack roll. If it is attacked with a melee weapon, with a successful hit the attacker must succeed with a Dexterity save or also suffer this damage). Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away with a Magical attack roll. Success deals 2d6 + its manifest rating in fire damage to one target.<br>
 
'''Spells''': [Elemental] (Fire) Bolt plus one additional spell per Magnitude above 1 from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe<br>
 
 
 
'''Spirits of Guardians (Warrior Elementals)''' – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors.<br>
 
'''Domains''': Almost anywhere but peaceful sancuaries, etc, can count as opposites, etc.<br>
 
'''Abilities''' (when manifesting): Base speed 40ft, Magic Weapon (when the spirit manifest it is wielding a magical melee weapon. It does not matter the type of weapon, the elemental always deals 1d10 damage. The summoner determines if the damage is bludgeoning, piercing or slashing and it cannot change later. The weapon only works for the spirit and cannot be shared, dropped, etc. and is considered), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage).<br>
 
'''Spells''': Armor plus one additional spell per Magnitude above 1 from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe<br>
 
 
 
'''Spirits of Guidance (Knowledge Elementals)''' – Appear as older wizardly men or women, Victorian librarians, B-movie scientists.<br>
 
'''Domains''': Libraries, School, University grounds, Research areas, places of learning and study.<br>
 
'''Attributes''': base Strength 6, Intelligence 14<br>
 
'''Skills''': History, Religion<br>
 
'''Abilities''' (when manifesting): Base speed 60ft, Known Anything (the spirit gains proficiency in any number of additional skills the summoner choses, when it first is summoned, equal to its Magnitude), Detection Magic (the spirits can use all spells from the Detection class as if it were one magnitude greater safely and for no extra magic points).<br>
 
'''Spells''': Clairvoyance plus one additional spell per Magnitude above 1 from among – Analyze Truth, Comprehend Languages, Detect, Divination, Heightened Senses, Light, Mind Probe, Search, Stun Bolt<br>
 
 
 
Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles in urban settings.
 
Domain: almost any Urban area, inhabited or uninhabited.
 
Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 30ft), Unarmed attack 1d6 bludgeoning.
 
Spells: Blur Image plus one additional spell per Magnitude from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search
 
 
 
Spirits of Plants – Appear as moving and living planets, or half-man or animal, half-plants, etc.
 
Domains: Anywhere that living planets can and do grow.
 
Skills: Nature, Survival
 
Abilities: Base speed 40ft
 
Spells: Web plus one additional spell per Magnitude from among – Spider Climb
 
 
 
Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits.
 
Domains: Anywhere machines or industry might be found.
 
Skills: Technology
 
Abilities: Base speed 40ft
 
Spells: plus one additional spell per Magnitude from among – X
 
 
 
Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc.
 
Domains: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc.
 
Abilities: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft.
 
Spells: Exhaustive Touch plus one additional spell per Magnitude from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, Fear, Increase Reflexes, Mask, Magic Weapons, Physical Wall, Search
 
 
 
WATCHER SPIRITS
 
Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 Conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (2d10 minutes of time).
 
Watcher Spirit, small spirit, unaligned. Armor Class: 11 (natural; hardness 0) Hit Points: 5 (1d8); Threshold: 15 Speed: 30ft, Fly 30ft (astral fly speed 60ft or 600ft) STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10 Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned.
 
Damage Immunity: Poison Senses: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12 Skills: Investigation +2, Perception +2 Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage. ACTIONS Strike: melee weapon attack: +2 to hit, reach 5ft, one target; Hit: 1d6 slashing damage.
 
 
 
== THE MATRIX ==
 
The wireless Matrix is made up of thousands of individual ‘nodes’ (think something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cybernetics and comlink receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc.
 
 
 
In a shadowrunners’ world, this is not always good thing. You don’t want just anyone to be able to view your data or hack into your personal information or be able to track where you are at any given time. For this reason, most devices can also run in a ‘hidden mode’ where it is not broadcasting its basic information to just anyone, you have to know the right codes in order to not just see them but to interact with them. Cybernetics can also have their wireless access modes turned off but this can hurt them in the long run as they will have no way of updating any software patches and makes periodic maintenance more difficult. Corporations also like to isolate highly sensitive data services. This usually involves a dedicated system without wireless access or a system contained within a faraday cage. A decker has to be physically present to access these areas.
 
 
 
'''COMLINKS'''</br>
 
A comlink is basically an advanced personal computer, PDA and cellphone. When in active mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. The basic features of a comlink include the Broadcasting within the basic signal strength of the device. The greater the signal strength the farther away the user can be and still maintain a secure link. The Firewall is the protecting ranting the device has against other’s hostile actions. The Intelligence and Wisdom of the device are its basic speed and skill ‘processing power’. A higher Intelligence or Wisdom score allows the device to operate at higher skill levels and speed.
 
 
 
Comlinks can operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is restricted and even illegal in certain security areas. For example, police and security personal do not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle Metroplex. Most shopping centers and corporate locations also require everyone visiting to have their public information displayed for all to see at all times. This has the added “bonus” of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough.
 
 
 
A users with comlink and the Scan program can make a DC10 Intelligence (Computer Use) check to detect other comlinks within its broadcast area of affect. In hidden mode other users are at DC15 to detecting within the Broadcast signal. Firewall penalties don’t apply here. This simply allows a user to track and determine where active comlink signals are. When off comlinks cannot be detected.
 
 
 
'''Broadcast and Firewall'''</br>
 
The Broadcast rating of a comlink is listed in the Gear section. This is the range that one can have a secure connection to a wireless system node or device such as another comlink or a drone. Beyond this range other systems have an advantage on any computer tests or attacks against your device.
 
 
 
The Firewall rating applies when you or others are trying to access or attack a systems from outside of the Matrix. If an enemy wanted to shut down your Smartgun link cybernetics, if it had the correct program (in this case Crash) as an Action they must make a DC15 Intelligence (Computer Use) skill test. The Firewall rating would then act as a penalty to the attackers check and then as a bonus to the systems saving throw against the Program being used. The Firewall rating times two is the bonus or penalty the device or system gains.
 
 
 
Your Persona within the Matrix gains your comlink’s Firewall rating as a bonus to Matrix saving throws and to the '''DC''' for your various Matrix program saving throw levels and to your Matrix AC. Nodes and Secure areas also have a Firewall rating. These ratings apply as penalties against your Persona’s Attacks or as Saving Throws bonuses against your Programs that require them. Ultra-secure areas might have high Firewalls but without bleeding edge tech this has an adverse effect on the only systems programs and IC systems. The reason that not all areas have high Firewall ratings is that the higher the rating the more processing power it eats up and it is extremely expensive be running all the time. This also means that a system that detects a hostile or non-user within an area they are not supposed to be in, the Firewall may increase to higher ratings for at least a short time.
 
 
 
The decker while projecting his or her conscious into the Matrix also gains the Firewall rating as a saving throw with Intelligence, Wisdom and Charisma against any program or IC that triggers them.
 
 
 
Most equipment that a character is carrying all are slaved to your comlink’s broadcast and firewall. As noted above many places require you to have your personal information on display and projecting at all time. This allows advertisers to send you tailored ads that match your buying trends (or at least your Fake ID’s) but also allows Security to monitor you and if needed hack your system to cause a weapon or piece of cybernetics to stop functioning. See Hacking a System below.
 
 
 
'''MATRIX 101'''</br>
 
There are two basic ways to access the Matrix; through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cyber-eyes, etc. The second is called ‘Emersion’ where one “projects” their consciousness into the Matrix or a vehicle or drone or security system.
 
 
 
Anyone can experience what they refer to as 'cold emersion' via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. While using either level of Emersion your 'meat-body' is helpless and oblivious to the world around it. All of your ‘reality’ (sight, touch, feel, smells etc.) are filtered through the Matrix or drone or vehicle or security systems perceptive. While using hot-Emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for Matrix actions. See below. However being in 'hot' emersion can be dangerous as a decker can die from lethal bio-feedback caused by IC system.
 
 
 
Magical spells and affects have no impact or grant no aid in the Matrix, nor do any non-Decker Talents. Most Feats also don’t help you in the Matrix unless it’s related to Programs or affect Mental Skills – Intelligence, Wisdom and Charisma (and Charisma skills are rarely of us). Most physical cybernetics also has no effect in the Matrix like Wired Reflexes or Cybernetic Eye replacements. A Vehicle Control Rig and a Cerebral Boost are the two exceptions.
 
 
 
In the world of 2050+ most everyone interacts with the Matrix via either AR or Emersion. You can still type on an old style computer terminal but these are slow and almost no one uses them anymore. As one maneuvers through the Matrix one encounters massive amounts of data but much of it is hidden behind firewalls.
 
 
 
Within the Matrix there are different levels of security and reality. Public sites include advertisements that flash over one’s comlink almost constantly. Most people know how to filter out what they do and don’t want to see. There are also public information sites and forums (like ancient pre-Matrix websites like Wikipedia or the Library of Congress online information sites) when characters can gain basic public information etc.
 
 
 
Past the public sites are private systems. These range from personal Matrix data sites to Megacorp private Nods. These sites require either passcodes and/or permission to access or a decker to hack into and bypass the security protocols. See Hacking a System below.
 
The Matrix itself tends to looks like an infinite electronic field with various Nods and Hosts Icons appearing as their makers have defined (and spent nuyen on creating). For example Aztechnology public host site appears to be a huge Azteca Step-Pyramid with a stylized animal heads ‘carved’ into the surface of each side while the Seattle Metroplex Governor’s site is the Space Needle.
 
 
 
Within various Matrix Host Area they take on varying different looks and feels depending on the locations Matrix Sculpting (what it’s programmed wanted to look and feel like). Again within the public area of Aztechnology Host Area appears to within a Azteca royal court with primitive looking ‘warriors’ (IC) wearing animal skins and carrying obsidian blade swords. Within the Seattle Metroplex Governor’s site looks like a block-standard Wageslave Office waiting area.
 
===MATRIX PERSONA===
 
'''Basic Persona''': Anyone with AR or Emersion ability can use a Persona which acts as their Icon within the Matrix. This Persona exists only in electronic form and is stored on the comlink with a Constant Duration. Personas can look like almost anything you can imagine.
 
 
 
[[File:SR.D5.Persona.jpg | 300px | left]]Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might make (but Charisma skill are rarely if ever used in the Matrix).
 
 
 
If you have access to the emersion ability you can project yourself into the Matrix ‘naked’ but there are a lot of disadvantage to this. First you Matrix stats low – your Matrix Strength is ½ your Intelligence score (round down) and your Matrix Constitution is ½ your Wisdom score (round down). Your Matrix Hit Points are equal to the total of your Matrix Strength and Constitution. Your Matrix Armor Class is 10 + your Intelligence modifier. You deal 1d4 plus your Matrix Strength modifier damage in the Matrix and you cannot add extra Programs while projecting in this way. Also you suffer 1 hit points of damage that ignores all resistance and hardness every minute your mind is exposed to the unfiltered Matrix biofeedback.
 
 
 
A Persona Icon in the Matrix grants you both Matrix Strength and Constitution along with Matrix AC and HP that work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’.
 
 
 
A Stock Persona costs 500¥ (Restricted) has a Matrix Strength and Constitution of 12 and basic Matrix attack deal 1d6 plus their Matrix Strength modifier in damage. Base Matrix AC is 12+ Intelligence modifier + Firewall rating. Matrix Hit Points are equal to its Matrix Constitution Modifier + 8 + your character Level. There are two basic skills in the Matrix that all Personas (and an optional comlink upgrade) have access to – Scan which is sort of an electronic Perception and Search which is your basic electronic Investigation. A Stock Persona’s Scan and Search are equal to the Decker’s proficiency bonus + Intelligence modifier. Finally all gain the comlink’s Firewall rating bonus towards Matrix Strength and Constitution saves. The Decker uses her own saves for Intelligence, Wisdom and Charisma but also gain their comlink’s Firewall bonus to them also.
 
 
 
'''System Upgrades''' – these boost the basic/Stock Matrix stats and ratings.
 
* '''Boost Matrix Constitution''' – adds +2 to Matrix Constitution score per rank up to a maximum rating of 4 (for Matrix Constitution of 20). Cost 1,000¥ x Rank (Restricted).
 
* '''Boost Matrix Hit Points''' – adds +5 Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank 1-3 and 1,500¥ x Rank 4-6 (Restricted).
 
* '''Boosted Search''' – adds +1 equipment bonus to your skill per rank up to a maximum of +6. Cost 500¥ x Rank.
 
* '''Boosted Scan''' –adds +1 equipment bonus to your skill per rank up to a maximum of +f 6. Cost 500¥ x Rank.
 
* '''Boost Matrix Strength''' (max Rating 4) – a adds +2 to Matrix Strength score per rank up to a maximum rating of 4 (for a Matrix Strength of 20). Cost 1,000¥ x Rank (Restricted).
 
* '''Matrix Save''' – Constitution or Strength: Persona’s Constitution and Strength saves in the Matrix can add the decker’s Proficiency bonus to the attribute modifier. Each must be purchased separately for 2,000¥ (Restricted).
 
 
 
===PROGRAMS===
 
'''Programs''' – With a Persona a decker can run programs off of her comlink. Activating a Program is an Action by the user. They are maintained by the comlink without requiring concentration (but can be crashed or attacked, see below). You can maintain a number of programs running at one time equal to your comlink’s Intelligence modifier +1.
 
 
 
All Programs have at least Redistricted availability.
 
 
 
The base '''DC''' for any target’s save verses a Program is 8 + the program’s level + the user’s Intelligence bonus + Firewall rating.
 
 
 
* '''Adaptive''' (Rating 1; Constant) – this program grants Resistance vs. Matrix damage including damage that might be inflicted onto a decker from black ice, etc. Cost 20,000¥. (Illegal)
 
* '''Agents''' (max Rating 10; Constant) – your decker has semi-autonomous programs that can perform semi-indepent tasks for her. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 15, Attack +4 to hit, Matrix Damage 1d6+2, AC 14 (with Int modifier), Matrix Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 2,500¥ +1,000¥ x Rating. Your rating is the number of Agents you can have on hand at one time. They all appear when activated.
 
:[[File:SR.D5.Programs.jpg | right]]''Upgrades'' – Boost Strength, Constitution or Charisma by +2 for +400¥ each, or Boost Intelligence or Wisdom by +2 for +800¥ each. Boost Strength, Constitution or Charisma by another +2 (+4 total) for +600¥ each, or Boost Intelligence or Wisdom by another +2 (+4 total) for 1,200¥ each. Boost Strength, Constitution or Charisma by another +2 (+6 total) for +800¥ each, or Boost Intelligence or Wisdom another +2 (+6 total) for +1,600¥ each. Boost HP +5 for +500¥. Boost HP another +5 (+10 total) for +750¥. For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all the Agents gain whichever upgrades you purchase as a group).
 
* '''Black Hammer''' (Rating 1; Duration 5 rounds) – similar to Black ICE used by IC programs, this highly illegal program deals all Matrix hit point damage to the Persona and her deck but also deals ½ its damage to the meat-body of the decker using emersion! Cost 15,000¥ (Illegal).
 
* '''Confusion''' (max Rating 8; Instant) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Matrix Constitution save or gain the '''''Paralyzed''''' condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +750¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)
 
 Corruption (max Rating 8; Instant) – this program can destroy data files that are resisted with a Matrix Constitution save or by a comlink’s Wisdom save. Failure means that a section of data-files information was destroyed that round. Data-files can continue multiple levels or parts that must be destroyed separately depending on the size of the host, etc. Cost 500¥ +500¥ x Rating (Illegal).
 
 Crash (max Rating 8; Instant) – this program can crash any one other program being run by icon, system or persona. It can also be used to crash a physical piece of cybernetics or electronic device. Resisted by a Matrix Constitution save or the user’s Intelligence save. Failure allows the attacker to cause one of the target’s programs to function at ½ its rating (round down). A second attack with a second failed save causes the program to stop functioning. The target cannot use that program until fixed. See Repairing programs. If attacking a piece of electronics (the broadcast on a comlink) or a drone system (like one specific weapon) or one specific cybernetic system a failed save results in the system to stop function for a number of rounds equal to the Crash
 
program rating. At the end of each of the user’s turns it gains a new save. Success restores the system. Cost 1,500¥ +500¥ x Rating up to 4; 2,500¥ +2,000¥ x Rating for 5-8
 
 Exploit (max Rating 8; Instant) – this program allows one to gain access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the charmed condition and is considered friendly (see Compute Use skill) towards the user. The system gains a new Intelligence save at the end of each of its rounds. Success and the charmed condition ends. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal)
 
 Grey Hammer (Rating 1; Duration 10 rounds) – this program is used to damage an opponent’s comlink or deck and hardware. Any damage dealt by the persona or program also lowers the target’s maximum Matrix Hit Point score by the same amount and its deals the same damage to the target’s comlink. See repairing below. Cost 5,000¥ (Illegal)
 
Hammer (max Rating 4; Constant) – increases your persona’s attack damage. Rating I increase the die to 1d8 damage for 750¥; or Rating II increase the die to 1d10 damage for 1,500¥; a Rating III increases the damage die to 1d12 damage for 3,000¥; and finally Rating IV increase the dices to 2d8 for 10,000¥ (Illegal). The program can add upgrades to include AP (Matrix Hardness is divided by ½, round down, for attacks) for +5,000¥ (Illegal) and/or Heavy Damage (ignores the Matrix Resistance) for +10,000¥ (Illegal)
 
 Matrix AC (max Rating 4; Duration 10 rounds) – increases your persona’s Armor Class. Rating I for base AC 14 is 500¥. Rating II is base AC 15 for 1,000¥; or Rating III is base AC 16 for 3,000¥; or Rating IV grants base AC 18 for 10,000¥. All add your Intelligence modifier to the AC.
 
 Matrix Hardness (max Rating 5; Duration 10 rounds) – your persona’s Hardness against Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases it to 3 for +500¥, Rating III increase this to 4 for +1,000¥, Rating IV increases this to 6 for +2,000¥, and finally Rating V increases it to 8 for +3,000¥.
 
 Medic (max Rating 8; Instant) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an Action a persona or system can heal 2d8 + Matrix Constitution modifier back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it (it has been used up). Cost 500¥ x Rating.
 
 Quicken (max Rating 6; Constant) – this program allows the Decker to react faster. Add its rating to your Persona’s Matrix Initiative score adds ½ its rating (round down) to Scan, Search and Tracker checks. Cost 500¥ +500¥ x Rating up to 3; 1,000¥ +1,000¥ x Rating for 4-6
 
 Sleaze (max Rating 8; Constant) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)
 
 Sneak (max Rating 8; Constant) – a type of Matrix Invisibility resisted by a Wisdom save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)
 
 Spoof (max Rating 6; ; Constant) – this is a Matrix Deception program that allows the user to fool a program or Persona into thinking it is something else or is authorized to be there, etc. Often used in conjunction with Sleaze. Grants +1 equipment bonus to the user’s Computer User opposed skill check against the system or user’s Scan rating to determine its’ is an non-user. Cost 300¥ +300¥ x Rating up to 4; 500¥ +500¥ x Rating for 5-6
 
 Tar Baby (max Rating 8; Instant) – this program can freeze another in place. The target resists with a Matrix Strength save. Failure means it has the Restrained condition. It makes a new save every round at the end of its actions, success ends the condition. This also means that a Persona or system IC cannot move outside of its present node or area. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal)
 
 Targeting (max Rating 3; Duration 10 rounds) – each level of this program adds +2 to your Matrix Attack rolls when dealing direct Matrix damage (via Hammer, etc.). Costs 1,000¥ +1,000¥ x Rating (Illegal)
 
 Tracker (max Rating 8; Duration 10 rounds) – this program is used to determine the physical location of another decker in the real-world. As an action make a DC20 check with the rating as the bonus minus the decker’s Firewall plus your Intelligence modifier. After the decker has activated the program it will continue to run, making a check each round after the first but now as a free action on the part of the decker for the next minute (10 rounds). Cost 750¥ +500¥ x Rating up to 4; 1,500¥ +1,000¥ x Rating for 5-8.
 
 
 
===ACTIONS IN THE MATRIX===
 
Agents
 
Agents are semi-autonomous programs that can perform tasks and assist a decker within the Matrix. The user does not need to be log on itself to employ them but their limited AI means that they tend to be less affective (most tasks are performed at disadvantage when you are logged off).
 
Agents roll their Initiative as a group and obey the users commands absolutely (no action required by you). They can perform almost any task that the Persona can with the correct programming. However they many only run a number of programs equal to their Intelligence modifier -1 (min 1). If sent out autonomy into other systems (as a group or individually) to perform their tasks.
 
Dumpshock When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was knocked to 0 Matrix Hit Points or when a Node crashed) or when you are knocked out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make a DC15 Intelligence save. Success means you gain the Reeling conditions and recover normally against a base DC12. Failure results in you gaining the Stunned condition for 1 minute (10 rounds). After that you lose the Stunned condition but gain the Reeling conditions instead. You recover from the Reeling condition as normal but the DC15.
 
Hacking a System
 
When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. There are two ways to do this – try to sneak pass the security protocols or smash through them.
 
Hacking drones and physical locks…
 
 For Drones and Security systems (often controlled by Spyders) a decker or rigger can attempt to seize control of it. They must first get pass the Firewall, either by using a rigger’s VRC (vehicle rig control) cybernetic implant or a program such as Sleaze or Sneak to get past the Firewall. See Drone Hacking talent (pg. 67). To use Sleaze or Sneak the attacker tries to slip past its security system. The drone gets an Intelligence save plus it’s Firewall against the program rating. If it fails the attacker slips through and can use Exploit to seize control of it or Confusion to paralyze it or Crash to shut it down temporally (these are separate actions as normal).
 
 Security locks with Firewalls must be bypassed with either a security tool kit that matches the device (Maglock passkey to bypass a Maglock) with a skill check against the DC or wirelessly with a comlink against the same DC but with a penalty equal to the Firewall rating x4!
 
In the Matrix…
 
 To sneak in the decker must by-pass the secure of the system with a program such as Sleaze, Sneak or Spoof. This is an Action with the systems Firewall rating acting as its Saving Throw bonus. A failed save means that you have slipped by the system and can now act as ‘user’. If the system successfully saves the decker has the option of trying to smash pass the IC or leaving as the system sends out alarms or risk being tracked and dumped out of the Matrix (depending on the system). No matter what she does the system’s Firewall will increase by 1 or more levels.
 
 Smashing through means the decker is going to attack the Firewall itself in order to disable it. She can then move into the secure area and act as an ‘intruder’. The Firewall has its rating times 10 in Matrix Hit Points. If the decker can crash or destroy the Firewall in one round the system will fail to recognize the breach until its base time to run identity checks, which automatically detects intruders.
 
 Within most secure areas (except maybe those of really low important areas) the owners will have IC running at all times past the Firewalls. This IC is use to detect non-users and intruders within it. Depending on the level of security these system run identity checks every 10 minutes for low-security (often called Blue level, the lowest level for security IC), 2 minute for mid-level
 
security (Orange level, a moderate secure area with some sensitive or protective data is stored) and every 5 rounds (Red level, or very secure areas) and every round (Code Red, or ultra-secure areas). Generally speaking a system can also increase one or two levels when it detects a non-user and the Firewall rating increase by one for Red and two for Code Red alerts.
 
When a system has been alerted to an intruder or non-user additional IC is activated. This is highly dependent on the Corp, its resources, the level of sensitivity of the area the decker is in, etc. Blue systems will normally alert personal of breach and raise its level of Orange in 1d6 rounds. Orange systems will activate Grey IC system to seek out intruders and either attempt to crash their Persona (bring it down to 0 Matrix Hit Points) or activate a Tracker program to find the decker’s meat body. Many corporations will also raise an Orange threat to Red in 1d6+2 rounds. Red systems will active IC (most are Grey but some MegaCorps will activate Black IC also) along with wageslave deckers themselves and automatically attempt a trace on the decker’s meat body. Code Red alerts are only found with the most paranoid of corps. There will be multiple levels of IC and deckers activated and Tracker programs used at once.
 
====Matrix Actions in Combat====
 
For Matrix combat your Initiative is your Intelligence Modifier and if you are proficient with Initiative you also add your Proficiency bonus. Your Attack roll is your proficiency bonus + your Intelligence modifier. These can be altered by Programs. Some programs also require a saving throw. The basic save the DC is 8 + program rating (1-8) + your Intelligence modifier + comlink’s Firewall bonus. Your Persona may also have to make saving throws and gains your comlink’s Firewall bonus to all saves from the Matrix. Nodes and IC security and various Matrix systems all gain their Firewall rating as a bases for their saves unless otherwise noted.
 
Remember while using hot-Emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for Matrix actions. These include Activating a Program, Attack, Disconnect, Dodge, Search and Scan
 
Activating a Program: It takes an action to activate a program. Programs with duration of Instant must be active each time they are used. Their affects can be lasting. Those with a Duration require no concentration but must be reactivated to have it be back online. While a decker can have multiple programs up and running you cannot have two of the same programs with duration running at the same time. Programs with a Constant duration are active for as long as you remain in the Matrix. When you disconnect they all end.
 
Attack: As above you make an attack check against any Persona, Icon, Program or System that you can see. Movement of Personas and programs is at the speed of light within the Matrix so range is irrelevant. If you succeed you deal your Matrix damage.
 
Disconnect: As a full round action you can disconnect from the Matrix. This is safe but any Tracker programs or similar system searches still happen against your location until the start of your next round. You can disconnect as a basic action which automatically ends any such searches against you but you must make an Intelligence save against Dumpshock.
 
Dodge: As an action you impose Disadvantage on all Matrix attacks against your Persona and you gain advantage against any Matrix program that imposes a save against you until the start of your next round.
 
Search and Scan: As an action you can run either program within the Matrix or in the physical world to search for hidden comlinks and other systems or to shift through datafiles to search out specific information or to gather the intel of a datafile or program or corporate system.
 
 
 
===REPAIRING PROGRAMS===
 
When you are within the Matrix your Persona can suffer damage or have a program crash it requires ‘repair’ before you can use it again. There are two types of repair – permanent fixes and quick fixes (sort of like jury-rigging for mechanics).
 
Permanent fixes require a user to be logged off the Matrix and physically working on the comlink. With one hour of work and a DC15 Mechanics skill check with a Repair kit or similar tool set. The fixer can repair one crashed or ‘used up’ Program or restore all lost Matrix Hit Points. With the same check and an hour it could also restore 1d8 + his Intelligence and proficiency bonus (if proficient with Mechanics) total from any maximum Matrix Hit Points the system has suffered. A separate check and hour or work is required to restore Matrix Hit Point Maximums. A separate check would allow you to repair any Matrix damage done to a comlink directly by the same amount. To repair a comlink also costs 10¥ worth of supplies per HP restored. Without supplies the user only repairs ¼ (round down) the listed amount.
 
Quick Fixes can be done with in the Matrix and take an Action with a DC15 Computer Use skill check for the fixer to temporarily restore one partial crashed or ‘used up’ Program or to restore a crashed program to partially crashed (it requires two checks to full restore a fully crashed program) or to restore 1d8 + his proficiency bonus if trained in Computer Use back in lost Matrix Hit Points. These fixes only last 1 minute (10 rounds) before they are lost again (the program re-crashes and the Matrix Hit Points are again lost). If the user got a DC25+ on a check it will last until the user logs off the Matrix before they are again lost. Note however that a for each failed or successful quick fix check on a specific Program or restores Matrix Hit Points increases the DC by +5 for each individual check. After the user has taken a long rest the DC for quick fixes for each system is returned to 15.
 
===WRITING YOUR OWN PROGRAMS===
 
 
 
== VEHICLES AND DRONES HOUSERULES ==
 
In the world of Shadowrun a great majority of vehicles and all drones are “self-operating”. Some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon.
 
===BASE VEHICLE AND DRONE NOTES===
 
'''SIZE Modifier''': Small and Medium size 0, Large size 1, Huge 2, Gargantuan 4, Colossal 6, Massive 8 and Behemoth 10 (possible Leviathan 12). Can be positive or negative value depending on situation.
 
 
 
'''Vehicle Armor Class''' = 10 + negative size modifier + armor bonus. More maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some s max of +2).
 
 
 
'''Vehicles Size Modifiers'''
 
:'''Small''', Modified ¹: +0, Examples: 10-Speed bike
 
:'''*Medium''', Modifier¹: +0, Examples: Street motorcycle
 
:'''*Large''', Modifier¹: -1, Examples: Heavy street motorcycle, compact car
 
:'''*Huge''', Modifier¹: -2, Examples: Family car/sadan, SUV
 
:'''*Gargantuan''', Modifier¹: -4, Examples: Cargo van/transport, light  APC
 
:'''*Colossal''', Modifier¹: -6, Examples: Jet fighter, LAV craft, semi-truck, main battle tank, sailing yacht
 
:'''*Massive''', Modifier¹: -8, Examples: Jumbo jet, light freighter
 
:'''*Behemoth''', Modifier¹: -10, Examples: Aircraft carrier
 
¹ -Apply these modifiers to the vehicles Armor Class, as well as to the Initiative and Vehicle control checks made by the vehicles occupants.
 
====Vehicle and Drone Conditions====
 
Just like creatures, drones and vehicles have a Damage Threshold that can affect the crafts performance.
 
 
 
'''Vehicle Damage Threshold''' = 10 + vehicle’s Strength modifier + size modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).
 
* Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the operator or crew suffer the effects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).
 
* Vehicles already suffering the Reeling Condition that again take damage equal to or exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash, while spacecraft move in a straight line at the same speed as it was before it suffered the condition. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a disadvantage. Vehicles, unlike creatures, cannot naturally recover from either Reeling or Stunned conditions. Instead they must Re-rout power (see below).
 
 
 
At zero hit points, vehicles are '''Out of Control''' (see below) and is no longer functioning. All the crew can do it attempt to fix it or abandoned it.
 
 
 
If in hostile environment (underwater, toxic, the void of space, etc.) the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants take this damage, ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage.
 
 
 
On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a '''DC15''' Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).
 
 
 
==== Special Vehicle Combat Rules ====
 
'''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC 10 to successfully hit this point, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check with a '''DC''' of 8 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. At long range of the weapons, targets gain Resistance to the damage. \
 
 
 
'''Autofire''': see new Situation rules. Vehicles can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10+ on its attack check. See Area of Effect for maneuver check.
 
 
 
'''Collision Damage'''. Vehicle size Small 1d6, Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful '''DC18''' Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed).
 
 
 
'''Missile Lock'''. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (normal attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it succeeded the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves).
 
 
 
'''Out of Control'''. An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator.
 
* Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions).
 
* Aircraft immediately start falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
 
 
 
===VEHICLE AND DRONE ACTIONS===
 
 
 
*'''Automatidate Actions'''. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, .
 
* '''Attack'''. As an action an operator or gunner can fire one vehicle weapon system. Vehicle weapons use either Dexterity or Intelligence (your choice) for both attack and damage bonuses.
 
*'''Attack Run''' (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a '''DC18''' Wisdom (Insight) check then target’s saves are at disadvantage instead.
 
*'''Dogfight''' (Vehicle Operator Only). Only aircraft may engage in a Dogfight. Size does not matter and smaller craft have a distinctive advantage over larger, less maneuverable vehicles. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested Piloting plus maneuver modifier skill check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings can engage in dogfights as a group (choosing one pilot from each wing to make the check; gains a +1 insight check for each additional fighters in the wing to its pilot check).
 
::" ''*Dogfighting''. At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed on its action IF the craft are of equal size or smaller. Larger craft can continue to move as normal even if they are the loser.
 
:: ''*Disengage from a Dogfight'': When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Massive ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so.
 
:: ''*Firing into a Dogfight'': for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Massive size or larger.
 
*'''Hide''' (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system.
 
*'''Maneuver''' (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness.
 
::''*Avoid Missiles and Torpedoes'': As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage.
 
::''*Dash'': The operator can use its’ action to move the vehicle its Base speed movement again. This is a '''DC12''' maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
 
::''*Dodge'': As its action the operator may take the Dodge action with a vehicle it controls. This is a '''DC15''' maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
 
::''*Fighter Wings'': For aircraft of size Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a '''DC12''' operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks and +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice.
 
::''*Increase Speed'': As a bonus action, the operator can try and increase the speed of its vehicle. Make a '''DC15''' operator check. Success increase the ship’s speed by +50% this round. A '''DC20'''+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round.
 
*'''Move'''. As vehicle can move up to its base Speed in the round so long as it is not disabled, etc.
 
*'''Ram''' (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.
 
:If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check 'missed'.
 
*'''Repair''' (System Operator). A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a '''DC15''' Intelligence (Mechanics) check. A success repairs 1d8 + its proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check.
 
::''*Jury-Rig'': To jury-rig damage of a non-disable vehicle requires a '''DC20''' Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers.
 
::You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a '''DC15''' Intelligence (Mechanic) check for most situations (GM’s call).
 
::To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a '''DC20''' Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Reeling for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation.
 
*'''Reroute Power''' (System Operator). A crew must make a '''DC15''' Intelligence (Mechanics) check to remove the Reeling or Stunned condition from a vehicle (note that after the Stunned condition ends it is still Reeling). This takes a number of rounds equal to the reverse of the Vehicle size modifier (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the '''DC''' increases to 20. Failure at jury-rigging causes a Reeling vehicle to suffer the Stunning Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Stunned vehicle to suffer a number of 1d6 damage equal to ¼ the vehicle’s HD (round up) and the vehicle is still Stunned.
 
* '''Search with Sensors''' (System Operator). Scanners use both passive and active scanning to detect another ship within the same system (that is not actively hiding). The bonus is based on vehicle’s Intelligence mod and adds directly to the operator’s Intelligence (Computer Use) checks. With passive scanners assume that vehicles Senses rating is its passive perception. Active scanner is an Action to use and grants the operator advantage on its perception test but it also grants advantage (passive +5) on other vehicles to detecting it.
 
 
 
== ENVIRONMENTAL SITUATIONS HOUSERULES ==
 
These are only the most common environmental situations a runner might encounter. Z-gravity, the vacuum of space, etc. are really unlikely but see in Shadowrun but the basics are included in the rules.
 
 
 
'''COLD WEATHER'''</br>
 
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing winter clothing or a wetsuit if underwater. If not increase to '''DC20'''. Arctic survival suits ignore the basic condition and grant advantage on the save below 0° F down to -40° F then standard saves and finally at disadvantage on saves below -80° F. Below -100° F (extremely unlikely) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.</br>
 
Space includes temps below -100° F.</br> 
 
 
 
'''EXCESSIVE HEAT'''</br>
 
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours add +2 to the '''DC''' if the creature has half the water needed, add +5 to the '''DC''' if less than half. Add +1 to the '''DC''' for every 5 degrees above 90 the temperature is. However lower the '''DC''' by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This exhaustion can kill the creature.</br>
 
In Space, without a spacesuit protection, causes a level of exhaustion every round automatically unless you have 'breathed out' the oxygen in your lungs (requires an Intelligence '''DC15''' save). You can ignore this exhaustion for a number of rounds equal to half your constition score. Physical activity, water and shade have no impact.</br>
 
 
 
'''PRESSURE'''</br>
 
Pressure can come from being deep underwater or hard-g maneuvers in an atmosphere. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour, 10 minutes if exerting oneself. Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to '''DC15''' each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.</br>
 
Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15''' Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a '''DC20''' or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).</br>
 
 
 
'''POLLUTION AND TOXIC CONTAMINANTS'''</br>
 
In the Shadowrun timeline there are many contaminated zones where horrible industrial accidents happened created toxic zones and radioactive sites. Certain toxins and gaseous content of a hazardous zones do not support healthy life. Pollutions can include ingestion (drinking or eating contaminated animals or plants), inhaled or from skin contact. Creatures in a polluted environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. A creature without some kind of breathing apparatus must make a '''DC10-20''' (depending on severity; GM’s call) Constitution save every round (or minute or hour or day or week depending on the level of pollution) or suffer 1d8 (or 1d6 or 1d4) points of toxic damage that reduces its hit point maximum by the same amount and one level of exhaustion. These level of exhaustion can kill the subject.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Exhaustion levels lost due to pollution are not removed until you have restored you maximum hit points is returned to full.</br>
 
 
 
'''RADIATION'''</br>
 
There are various degrees of radiation that causes damage and reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of necrotic damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of necrotic damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC18''' save but every round or suffer 3d6 hit points of necrotic damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.</br>
 
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). The poisoned condition is not removed until you have restored you maximum hit points is returned to full.</br>
 
Space is considered to have a Dangerous levels of radiation.</br>
 
 
 
== EXPLOITAND & EDITS OPTIONAL HOUSERULE ==
 
Something I encountered trying to run Shadowrun is that the game can REALLY bogs down during planning and legwork. There are just too many options for players on what to look into, bouncing ideas around, plans and strategies they might consider, etc. In Dungeons & Dragons these are called '''''Plot Points''''' (in the DMG Optional Rules) but they are a bit different here.
 
 
 
The idea follows something done in '''Blades in the Dark''' ‘''powered by Apocalypse World''’ RPG system. In that game players take on the roles of rogues and hucksters in a big urban fantasy thieves’ guild. In the game you start out with “Planning & Engagement” adventure steps, where the crew (the heroes) huddle around flickering lanterns in their lairs to plot, scheme, bicker about the best approach, lament the dangers and lust about the coins to come. But the players don’t have to do the nitty-gritty planning. Instead the heroes take care of that off-screen and instead they choose a type of plan they have already made. The '''types of plans''' there are include – “Assault”, “Deception” or “Stealth” to name a few. The type of job or plan they make is based on the basic “Details” of the job. In Shadowrun this would be the Mr. Johnson’s job offer. The heroes would get to ask some initial question and negotiate their fee and then very quickly after that we would go straight to the action.
 
 
 
But what happens if they get into the action and discover you are missing a key piece of information or piece of equipment or they did not plan for something that they logically could have thought up beforehand? The solution is called an ‘'''''Exploits'''''’. These are group generation options where you can retro-edit a scene in the middle of the game. Instead of spending lots of time depending and hashing over your plans for hours of real game time the character get their mission and then the very quickly jump into the action. If, later in the game, they come upon a situation they are not prepared to handle one of the players can use an Exploit, make a skill check (depending on what they want to do, etc.) and if they succeed, spend the group point and adjust their actions according.
 
 
 
“'''''We had a plan for that'''''” is when the group can edit something that is happening in the present by saying they planned for it during the off-screen planning part of the adventure. This could be buying some extra gear before the advance or having some plan. Basic edits might be worth only 1 exploit point and require a low DC skill check. Higher, more complex ones might require 2 or even 3 points with a higher DC check.
 
 
 
Another exploit type is “'''''What did my contact say about that'''''?” Legwork is an area I feel the game can get really bogged down in as the players ask different questions and many of them having nothing to do with the case/adventure at hand (sometimes as they get off on a tangent or mislead, etc.). So instead of wasting lots of game time on it or having players pursue inaccurate data, they can spend an Exploit to gain some legwork information of their present situation by saying they did all this work before the action started. After all, in Shadowrun the Mr. Johnson almost never is telling the truth or giving you all the information. You are a ‘denial asset’ after all and it would not be good for the bottom line if you divulged sensitive information to the wrong party.
 
 
 
Exploits are generated by the group’s size and the level of danger of the mission. Not to give too much away during some adventures the GM might say that the Mr. Johnson assumes the party that the job is a ‘Milk Run’ and not that dangerous. The GM assigns the party ½ the party size in exploit points because of this but knows that there are some big complications built into the game that the party will run into fairly shortly and when that happens informs them of this but bumping up the Exploit total, just when the need them.
 
This helps maintain some of the surprise in the adventure. Exploit Points depend on the basic adventure danger level…
 
* '''Milk Runs''' – easy job with low level of overall danger (unless the group screws up). Example – steal something from a low-security area. ½ (round up) Exploit points per party member.
 
* '''Low Danger''' – moderate or average danger levels for your typical Shadowrun team. Example – break into a low end corp to grab some tech/data. 1 Exploit point a party member.
 
* '''Dangerous Job''' – a fairly tough job with some high risks involved for the team. Example – break into a mega-corp research lab to get samples and data. 2 Exploit points a party member.
 
* '''Extreme Danger''' – high levels of danger and risk (to either life or freedoms). Example – break into a mega-corp black op section and kidnap the executive in charge. 3 Exploit points a party member.
 
 
 
'''HOW THIS ALL GOING WORK?'''</br>
 
Mr. Johnson hires the team. He gives them a basic mission spiel and offer of cash payout. This will set a basic ‘mission type’ (blow up some center at night would be an ‘assault’, sneak into area and plan evidences, don’t get caught might be ‘stealth’ etc.) that gives the team their basic ‘plan or mission’ type and the basic number of Exploit points.
 
 
 
The heroes might ask some question and/or negotiation extra cash or equipment rewards. After that the heroes each get to make one or two contact rolls (Gather Information vs. their Contact type) for any extra basic information they might get. The heroes should have their basic load or equipment already on hand and picked out. If they want something extra they can purchase or attempt to find it (with a roll) now and add it to their sheets.
 
 
 
Then we move into the action. The GM gives them the basic set up of where they are and what is happening for this mission. If there is a complication that is somewhat outside their control (like say someone already knows about the Mr. Johnson’s actions and is trying to stop it and already knows about the heroes) this can be where the action starts instead. Say the heroes are heading towards the start of the mission and are about to get ambushed (maybe making a roll vs. Passive Perception) and then “Roll Initiative”. Or if in the middle of the adventure comes up that a contact might have pertinent information the player can ask the GM “Hey my contact X might have had some info on this, can I have contact him?” If it makes since the GM gives the character a normal contact roll, pays the cash to his contact based on that roll and the GM gives them whatever they might have known. Now the player has the info and it can be assumed that everyone heard about it from the player and can act accordingly. Or one of the heroes pipes up saying he wants to do something or to have planned for a percent situation or maybe wants to have picked up a piece of gear and forgot so can he say he purchased it already? Or wants to gain some background of a person or area or situation with past legwork.
 
 
 
The GM then provides a roll, depending on the situation. Some examples…
 
:(a) The group is sneaking into a place. The job did not say to totally avoid collateral damage etc. and the team spots a pair of barghest guard dogs outside the facility they are breaking into. They don’t want to take the chance that the dogs’ howls might attract the guards so one of the heroes says “Hey could I have purchased some of those ‘stummer-sound wave jammers’? I think they should be able to mask these dogs’ howls for us to take them out and not alert anyone! The game sees that the stummer is not restricted or illegal and just costs money. The character could use one of his ‘edits’ to have the stummer on hand and ready to go.
 
:(b) Or the heroes are breaking into a facility and forgot to bring wire-cutters when they encounter a chain-link fence. Its’ also electrified. Someone could use an edit to have remembered to grab a pair of ‘grounded’ non-conductive cutters and just pay the money now.
 
:(c) Or the heroes are sneaking down an interior hallway and see a check point ahead that also has a big gun emplacement in front of it. While the rigger is attempting to hack the security system that controls the gun itself, one of the other heroes might ask if he could have planned on using the ventilation system at some point to get closer to one of the guard posts unnoticed. The GM had said that the ventilation system was too small to crawl through earlier. But the runner had studied the schematics and noticed that at this point there was an older design or something similar and it was big enough to get through here. The GM might give the runner a Dexterity (Stealth) check '''DC15''' to be able to use this edit in this situation. Failure means he can’t use this edit in this situation as the building had been updated since the runner saw the plans or if he makes it by +5 or +10, not only does he get the edit but he is able to sneak closer than he had asked for or that more of the team could his lead, getting a bonus on a group Stealth check, etc.
 
:(d) Or the heroes are fleeing the corp with security hot on their tail. The team spotter notices some flashing Lone Star cruisers heading this way. She asks if she can use one of her edits to have bribed the local Lone Star Sergeant to be slow on any responses to calls to this neighborhood. The GM asks how much the bribe might be and then gives the runner a Charisma (Persuasion) based on that. If she succeeds she deduces the cash and notices that they are a few blocks off and that they don’t seem to be in too great a hurry and have slowed for stop-lights, etc. Failure might mean that the cops are little closer and that Sergeant is in the lead car with a pissed off look (maybe he is honest or he is pissed the offer was so low, etc.). :(e) Or the team is breaking into an Ares’s facility in the Barrens, looking to steal some research into a prototype laser weapon system that Ares is supposed to be testing here. Inside the Decker stumbles across some files on a new germ-warfare treatment that Ares is testing for the Confederate States Marine Corp to combat some flu strain they discovered in the Caribbean League recently in the Narco-Wars with the Cartels there. One of the team members has a Street Doc contact and she asks “Hey my Street Doc use to do research in germ theory, can I have asked him about any ‘super-flus’ he might have heard about coming from that area?” The GM knows that the Mr. Johnson wants this research also ask his corporation is developing the flu weapon and wants to know how far along Ares is in developing a vaccine. He had told them to steal any and all research they stumble upon at the facility in the hopes they stumbled onto it also. He did not want them to know this of course but with a good contact roll the runner learns from her Street Doc contact that there was a corp by the name of NewGenics, that is based in Aztlan, was working on something similar and that the doc had heard rumors that the corp was partially funded by the drug cartels in the nation as well. This could have an interesting impact on how the heroes proceed.
 
 
 
== GM'S SECTION ==
 
In this section I am listing some NPC, Paracritters, Upgrades and Vehicle & Drone creation.
 
=== NONHEROIC NPC ===
 
Low-End, non-heroic NPCs are created the same as normal characters, picking a class, etc. but with the following exception.
 
* Don’t double their hit dices at 1st level and they must roll instead of starting with maximum.
 
* Don’t gain Class Talents or Class Bonus Feats. However the GM may simply assign certain NPC talents when creating them. For example a Wiz-Bike Ganger might have the Spellcasting talent, etc.
 
* Don’t start or gain Karma points. GM may assign a few points to a group of Minions.
 
* Non-Heroic character ‘generally’ assign one use the following stat range – 12, 12, 12, 11, 10, 10. ‘Elite’ minion might instead have the following attribute spread – 14, 13, 12, 11, 10, 10.
 
* Non-Heroic character do not add their proficiency bonus to their Damage Threshold.
 
 
 
EXAMPLES OF TYPICAL NPC TYPES</br>
 
Note that these characters are not assigned a Species and GM should modify appropriately…</br>
 
 
 
'''GANGER''', ''Medium sized NPC (Street) Fighter 2''</br>
 
[[File:SR.D5.gang.jpg | 300px | right]]
 
'''Armor Class''': 13 (reinforced synthetic leathers); '''Speed''': 30 feet</br>
 
 
'''Hit Points''': 18 (HD 2d8); '''Damage Threshold''': 16 (recovery +3)</br>
 
'''Hit Points''': 18 (HD 2d8); '''Damage Threshold''': 16 (recovery +3)</br>
 
'''STR''' 13 (+1), '''DEX''' 12 (+1), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 10, '''CHA''' 11</br>
 
'''STR''' 13 (+1), '''DEX''' 12 (+1), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 10, '''CHA''' 11</br>
Line 2,445: Line 1,938:
 
'''Skills''': Athletics +3, Drive +3, Initiative +3, Intimidate +2, Stealth +3, Survival +2</br>
 
'''Skills''': Athletics +3, Drive +3, Initiative +3, Intimidate +2, Stealth +3, Survival +2</br>
 
'''Feats''': Toughness</br>
 
'''Feats''': Toughness</br>
'''Senses''' ''passive'' perception 10; '''Languages''' Base plus Citispeak.</br>
+
'''Senses''' passive perception 10; '''Languages''' Base plus local City Speak.</br>
 
'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
 
'''''Heavy Club''''' (mace equivalent): Melee weapon attack: +3 to hit, one target, reach 5ft; Hit: 1d8+1 bludgeoning</br>
 
'''''Heavy Club''''' (mace equivalent): Melee weapon attack: +3 to hit, one target, reach 5ft; Hit: 1d8+1 bludgeoning</br>
 
'''''Dagger''''': Melee attack: +3 to hit, one target, reach 5ft; Hit: 1d4+1 piercing</br>
 
'''''Dagger''''': Melee attack: +3 to hit, one target, reach 5ft; Hit: 1d4+1 piercing</br>
'''''Colt-Remi Revolver''''' (6c feed): +3 to hit, one target; Hit: 2d4+2 ballistic, Range 40/200ft; loud 300¥</br>
+
'''''Colt-Remi Revolver''''' (6c feed): +3 to hit, one target; Hit: 2d4+1 ballistic, Range 40/200ft; loud 300¥</br>
'''''Remington Roomsweeper''''' (2i feed): Ranged Weapon Attack: +3 to hit, one target; Hit: 2d8+1 ballistic, Range 30/120ft; knockdown, loud, shotgun</br>
+
'''''Remington Roomsweeper''''' (2i feed): Ranged Weapon Attack: +3 to hit, one target; Hit: 2d8 ballistic, Range 30/120ft; knockdown, loud, shotgun</br>
 
'''''AK-97 SMG''''' (30m clip): Range Weapon Attack: +3 to hit, one target or Auto
 
'''''AK-97 SMG''''' (30m clip): Range Weapon Attack: +3 to hit, one target or Auto
 
-2 to hit (+1 if braces) 10x10ft AOE, Hit: 2d8+1 ballistic (2d8 Auto), Range 80/400ft; auto, burst</br>
 
-2 to hit (+1 if braces) 10x10ft AOE, Hit: 2d8+1 ballistic (2d8 Auto), Range 80/400ft; auto, burst</br>
'''Extra Gear''': 2d6 extra revolver or shotgun or SMG rounds, Street-level gang clothing, Comlink (broadcast 1, firewall 1, second hand).</br>
+
'''Extra Gear''': 2d6 extra revolver or shotgun or SMG rounds, Street-level gang clothing, Comlink (broadcast 1, firewall 1, second hand).</br>
You standard low-ranking sprawl gang member. They are generally fairly brave and loyal to other members of their gang but only when they are around or in groups. Normally only carry one melee weapon and one firearm.</br>
+
You standard low-ranking sprawl gang member. They are generally fairly brave and loyal to other members of their gang but only when they are around or in groups. Normally only carry one melee weapon and one firearm.</br>
 
 
[[File:SR.D5.cop.jpg | 250px | left]]'''SECURITY GUARD''' or '''CORPORATE COP''', ''Medium sized NPC (Security) Fighter 3''</br>
 
'''Armor Class''': 16, ballistic hardness 3 (armored jacket); '''Speed''': 30 feet</br>
 
'''Hit Points''': 24 (HD 3d8); '''Damage Threshold''': 16 (recovery +3)</br>
 
'''STR''' 13 (+1), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 12 (+1), '''CHA''' 11</br>
 
'''Saves''': Strength +3, Constitution +3</br>
 
'''Proficiencies''': Light & Heavy Firearms, Heavy Weapons, Martial & Simple weapons; Light & Medium Armor</br>
 
'''Skills''': Athletic +3, Drive +4, Gather Information +2, Intimidate +2, Investigation +2, Perception +3</br>
 
'''Feats''': Toughness, Weapon Focus (Collapsible baton)</br>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Base plus one.</br>
 
'''ACTIONS'''</br>
 
'''''Collapsible Baton''''': Melee weapon attack: +5 to hit, one target, reach 5ft; Hit: 1d6+2 bludgeoning; holdout, light</br>
 
'''''Tamaha Pulser''''' (4m feed): Ranged weapon attack: +4 to hit, one target; Hit: Stun 18 constitution save, Range 10/30ft; silent</br>
 
'''''Colt Manhunter''''' (18m clip): Ranged weapon attack: +4 to hit, one target; Hit: 2d8+2 ballistic, Range 50/250ft; DT</br>
 
'''''Remington 990''''' (8i feed): Ranged weapon attack: +4 to hit, one target; Hit: 2d10+2 ballistic, Range 50/200ft; knockdown, loud, shotgun</br>
 
'''Extra Gear''': 2 extra clips/loads for each weapon carried, Uniform, Comlink (broadcast 2, firewall 2)</br>
 
You typical corporate security personal or typical street cop. Most corporate security are not armed for lethal force unless the corp is an extra territorial entity. In such cases they might carry a light firearm but only in area out of the public eye. Cops are almost always armed with at least a Manhunter pistol.</br>
 
 
 
'''PARA-MILITARY/SWAT''', ''Medium sized NPC (Security) Fighter 5''</br>
 
[[File:SR5.D5.swat.jpg | 300px | right]]
 
'''Armor Class''': 19, ballistic hardness 4 (light security armor); '''Speed''': 30 feet</br>
 
'''Hit Points''': 36 (HD 5d8); '''Damage Threshold''': 16 (recovery +4)</br>
 
'''STR''' 15 (+2), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 12 (+1), '''CHA''' 11</br>
 
'''Saves''': Strength +5, Constitution +4</br>
 
'''Proficiencies''': Light & Heavy Firearms, Heavy Weapons, Martial & Simple weapons; Light & Medium Armor</br>
 
'''Skills''': Athletic +5, Drive +5, Intimidate +3, Investigation +3, Perception +5, Stealth +5</br>
 
'''Feats''': Bullet Storm (Auto 15x15ft or 5x30ft), Toughness, Weapon Focus (HK-227)</br>
 
'''Cybernetics''': Smartgun link (with upgraded firearms, +2 equipment bonus to weapon ranged attacks and re-roll 1s and 2s on damage dice, Strain 2)</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Base, plus one</br>
 
'''ACTIONS'''</br>
 
'''''Ares Predator''''' (14m clip): Ranged weapon attack: +7 to hit, one target; Hit: 2d8+4 ballistic, Range 50/250ft; DT, smart</br>
 
'''''HK-227''''' (30m clip): Ranged weapon attack: +8 to hit, one target or Auto +3 (+6 if brace) to hit 10x10ft AOE, Range 80/400ft; Hit: 2d8+2 ballistic (2d8 Auto), Range 50/250ft; Auto, burst, smart</br>
 
'''Extra Gear''': 2 extra clips for each weapon, Uniform, Gas Mask, Comlink (broadcast 2, firewall 3)</br>
 
A cut above normal security or police, these elite troopers are fairly well trained, brave, professional and loyal. They are used sparely as they are also expensive to maintain.</br>
 
  
 
=== BEASTS AND PARA-CRITTERS ===
 
=== BEASTS AND PARA-CRITTERS ===
Line 2,495: Line 1,954:
 
'''PARA-CRITTERS ABILITIES'''</br>
 
'''PARA-CRITTERS ABILITIES'''</br>
 
'''Dual-Natured''': Dual-Natured beings like spirits and a number of para-critters, from Dragons too Devil-Rats, can perceive in both the mundane world and into Astral Space at the same. This is second nature to them and they do not suffer penalties to their Perception with sight in the normal world as most magic users do. They are vulnerable to mana-based spell from astral beings or astral projecting magic users but at the same time they can also affect and attack such beings with their natural weapons or para-critter like powers. These beings always have the effect of Truesight. This can be tricked with the Masking ability though (see Initiate Talent trees under Adapts and Magic Users). The dual-natured being gets a normal check to see though this.
 
'''Dual-Natured''': Dual-Natured beings like spirits and a number of para-critters, from Dragons too Devil-Rats, can perceive in both the mundane world and into Astral Space at the same. This is second nature to them and they do not suffer penalties to their Perception with sight in the normal world as most magic users do. They are vulnerable to mana-based spell from astral beings or astral projecting magic users but at the same time they can also affect and attack such beings with their natural weapons or para-critter like powers. These beings always have the effect of Truesight. This can be tricked with the Masking ability though (see Initiate Talent trees under Adapts and Magic Users). The dual-natured being gets a normal check to see though this.
 
==== Paracritters ====
 
'''DEVIL RAT''', ''Tiny omnivore (scavenger) beast 2''</br>
 
[[File:SR.5e.DevilRat.jpg | 400px ]]</br>
 
'''Armor Class''' 13, hardness 1 (natural) </br>
 
'''Hit Points''' 9 (HD 2d4), '''Damage Threshold''' 14 (recovery +4) </br>
 
'''Speed''' 30 feet, climb 30 feet</br>
 
STR 6 (-2), DEX 15 (+2), CON 14 (+2), INT 6 (-2), WIS 12 (+1), CHA 6 (-2) </br>
 
'''Saving Throws''' Constitution +4</br>
 
'''Damage Immunity''' poison</br>
 
'''Conditional Immunity''' poisoned </br>
 
'''Skills''' Perception +3, Stealth +4</br>
 
'''''Crawl All Over'''''. Rats have a habit of swaming and crawling over everything, especially under clothing and armor when doing so. Attacks by the rat are only suffer ½ (round down) any hardness reductions against piercing and slashing damage. </br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them. </br>
 
'''''Pack Hunters'''''. Grant advantage to attack rolls to any adjacent ally. </br>
 
'''''VITAS virus'''''. This virus is carried by most devil rats in various strengths. When a meta-human or other living being is bitten by a devil rat (suffers at least 1HP of damage) they must make a DC12 Constitution save or become infected. Infection takes 1d4 days for the symptoms to manifest. Symptoms include fatigue and cramps. The infected suffers one level of exhaustion and it regains only half the number of Hit Points from spending Hit Dice (with a short or long rest). At the end of each long rest, an infected must make a DC12 Constitution save.  On a failed save, the character gains one level of exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below one, the creature recovers from the disease. Otherwise the infected does not recover any Exhaustion at the end of any rest. </br>
 
'''Senses''' Darkvision 90ft, Low-Light Sight, ''passive'' perception 13</br>
 
'''ACTION'''</br>
 
'''''Bite'''''. Melee attack +4 to hit, one target, reach 0ft; Hit 1d4 piercing damage and the target needs a Constitution save DC12 vs. VITAS virus. </br>
 
 
'''Devil Rats''' (Rattus diabolis) are the Awakened form of the common rat (Rattus norvegicus), and have become the scourge of Urban areas. They resemble pale, wrinkled, and hairless rats that grow up to a meter in length (including the tail). Like their progenitors, they are very adaptable, living wherever metahumans can live, and often carry diseases.</br>
 
There are reports of Devil Rats carrying the VITAS spectrum of diseases. There are unsubstantiated reports of devil rat being able to kill healthy human adults while asleep. Rumors also indicate a sort of malign intelligence in the devil rat. Many cities have launched extensive and expensive campaigns to exterminate the devil rat, all to no avail. Their only weakness is the fact that they cannot tolerate sunlight for long periods of time.
 
 
 
'''HELL HOUND''', ''Medium sized predator (stalker) beast 5''</br>
 
[[File:SR.5e.HekkHound.jpg | 350px]]</br>
 
'''Armor Class''' 15, hardness 2/ballistic +4 (natural)</br>
 
'''Hit Points''' 35 (HD 5d8), Damage Threshold 21 (recovery +5)</br>
 
'''Speed''' 50 feet</br>
 
STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 6 (-2), WIS 13 (+1), CHA 6 (-2)</br>
 
'''Saving Throws''' Constitution +5</br>
 
'''Damage Immunities''' fire</br>
 
Skills Initiative +4, Perception +4, Stealth +4, Survival +4</br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them.</br>
 
'''''Keen Hearing and Smell'''''. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Also gains advantage with Wisdom (Survival) when following tracks.</br>
 
'''''Pack Hunters'''''. Grant advantage to attack rolls to any adjacent ally.</br>
 
'''Senses''' Darkvison 90ft, ''passive'' perception 14</br>
 
'''ACTIONS'''</br>
 
'''''Firry Bite'''''. Melee Attack +6 to hit, one target, reach 5 feet; Hit: 1d8+3 piercing damage plus 2d6 fire damage. The target also must make a DC14 Strength save. Failure knocks the target prone.</br>
 
'''''Fire Breath (Recharge 5–6)'''''. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
 
 
The H'''ellhound''' (Canis tartari) resembles a large, coal-black dog with red-rimmed eyes. They tend to hunt in packs and, although they have been documented at bringing down creatures as large as bears, metahuman attacks seem to be rare.
 
 
 
'''BARGHEST''', ''Large predator (ambusher) beast 6''</br>
 
[[File:SR.5e.Bargalist.jpg]]</br>
 
'''Armor Class''' 17, hardness 4/ballistic +4 (natural)</br>
 
'''Hit Points''' 42 (HD 6d10), '''Damage Threshold''' 23 (recovery +5)</br>
 
'''Speed''' 40 feet</br>
 
STR 19 (+4), DEX 15 (+2), CON 14 (+2), INT 6 (-2), WIS 12 (+1), CHA 14 (+2)</br>
 
'''Saving Throws''' Constitution +5, Charisma +5</br>
 
'''Damage Resistances''' cold, lightning</br>
 
'''Damage Immunities''' poison</br>
 
'''Condition Immunities''' poisoned</br>
 
'''Skills''' Initiative +5, Perception +4, Stealth +5, Survival +4</br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them.</br>
 
'''''Night Hunter'''''. Has advantage with Stealth checks at night (any illumination)</br>
 
'''Senses''' Darkvison 120ft, ''passive'' perception 15</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. When the barghest takes an attack Action can make two attacks, one bite ad claw or two claw attacks with the same action.</br>
 
'''''Bite'''''. Melee attack +8 to hit, one target, reach 5ft; Hit 2d6 +4 piercing damage and that target must make a DC16 Strength save or be knocked prone.</br>
 
'''''Claws'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 1d6 +4 slashing damage.</br>
 
'''''Baleful Howl (recharge 5-6)'''''. All creature within a 60 foot radius around the beast must make a Charisma save DC14. Failure and the target gains the Frightened condition against the barghest and cannot take Reactions or Bonus actions until the start of the barghest’s next turn. Frightened targets cannot make a new save while in sight of any barghest. When out of sight may make a new Charisma save DC13 as an Action. Success removes the condition.
 
 
The '''Barghest''' is a large Awakened canine  (one of several Awakened canine species) found in the northern regions of North America, Asia and Europe. Distinctive features include sharply pointed ears, a protruding spine, glowing eyes and teeth. They often resemble oversized mastiffs, with short fur and either pure white or pure black color. Its eyes and teeth seem to glow due to a certain luminescent bacteria that resides in is mucous membranes.</br>
 
Barghests are nocturnal pack animals, frequently travelling in groups of a dozen or more, who herd their prey (usually large mammals) by howling. During breeding season, it tends to hunt alone or in a breeding pair. A barghest howl can induce fear and, in some cases, a catatonic state in its victim.
 
 
 
'''GRIFFON''', ''Large predator (stalker) beast 7''</br>
 
[[File:SE.5e.Griffon.jpg | 400px ]]</br>
 
'''Armor Class''' 16, hardness 3 (natural)</br>
 
'''Hit Points''' 48 (HD 7d8), '''Damage Threshold''' 24 (recovery +5)</br>
 
'''Speed''' 40 feet, fly 60 feet</br>
 
STR 18 (+4), DEX 14 (+2), CON 15 (+2), INT 8 (-1), WIS 15 (+2), CHA 12 (+1)</br>
 
'''Saving Throw''' Dexterity +5, Constitution +5</br>
 
'''Skills''' Perception +5, Stealth +5</br>
 
'''''Keen Sight'''''. The griffon has advantage on Wisdom (Perception) checks that rely on sight</br>
 
'''''Pounce'''''. The griffon likes to slam down onto prey from above. If the griffon moves at least 50 feet in the round it can attack twice with its claws and its weight. Each claw that hit deals double damage in such a situation.</br>
 
'''Senses''' Darkvision 60ft, Low-Light Vision, '''passive''' perception 15</br>
 
'''ACTION'''</br>
 
'''''Double Attack'''''. Whenever the griffin takes an attack Action it can attack twice.</br>
 
'''''Beak/Bite'''''. Melee attack +7 to hit, one target, reach 10ft; Hit 2d6+4 piercing damage.</br>
 
'''''Claws'''''. Melee attack +7 to hit, one target, reach 10ft; Hit 1d10+4 slashing damage.</br>
 
 
The Awakened '''Griffon''' (Alatusleo aquila) very much resembles its mythical counterpart, with a large feline body, powerful avian wings, sharpened front talons for forelimbs and a raptor's beaked head.</br>
 
The Asian griffon (Alatusleo serpens) is more reptilian in appearance, with a scaled head and neck and membraned spines running down its back.</br>
 
The False griffon (Opinicus falciform) appears very similar to the common griffon, except it lacks wings.
 
 
 
'''BASILISK''', ''Large predator (ambusher) beast 8''</br>
 
[[File:SR.5e.Basilisk.jpg | 350px ]]</br>
 
'''Armor Class''' 15, hardness 3/ballistic hardness +2 (natural)</br>
 
'''Hit Points''' 60 (8d10), '''Damage Threshold''' 23 (recovery +3)</br>
 
'''Speed''' 30 feet</br>
 
STR 16 (+3), DEX 8 (-1), CON 16 (+3), INT 4 (-3), WIS 8 (-1), CHA 7 (-2)</br>
 
'''Saving Throws''' Constitution +6</br>
 
'''Skills''' Survival +2</br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them.</br>
 
'''''Petrifying Gaze'''''. If a creature starts its turn within 30 ft. of the Basilisk and the two of them can see each other, the Basilisk can force the creature to make a DC12 Constitution saving throw if the Basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the Effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the Basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the Basilisk in the meantime, it must immediately make the save. If the Basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and Targets itself with its gaze.</br>
 
'''Senses''' Darkvison 60ft, ''passive'' perception 9</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. When the basilisk takes the attack Action it can attack twice, once with its’ bite and once with its’ claws.</br>
 
'''''Bite'''''. Melee attack +6 to hit, one target, reach 5ft; Hit 1d10+3 piercing damage.</br>
 
'''''Claw'''''. Melee attack +6 to hit, one target, reach 10ft; Hit 1d6+3 slashing damage.
 
 
'''Basilisk''' is a large Awakened reptile that measures 3.5 meters long from snout to tail, and weighs about 300 kilograms. It has black and yellow scales and up to 40 saw-edged teeth. It is a carnivore that feeds primarily on small mammals, but will eat just about anything that it can catch. While it is naturally a quadruped, it can stand and run on its hind legs along for short periods of time,</br>
 
The Basilisk is dual-natured and has a unique spell-like ability to petrify creatures that it gazes upon. This makes it dangerous to study, although some corporations use Basilisks for security purposes. The Basilisk feeds on any being that it has petrified into stone.
 
 
 
'''MARTICHORAS''', ''Large predator (stalker) beast 8'' </br>
 
[[ File:SR.5e.Manticore.jpg | 350px]] </br>
 
'''Armor Class''' 16, natural hardness 4 (natural) </br>
 
'''Hit Points''' 68 (HD 8d10), '''Damage Threshold''' 24 (recovery +6) </br>
 
'''Speed''' 30 feet, fly 60 feet</br>
 
STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 6 (-2), WIS 12 (+1), CHA 11</br>
 
'''Saving Throws''' Constitution +6</br>
 
'''Damage Immunities''' poison</br>
 
'''Condition Immunities''' poisoned</br>
 
'''Skills''' Stealth +5, Survival +4</br>
 
'''''Keen Hearing and Smell'''''. The martichoras has advantage on Wisdom (Perception) checks that rely on hearing or smell. </br>
 
'''''Pounce'''''. Martichoras males often use a ‘pounce’ like maneuver against prey. They will fly above some a target and then fall out of the sky on top of them attempting to crush them as the claw into them. If the martichoras flies at least 40ft towards a target at the end of its movement he can make two claw attacks each that deal double damage with a successful hit. </br>
 
'''Senses''' Darkvison 90ft, ''passive'' perception 15</br>
 
'''ACTION'''S</br>
 
'''''Double Attack'''''. When the martichoras takes an attack Action can make two attacks, one bite and claw or two claw attacks or two stinger with the same action. </br>
 
'''''Bite'''''. Melee attack +8 to hit, one target, reach 5ft; Hit 2d8+4 piercing damage and the target must make a successful DC16 Strength save. Failing the save the target is knocked prone. </br>
 
'''''Claws'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 1d8+4 slashing damage. </br>
 
'''''Tail Stinger'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 2d6+4 piercing damage and the target must make a DC13 Constitution save vs. poison. Failure deals an additional 2d8 poison damage and the target gains the Poisoned Condition. Successful save halves the damage and the target is not poisoned. The target gains a new save at the end of each of its’ rounds. Success ends he poisoned condition. </br>
 
 
The '''Martichoras''' (Martichoras hastae) resembles the manticore of myth. It has a leonine body that grows to a length of 2.2 meters, with long tawny fur and a wide mouth with multiple rows of teeth, similar to a shark and a set of heavy bat-like wings. From the tip of its tail is a spick similar to a scorpains tail stinger. This stinger is venomous. </br>
 
The martichoras is an aggressive carnivore, hunting in a similar manner to great cats like panthers and cheetah. It forms social groups similar to lion prides, with one dominant female and up to four adult males. Female martichoras do not hunt. The stinger appear to be purely a defensive mechanism, as the martichoras will not eat a creature it has killed with its stinger. </br>
 
The martichoras is found throughout the northern reaches of North America, stretching across territories between the former Alaska and Quebec. It appears to be allergic to pollutants, and thus stays in regions unspoiled by industrialization.
 
 
 
 
'''BEHEMOTH''', ''Huge size predator (brute) beast 10''</br>
 
[[File:SR.5e.Behemoth.jpg | 400px]] </br>
 
'''Armor Class''' 18, hardness 6/ballistic +6 (natural) </br>
 
'''Hit Points''' 110 (HD 10d12), '''Damage Threshold''' 27 (recovery +8) </br>
 
'''Speed''' 30 feet</br>
 
STR 22 (+6), DEX 8 (-1), CON 18 (+4), INT 4 (-3), WIS 11, CHA 9 (-1) </br>
 
'''Saving Throws''' Constitution +8</br>
 
'''Damage Resistance''' ballistic, bludgeoning, piercing and slashing damage from non-magical attacks</br>
 
'''Skills''' Survival +4</br>
 
'''Senses''' Darkvision 60ft, Low Light Vision, ''passive'' perception 10</br>
 
'''ACTION'''</br>
 
'''''Double Attack'''''. When the behemoth takes an attack Action can make two attacks,. </br>
 
'''''Gore/Bite'''''. Melee attack +10 to hit, one target, reach 10ft; Hit 2d8+6 piercing damage and the target must make a DC18 Strength save or be knocked prone. </br>
 
'''''Trample/Slam'''''. Melee attack +10 to hit, one target, reach 5ft; Hit 2d8+6 bludgeoning damage.</br>
 
 
The '''Behemoth''' (Alligator gigas) resembles a bumpy hippopotamus, but is actually the Awakened form of the common alligator (Alligator mississippiensis). It stands 3 meters tall and is 5 meters long on average. Behemoths are aggressive carnivores and are heavily armored with overlapping scales. It typically resides in subtropical swamps and waterways near the Gulf of Mexico and the Caribbean League.
 
  
 
=== UPGRADES ===
 
=== UPGRADES ===

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