ShadowRun.DnD5

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These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.

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.). 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.
Heroic characters gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below.

Character Level Proficiency Bonus Character Level Bonus Heroic Level Bonus
1 +2 Starting Feat Talents(s)
2 +2 -- Bonus Feat
3 +2 Feat Talent
4 +2 Attrubyte boost Bonus Feat
5 +3 Feat Talent
6 +3 -- Bonus Feat
7 +3 Feat Talent
8 +3 Attribute boost Bonus Feat
9 +4 Feat Talent
10 +4 -- Bonus Feat
11 +4 Feat Talent
12 +4 Attribute boost Bonus Feat
13 +5 Feat Talent
14 +5 -- Bonus Feat
15 +5 Feat Talent
16 +5 Attribute boost Bonus Feat
17 +6 Feat Talent
18 +6 -- Bonus Feat
19 +6 Feat Talent
20 +6 Attribute boost Bonus Feat

Karma Points: Heroic characters gain 5 + ½ (round down) their Heroic class levels in Karma Points. You can only spend one Karma a round. Karma points add 1d4+1 to any 1d20 roll (attack roll, saving throw, skill or ability check etc.) and are used to activate certain Talents. Unspent Karma Points are lost when you raise a level (and gain your new levels’ Karma points). Certain Talents and Feats and grant you additional Karma Points, high dice to add to your d20 and new uses.

Talents, Feats and Skills: Using the basic ideas of skills from DnD5 but renaming a couple, adding new ones and new usage. Talents tend to be of greater usefulness and abilities over Feats which are much less powerful (more common). Unless specified elsewhere the DC for Skill is found in PHB pg. 174.
Also not using Tool proficiencies. These have been replaced by new skills. See Skill Update below.
Proficiency: Armors include Light, Medium, Heavy and Shields. Weapons include Simple, Martial (as from the PHB), Light Firearms (pistols, machine pistols, etc.), Heavy Firearms (rifles, assault rifles, shotguns, etc.), Heavy Weapons (machine guns, grenade launchers, etc.) and Super Heavy Weapons (tank cannons, rocket launchers, heavy missile launchers, etc.).

Circumstance Bonuses: While still using Advantages/Disadvantages as normal also using circumstance bonuses that can come from various talents and feats. The same ‘types’ of bonus do not stack but different types can. Basic types: equipment, insight, magic, moral or rage.

Firing into Melee Combat and Ranged attacks while prone: Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.

Wound Damage Threshold: see Reeling Condition below. Your Would Damage Threshold is equal to 15 + Proficiency Bonus + either Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer these affects (see Vehicles).

Additional Conditions – Reeling (see Condition in the PHB): if you suffer damage equal to or greater than your Wound Damage Threshold from one attack, you gain the Reeling condition. Effects…

  • You suffer Disadvantage to all Attacks, Skills and Ability checks.
  • If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that equal or exceeds your Wound Damage Threshold), you are Stunned for one round. After this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
  • In order to recover from Reeling, at the end of your round (after you have taken all your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC10 or ½ the Damage you just suffered that imposed the condition (round down, whichever is greater, but maximum DC20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the Condition.
  • Instead you can spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed as above.

Slow Natural Healing: as the option rule found in DMG pg. 267. You only gain back ½ Hit Dice (round up) each long rest and can then spend as many as you wish on HP’s back. Also, once per day, you can recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).

Heroic Recovery: when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.

Maintaining Spells in Shadowrun no spell last longer than the spell caster concentrating on it. All spells that require concentration automatically end if the magic user stops concentrating on it.

Full Round Action and Free Actions: A full round action takes up the creatures full round, including their action, movement (Speed 0 remaining) and bonus action (you still have your reaction). A free action take none of these.

Mind-Effecting: many talents and feats are listed as mind-effecting. These talents and feats only affect living, sentient beings, nor spirits or elementals. Mind-effecting fear don’t work against sentient beings immune to fear.

Hardness: Vehicles and material reduce some damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target. There is a special ‘Ballistic Hardness’ that works as a damage reduction but only verses ballistic weapon damage. This is common in most armor, drones and vehicles. Cybernetic implants and spells can also grant some Hardness to metahumans and stacks with ballistic hardness for overall ratings. Some paracritters and enhanced animals can also gain Hardness ratings.

+ SITUATIONAL AND ACTION HOUSERULES =

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects -Explosives: (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save against an indirect attack).

Area of Effects -Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).
Special – the attack can use a Bonus action to “Brace” as a maneuver to reduce these penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Bracing causes you to suffer advantage from all attacks directed against you until the start of your next turn.

Special - you do not include your Strength or Dexterity modifier nor do you add any range Feat or non-specific Talent (Grenade Expert) bonuses to damage to any AOE damage types listed above.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

CHARACTER CREATION

GEAR AND EQUIPMENT

VEHICLES AND DRONES

MAGIC OF THE SIXTH WORLD

THE MATRIX

ENVIRONMENTAL SITUATIONS

EXPLOITAND & EDITS OPTIONAL HOUSERULE