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'''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.).</br>
 
'''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.).</br>
  
'''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.</br>
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'''Circumstance Bonuses''': Unlike standard DnD5, there are bonuses from various talents and feats, but the same ‘types’ of bonus do not stack. Basic types: equipment, insight, magic, moral or rage.</br>
 
 
'''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.</br>
 
 
 
'''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).</br>
 
 
 
'''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).</br>
 
 
 
'''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.</br>
 
 
 
'''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.</br>
 
 
 
'''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.</br>
 
 
 
'''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.</br>
 
 
 
'''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 ===
 
=== SITUATIONAL AND ACTION HOUSERULES ===

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