Difference between revisions of "ShadowRun.DnD5"

From RPGnet
Jump to: navigation, search
(ARMOR)
(WEAPONS)
Line 1,054: Line 1,054:
 
=== WEAPONS ===
 
=== WEAPONS ===
 
'''NEW DAMAGE TYPES'''
 
'''NEW DAMAGE TYPES'''
* Ballistic: this is a special type of piercing weapon.
+
* '''Ballistic''': this is a special type of piercing weapon damage. Anything resistant to piercing damage is also resistant to ballistic damage.
* Restrained: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune.
+
* '''Restrained''': a target to must make a Strength save against the weapons ''DC'' or gained the '''''Restrained''''' condition. Struck targets must also make a Dexterity save, same '''DC''', or be knocked prone by the effect. The target can make a new Strength save with the same '''DC''' and with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune.
* Stun: a ‘living’ target must make a Constitution save vs. the DC or gains the Stunned condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.
+
* '''Stun''': a ‘living’ target must make a Constitution save against the weapon's ''DC'' or gains the '''''Stunned''''' condition. The target can make a new Constitution save at the end of its turn against the same '''DC''' and with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.
  
 
'''NEW WEAPONS PROPERTIES'''
 
'''NEW WEAPONS PROPERTIES'''
 +
* '''AP''' (Armor Penetrating): this weapon ignores Ballistic Hardness and any type of Resistant to damage (against vehicles and materials must also include the Heavy Damage property).
 +
* '''Auto''': this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire houserules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto using 20 rounds. Heavy Autofire have a base AOE of 15x15ft (but still only deal base Auto damage when focused on one target). Switching modes between single fire and autofire mod takes 15ft of move during the attacker’s round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature.
 +
* '''Burst Fire''': This weapon can fire a three rounds burst of ammunition at once with an range weapon attack. The shooter takes a -2 to its attack roll but adds +1d(x) weapon damage to the damage result if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead, 5d8+2 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
 +
* '''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets in the AOE gain Resistance to the damage (¼ damage with a successful Dexterity save).
 +
* '''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage result if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
 +
* '''Feed''': means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action and Move (Speed 0) you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories). Treat these as Magazines (see Reloads).
 +
* '''Flame''': these weapons can set targets on fire. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon. Anything the target is struck must make an Intelligence save '''DC8''' (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure not only means full damage but the target has also caught fire. At the beginning of their turn (before they can act) the target suffers 2d6 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity save at the base '''DC'''. The target has advantage on the save if it falls prone to rolls around on the ground. The fire is automatically extinguished if target immerses themselves fully in water.
 +
* '''Heavy''': in this setting this feature also applies to anyone with a Strength of 12 or less.
 +
* '''Heavy Damage''': weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires these weapons in the same round.
 +
* '''Hold-Out''': are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves.
 +
* '''Knockdown''': If the damage from the weapon is enough to impose the '''''Reeling''''' condition the target is also knocked prone.
 +
* '''Loud''': this weapon cannot be quieted by silencers, etc.
 +
* '''Painful''': these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double against the target’s Wound Damage Threshold but only to impose the '''''Reeling''''' condition (recovers normally).
 +
* '''Reload''': weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move (Speed 0) that round.
 +
* '''Shotgun''' (Shot/Flechette rounds): impact with tremendous force at close range but diminish rapidly further out. At half the weapons base range add +1d(x) weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
 +
* '''Silence''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) '''DC15''' at disadvantage if within 15ft.
 +
* '''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the '''''Deafened''''' condition for one minute.
 +
* '''Touch''': this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage.
 +
* '''Undermount''': These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space.
 +
 +
Any WEAPON can be purchased from the PHB but at four times the price listed in g.p. in neyen (¥).
 +
 +
'''Keen Blades''': can be added to any piercing or slashing weapon from the PHB or Katana (see below). The weapon adds +2 to its basic damage and costs 10 times the g.p. value or neyen (¥). Arrow and bolts cost 3¥ each.
 +
 +
SIMPLE MELEE WEAPONS</br>
 +
'''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. If the character has the Brawler feat increase the damage die to 1d6 (or 1d8 for large sized creatures).</br>
 +
'''Combat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage with weapon feature two-handed).</br>
 +
'''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br>
 +
'''Solid Core Staff''': these are dense metal core quarterstaffs that can strike with considerable force.</br>
 +
'''Shock Gloves''': these gloves deliver a powerful electrical shocks that can stun a target with a touch.</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
 +
'''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>
 +
 +
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>
 +
'''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>
 +
'''Compound Bow''': composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. Add you Strength and Dexterity modifer to the weapons damage</br>
  
 
=== ADDITIONAL GEAR ===
 
=== ADDITIONAL GEAR ===

Revision as of 20:26, 4 December 2021

ShadowRun.DnD5.jpg

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.

CHARACTERS

This section includes Character Creations, Meta-Humans, Backgrounds, Heroic Classes, Skills, Generic Talents and Feats.

CHARACTER CREATION

  • Assign Attributes: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
  • Choose a Metahuman type: pick one species from the list below.
  • Choose a Background: provide basic skills, proficiencies and some starting gear and cash.
  • Choose a Class: Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skills, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have Three Core Talents that the character gets at 1st level character creation only. If the character multi-classes, then they only can take one of the Core Talents. Class Bonus Feats must be chosen from the lists provided. Characters also gain generic Feat choices that can be chosen from any feat that the character meets the Prerequisites for.
  • Assign Gear: Record your starting gear and cash. Purchase any additional gear.
  • Pick Two Contacts: See Contacts. You gain two indifferent low-end contacts to start.
  • Per-paid Lifestyle: see Lifestyle. You either have six months of Squatter or one month of Low.

METAHUMAN SPECIES

New Sense: in addition to those found on PHB pg. 183. Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision ignore Dim Light obscure.
Languages: all characters begin with the ability speak, read and write in their native Language plus one additional language of choice.
Attribute Maximums: Character’s maximum Attributes are 20 +/- the racial ability score modifier.

HUMAN SPECIES TRAITS
While humans are the most dominate and common species of the Sixth World they still only make up just over 50% of the world’s population.

Ability Score Modifier: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 30 feet.
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.
Outgoing: You gain +1 Karma point over the standard Karma Points each level.

DWARF SPECIAL TRAITS
Tend to be industries and determined, Dwarfs make up around 10% of the World’s population.

Ability Score Modifier: Constitution +2, Wisdom +2, Charisma -1
Medium Sized and Speed: base 25 feet a round.
Dark Vision: dwarfs can see up to 60ft in the dark per the PHB pg. 183.
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). Gain +2 to Wound Damage Threshold score and an additional +1 to recovering from the Reeling condition.
Resistance: dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.

ELF SPECIAL TRAITS
Graceful and beautiful, Elfs make up 15% of the World’s population.

Ability Score Modifier: Dexterity +2, Charisma +2, Constitution -1
Medium Sized and Speed: base 40 feet.
Alluring: elfs are naturally attractive to most people and gain advantage with both Charisma (Deception) and (Persuasion) skills with anyone who can see, hear and understand them.
Low-Light Vision: elfs see well in the dark (see rules above).
Perceptive: elfs start with proficiency in Wisdom (Perception) skill for free.

ORK SPECIAL TRAITS
Brutish and aggressive, the Orks make up 20% of the World’s population.

Ability Score Modifier: Strength +2, Constitution +2, Intelligence -1
Medium Sized and Speed: base 30 feet.
Aggressive: everyone knows that orks are born brawlers. Orks start with the Brawler feat for free.
Low-Light Vision: orks see well in the dark (see rules above).
Menacing: orks gain proficiency in the Charisma (Intimidate) skill for free.
Relentless Endurance: when an ork is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point. Orks can’t use this feature against until after they finish a long rest.

TROLL SPECIAL TRAITS
Large and strong, Trolls make up only 5% of the world’s population.

Ability Score Modifier: Strength +4, Constitution +2, Dexterity -1, Intelligence -1, Charisma -1
Large Sized and Speed: base 30 feet. Trolls can carry the Strength x8 as a base load.
The average male troll is around 96” tall and weighs 600lbs, while females average 90” tall and 540lbs. Trolls take up two-squares of space on a grid-map for tabletop map and clothing, armor and most weapons are not made for their sized beings. As such they must purchase larger sized gear to fit their frames, etc. Increase the base cost for firearms by 50% (bigger grip and triggers, etc.), while armor and clothing weigh and cost twice as much as for a medium creature. Trolls also have to spend 50% more on their lifestyle due to increased food consumption and space. Trolls deal the versatile damage with melee weapons one-handed and can use melee two-handed weapons in one hand.
Big: Trolls start with +2 hits points at 1st level and gain an additional +1 every level after that.
Dark Vision: trolls can see up to 60ft in the dark per the PHB pg. 183.
Dermal Plating: trolls have thick armored like skin. This provides 2 points of natural Hardness. This bonus stakes with any other form of Hardness (armor, cybernetics, talents, etc.).
Reach: due to their size trolls have a reach of 10 feet instead of 5 feet.
Scary: trolls are big and so due to their size, they can use their Strength ability modifier instead of their Charisma modifier for this skill.

BACKGROUNDS

Academic: You worked for one of the colleges or universities of the day. Note that most are corporate sponsored if not outright owned by one. Many Mages attended some of the various Arcana Schools to learn about magic (not all as some Street Mages are taught by one person).

Skill Proficiencies: Computer Use plus two of Arcana, Investigation, Life Science, Physical Science or Technology.
Languages: One language or your choice.
Equipment: Two sets of middle-class clothes, one of the following - Arcane, Life Science, Medicine, Physical Science, or Religion added to their comlink proficiency, a credstik with 150¥.

Affluent: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.

Skill Proficiency: Any two of Deception, Gambling, Intimidation or Persuasion.
Languages: Two languages of your choice.
Equipment: Four sets high-class clothing, an advanced comlink (broadcast 2, firewall 2, Int 16, Wis 12 and proficiency +3), a credstik with 500¥.

Athletic: This background is for a person who spent much, if not most of their young and formative years training form and competing in various athletic sports. Urban Combat, Football, Basketball, the Olympics, National competitions, etc. all might encompass this background.

Skill Proficiencies: Acrobatics and Athletics, plus one of either Intimidate or Persuasion.
Equipment: Two set of middle-class clothing, one set of your past athletic uniform, a past trophy, a credstik with 150¥ on it.

Celebrity: Perhaps you were on reality Sim-Sense show, maybe you hit a billion views on the Matrix, or you were the lead singed in last years a one-hit wonder group. You could be an actor, an extreme sportsman, an underground brawler, etc. Whatever the case, people often recognize you.

Skill Proficiencies: Performance and Persuasion plus either Gambling or Intimidate.
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150¥, one flashy costume, two set of middle-class clothing, a credstik with 150¥.

Corporation: former Wage-Slave, the Suite, Corporate-drone who went to work six days a week, ten-hours a day and was loyal. In the world of Shadowrun, Mega-Corporations are rules unto themselves and wield incredible powers. They are the nation-states of the Modern World.

Skill Proficiencies: Computer Use plus any two from among Deception, Gather Information, History, Insight, Persuasion or Technology
Languages: One languages of your choice.
Equipment: Two sets of middle-class clothing, a credstik with 250¥.

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.

Skill Proficiencies: Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.
Equipment: Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.

Disciple: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.

Skill Proficiencies: Religion, plus any two from among Animal Handling, Arcane, Athletics, Gather Information, History, Life Science, Medicine, Persuasion, Physical Science, Survival or Technology.
Languages: One language of your choice.
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 100¥, two sets of middle-class clothes, Religion proficiency added to comlink, a credstik with 50¥.

Intelligence: You use to work for an intelligence agency as a spy. Corporate, Government, Criminal, all the big powers employ such people for covert operations against each other. You job probably involved gathering intelligence on the competition or even real terrorists.

Skill Proficiencies: Deception and Investigation plus one of either Computer Use, Gather Information, History or Thievery.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a Disguise Kit or Forgery kit, a credstik with 150¥.

Law Enforcement: You were a cop (corporate or national marshal, etc.) or private investigator. Whatever the case you worked the streets of big city and have a lot of knowledge and knowhow when it comes to dealing with both criminals and your everyday folks just trying to get by.

Skill Proficiencies: Drive and Intimidate and one of Computer User, Gather Information, Investigation or Persuasion.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

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.

Skill Proficiencies: Athletics plus one of Drive, Intimidate, Mechanic, Pilot, Stealth or Survival.
Armor or Weapon Proficiencies: One of the following – either Light, Medium or Heavy Armor Proficiency, or Heavy Firearms, Heavy Weapons or Super-Heavy weapons.
Equipment: Old military BDUs, two sets of middle-class clothing, a credstik with 150¥.

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.

Skill Proficiencies: Arcana plus two from among Computer Use, History, Insight, Investigation or Survival.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a minor fetish with a magical aura too it, a credstik with 150¥.

Security: You were a professional counterspy, bodyguard or secret policemen. Generally worked for one of the major corporations or various government agencies, but you could have been just a rent-a-cop who worked down the local strip mall.

Skill Proficiencies: Investigation and Perception, plus either Intimidate or Persuasion.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

Street: You grew up in one of the Barrens or non-entity parts of the urban sprawl. Millions of non-persons (no SIN) have been born, grown up and died without any government or corporation knowing or caring that they existed at all.

Skill Proficiencies: Deception or Intimidate plus Stealth and Survival.
Equipment: One set of lower-class clothing, a backpack, bedroll blanket, a credstik with 50¥.

Survivalist: while not common in the sprawls, there are hundreds of small, back-to-earth and nature groups hiding out in various out of the way locations shattered across the globe. Most just want to be left alone while others are awaiting the end of the world. Some give up the lifestyle to return to the sprawls, growing weary of the isolation.

Skill Proficiencies: Athletics and Survival plus either Animal Handling or Drive.
Equipment: Two sets of survivalist clothing/outfits, one set of middle-class clothing, a survival knife, a credstik with 50¥.

HEROIC CHARACTER CLASSES

There are five basic Heroic Character Classes listed below.

ADAPT

An adept is an awakened metahuman whose magic is focused inward, into the body and soul of the person. This can make them strong and faster with the ability to perform great feats of athleticism and/or wildly unrealistic martial arts. It can allow them to see in the dark and use magical weapons.
If you take this class you are not normally allowed to take any levels in Magic-User (see Initiation below). You also cannot start with any other talent that include Cybernetics.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Light Firearms, Marital weapons, Simple weapons.
Saving Throw: Dexterity and Wisdom.
Skills: Choose three from among Acrobatics, Arcana, Athletics, Drive, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Religion, Sleight of Hands, Stealth or Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Lined Coat armor or (b) extra 200¥ spare cash
  • Colt Manhunter with Concealable Hostler, 100 round regular ammunition and 2 spare mags.
  • (a) Longsword¹ or (b) Battle Axe¹ or (c) Compound Longbow with 20 arrows¹ and quiver or (d) Katana¹ or (e) a second Colt Manhunter with Concealable Hostler and 2 spare magazines.
  • Two simple weapons or one other martial weapon of choice worth¹
  • A basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥ in spare cash

¹slashing or piercing weapons or arrows, may include the Keen Blade modification added. This mod cannot be combined with magical weapons and certain Talents (see below).


THREE CORE TALENTS
Pick any 3 Physical Adept Powers (see below, must qualify with prerequisites).
Strain has an adverse effect against your adapt abilities. Generally for every 2 full points of Strain an adept suffers -1 to all attacks, ability checks, saves and skills with all adapt Powers.

PHYSICAL ADEPT TALENT TREE
The adept gains various magical powers that enhance his body in some way.

Astral Perception: You can perceive into the Astral Plane as a bonus action (reaction to end). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight.
Babel: By listening to a language that you presently cannot speak or reading a text you cannot presently read, you can spend a short 5 round Ritual (no other actions) and gain the ability to speak or read it. This affect lasts for one hour after you have performed the ritual before your understanding fades. You can use this ability again after a short or long rest.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Elemental Strike: You can enshroud your hands with elemental energy to strike your foes with greater force. As a free action at the beginning of your round you to charge your unarmed damage (including any Killing Hands dice) to one elemental type (Acid, Cold, Fire, Lightning, Radiant or Thunder). The attack deals a secondary elemental effect automatically (see SPELLS & SPELL CASTING – Elemental Bolt for Secondary Effect). This effect last until the start of your next turn. You can use this ability a number of rounds equal to your Wisdom modifier (they do not have to be one round after another, just a number of times). You must complete a long rest to use this ability again. You must choose the elemental to use when you take this talent and it cannot be changed later.
Enhanced Movement: When you take the Dash action, your base movement speed and Dash movement increased by +15 feet for your Action (so if you normal movement speed is 30 feet, when you take the Dash Action you can move up to 90 feet; 45 feet from your Move and 45 feet with the Dash). Also when you take the Dash action you ignore difficult terrain penalties to your movement.
Enhanced Physical Attribute: Your physical form has been enhanced. You gain +2 bonus to either you Strength, your Dexterity or your Constitution. This allows you also to exceed your characteristic maximum by 2 (or 4, see below). You can take this talent multiple times, each time it applies to a different physical attribute. Once you have taken all three attribute you can take this talent one additional time, applying it to your Strength, Dexterity or Constitution.
Enhanced Reflex: You can move unnaturally fast when you want to. You gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics.
Facial Sculpt: With a short 5 round Ritual, you transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same. This ability also does not change your clothing. You must concentrate on this ability to maintain it but otherwise can use it as often as you wish.
Foresight: You have advantage with Dexterity (Initiative). Prerequisite: Trained with Initiative.
Improved Abilities: Pick one skill – Acrobatics, Deception, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Sleight of Hands or Stealth. You have advantage with this skill.
Improved Dodge: You can take the Dodge action as a Bonus action. You can use this ability a number of times equal to your Wisdom ability modifier. Regain these uses after a short or long rest.
Improved Weapon Master: With the weapon the adept picked for her Weapon Master talent she now gains her full level as a magical bonus to damage with these weapons and +2 magic bonus to attack rolls with this one specific type of weapon. The weapon’s attacks counts as a magical weapon. Prerequisite: Weapon Master.
Kinesics Voice: You can alter your voice patters in such a way as the make others friendly to you. This talent works exactly like Winning Smile under the Face’s Diplomatic Talent Tree ability. Targets save DC vs. this ability is 8 + your proficiency bonus + your Wisdom bonus.
Killing Hands: Your hands can deal deadly damage. When you first take this talent, add +1d4 bludgeoning damage to your unarmed attack (for a medium size creature the base is 1 bludgeoning damage, so it becomes 1d4+1 bludgeoning damage). Your unarmed strike gains the weapon properties of finesse and light (meaning you can also make off-hand attacks with the Two Weapon attack ability). At 5th level adept this damage becomes +1d6 bludgeoning, at 10th level adept it is +1d8, at 15th level adept is it +1d10 and finally at 20th level adept it becomes +1d12. If you have any other feat the increase your base unarmed damage remember these dice are separate (i.e. with the Martial Arts feat a 1st level Troll Adept with the Killing Hands talent would dead 1d6 +1d4 +Strength modifier in bludgeoning damage).
Mental Cloaking: With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, creatures have Disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Creatures are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This effect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.
Mystical Armor: Your understanding of the magic of your body grows you learn to better deal with external threats to it. When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.). You also reduce all damage including those caused by magical spells and weapons by 2 points. This increase by +1 point of damage reduction for every 5 levels of adept you gain (5th, 10th, 15th and 20th adept level).
Visions: You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a DC15 to gain additional information and a ‘feeling’ of the target’s possible future (within a few days). Prerequisite: Astral Perception.
Weapon Master: pick one specific melee or range weapon (simple or martial; does not stack with any equipment bonuses) from the PHB, a Katana or Survival knife (see Gear) or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept (round up). This weapon counts as a magical weapon.

INITIATE TALENT TREE
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.
 :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+.

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+.
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+.
Mystic: This advance form allows the adept to begin to expand his magical abilities to gain one of the Magic-Users Core abilities – either Astral Projection, Spell-Casting or Summoning. When you take this talent you gain one of these core abilities at the same time. After that you can take Magic-User talents that relate to your ability. Astral projection grants the normal astral attributes while spell casting and summoning grant you magic points and magnitude. Prerequisite: Adept level 7+.

MAGICAL FOCUS (WEAPONS) TALENT TREE
These Talents provides the adept with magical weapon. You cannot take any of the talents more than once. After character creation they also cost the adept money (¥) unless they acquired one through thief, etc. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana (see gear) and does not stack with any equipment bonuses (such as Keen blades). All focus require the adept to spend a Karma point and perform a one hour ritual to bond with the item. Afterwards the focus is bond to the adept and works for you alone. A focus must be "activated" to grant its bonuses but can be deactivated as a free action. This takes a bonus action but no concentration on the adept’s part. If the focus is dropped or the adept is incapacitated or knocked to 0 hit points it deactivates. Active focuses are visible in astral space.
Magical Focus cannot be combined with Weapon Master (above) but attuned and empower Talents can be added together, their affects stack.

Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d10 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Athlete, Bravery, Brawler, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Danger Sense, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy-Melee Weapon Expert, Improved Critical, Improved Mobility, Improved Heroic Recovery, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Shake it Off, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Whirlwind Attack

FACE

The face is a talker, a negotiator, a conman, a leader. Ambassadors and street hustlers, corporate marketers and Mr. Johnsons, street fixers and illegal gun salesman.
Every teams needs someone to con their way into a high security building or past the bouncer as the hottest nightclub, along with negotiating with Mr. Johnson for the biggest payday on a job. Some even can inspire their allies or put the fear in their enemies.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light Weapons: Light Firearms, Simple weapons.
Languages: Any two of choice.
Saving Throw: Wisdom and Charisma.
Skills: Choose six from among Boating, Computer Use, Deception, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Religion or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Business Suit or (b) Reinforced Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) HK-MP5 TX with a Concealable Hostler, 100 rounds of regular ammunition and 2 extra clips (or speed loaders for Hammerli).
  • Two simple melee weapons of chose (if a bladed weapon can add Keen Blade modifier)
  • (a) Mercury Comet (sedan) or (b) Ford Spiral II5Ti (sports car)
  • (a) Disguise kit or (b) Medical kit or (c) Patch set of 2 Antidote, 2 Stim, 2 Tranq and 2 Trauma
  • A boosted comlink (broadcast 1, firewall 2, Int 14, Wis 12, proficiency +3)
  • An extra 400¥ in spare cash.


THREE CORE TALENTS
You can take any three Face class talents that he qualifies for as his core talents. You can use one of these choices to take any one Genetic Talent. Many Face talents must be resisted with a Saving Throw. Your Face save DC8 + your proficiency bonus + your Charisma ability modifier.

CHARISMATIC TALENT TREE
These Talents cover those the smooth talkers of the world. All of these talents are mind-affecting.

Cutting Words. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understands you. The target must make an Intelligence save. If it fails that creature is at Disadvantage on its Attack rolls that it makes before the start of your next turn. Prerequisite: Proficiency in either Intimidation or Persuasion.
I Know a Guy: You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). Either of these checks takes 1d6 hours in game time. Prerequisite: Proficiency in Gather Information.
One in a Million: As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again. Prerequisite: Face 5+, Willing Smile.
Salesman: You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%). Prerequisite: Proficiency in either Deception or Persuasion.
Sharper Words: You are really good at insulting people or causing them to become flustered with your words. As an Action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence save. Any that fail this save are at Disadvantage on their Attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their reaction and a Karma point end effect automatically. Prerequisite: Face 5+, Cutting Words, Proficiency in Intimidation or Persuasion.
Shocking Words: As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the Stunned condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled. Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in Intimidation or Persuasion.
Willing Smile: As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma save. If it fails this save it gains the Charmed condition (PHB pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the charmed condition in this way at one time.

INFLUENCE TALENT TREE
These talents are all mind-affecting.

Coordinate: You have a knack for getting people to work together. When you grant advantage on an skill check or save or attack roll, they also gain a insight bonus equal to your Charisma modifier to the final total.
Demand Surrender: Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit and can act normally. You cannot use this Talent again until after a short or long rest. Prerequisite: Presence.
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Weaken Resolve: If a successful make an attack roll against a target whom can see and hear you and understand you, you can spend your Reaction and force the target to make a Charisma save. If it fails this save you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear ability. Prerequisite: Presence.
Trust: As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. You cannot give multiple allies this bonus attack however, no matter your attacks a round.

INSPIRATION TALENT TREE
These talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Strengthen Resolve (see below).

Bolster Ally: As an Action, you can bolster one ally who can see and hear you, automatically removing the Reeling or Stunned condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent with melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; but if its next attack misses, it loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the Reeling condition onto an opponent, you can spend your Reaction to impose the Stunned condition onto that target until the end of its next turn. It is still Reeling after it recovers from this condition as normal. Prerequisite: Inspire Confidence, Ignite Fervor.
Strengthen Resolve: You can spend 10 minutes giving an inspiriting speech to your allies. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your 5+ their Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.

LEADERSHIP TALENT TREE
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.

Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. The affect lasts for 1 minute (10 rounds) so long as they see and hear you. An ally loses this bonus immediately if it can’t see and hear you for a full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest. Prerequisite: Born Leader.

HEROIC BONUS FEATS: Action Surge, Actor, Athlete, Bravery, Careful Shot, Charmed Life, Contacts, Covering Fire, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Heroic Recovery, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Surgical Expertise, Suspicious, Weapon Proficiency

FIGHTER

The fighter is a general term for anyone who fights for a living. They include mercenaries, security guards, cops, soldiers, martial artists, and brawlers.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light, Medium
Weapons: Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons
Saving Throw: Strength and Constitution
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
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Jacket or (b) Flak Vest with Insert Plates
  • (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
  • (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bike) or (c) FN HAR assault rifle or (d) Ranger Arms SM-4 sniper rifle or (e) Mossberg AM-CMDT shotgun or (f) Arms-Tech MGL-12 grenade launcher. Plus 100 regular rounds of ammo and 2 extra clips or for Arms-Tech any 20 grenades except White Phosphorous.
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
You may choice any three Fighter Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

BRAWLER TALENT TREE
These Talents includes armed and unarmed talents.

Expert Brawler: You are an expert in dirty fighting. You gain a +2 insight bonus to all melee attack and damage rolls using an improvised weapon or with unarmed strikes. Prerequisite: Brawler feat.
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls.
Gun Club: When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a light firearm acts as a club while a heavy firearm and heavy weapon as greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).
Melee Smash: You deal +2 points of damage with all melee attacks (unarmed or with weapons).
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. The target an oppose roll with a Constitution save vs. your Melee attack result. If you win, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your firearm as a club. If you have a rifle mounted bayonet you could use that attack instead. Prerequisite: Gun Club.
Unbalance Opponent: As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you until the start of your next turn. The opponent’s modifiers still apply to damage. You can use this talent against an adjacent foes each round you spend a Bonus action. Prerequisite: Expert Grappler.

COMMANDO TALENT TREE
These Talents tend to come to those with military training (such as police SWAT or Corporate High Threat Response Teams, etc.)

Battle Analysis: As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls against all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round.
Between the Eyes: Before making a ranged attack roll you can spend a Bonus action and gain Advantage with your next attack roll (but only the next one). Success deals the damage or effect as normal. If both attack rolls would succeed, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.
Cover Fire: When you make a weapon ranged attack with Autofire, you can use a Bonus action that grants all allies within 30 feet of you that you can see, a ½ Cover bonus until the start of your next turn. Allies must remain with this 30 foot area of you retain the bonus. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage with Mechanic checks to disarm or when placing explosive devices. Explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).
Slow is Smooth: When you move, you can and pull one ally within 5ft with you that same distance. Moving in this way costs you 2 feet of speed for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free.

GUNSLINGER TALENT TREE
All of these Talents require using a light firearm and having the Point Blank Shot feat.

Debilitating Shot: If you aim before making a range attack, if your attack hits you can spend a Karma Point to automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage. If the damage would already impose Reeling condition you can instead impose the Stunned condition (recovers as normal) on the target. Prerequisite: Fighter level 5+.
Knockdown Shot: If you aim before making a ranged attack, if your attack hits, you can use your Reaction to knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not any larger.
Trigger Work: You take no penalty on weapon ranged attack with a light firearm when using the Double-Tap or Burst Fire weapon features. You can also use a light firearms to make Opportunity attacks when an enemy leaves your threatened area.

WEAPON SPECIALIST TALENT TREE
These Talents grant the Fighter specialize and enhanced training with weapons.

Devastating Attack: You treat targets of your attacks as if their Wound Damage Threshold was 5 lower to impose the Reeling conditions. Prerequisite: Proficiency with the weapon you are using.
Greater Weapon Expertise: Choose one specific weapon you are proficient with. You gain a +1 bonus on attack rolls with this weapon. This bonus stacks with the bonus granted by the Weapon Expert feat. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Weapon Expertise feat with chosen weapon group, Fighter level 5+.
Greater Weapon Specialization: Choose one specific weapon that you are proficient with. You gain a +3 bonus on damage rolls with this choose weapon. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Greater Weapon Expertise talent and Weapon Expertise feat with weapon, Weapon Specialization talent with chosen weapon, Fighter level 7+.
Shootist: You are a firearm expert. You add +1 to your attack rolls and +2 to damage with firearms. You also reduce any reload times or switching mods of fire with a firearm down to 5ft of Speed.
Weapon Specialization: Chose a single weapon, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different weapon. Prerequisite: Weapon Expertise in chosen weapon group.

HEROIC BONUS FEATS: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy Melee-Weapon Experts, Improved Critical, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Reckless Attack, Shake it Off, Shield Proficiency, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack

INFILTRATOR

Specialists in covert operations and breaking into places others don’t want them to go. Includes security foils and assassins.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Heavy Firearms, Light Firearms, Marital weapons, Simple weapons
Saving Throw: Dexterity and Intelligence
Skills: Thievery and choose four more from among Acrobatics, Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot, Sleight of Hands, Stealth or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Reinforced Armored Clothing or (b) Lined Coat or (c) Undercover Vest
  • (a) Colt American L36 or (b) Colt Manhunter or (c) Ares Predator, all with a Silencer, a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • (a) Second pistol as above or (b) HK-MP5 TX or (c) HK 227S SMG with a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple melee weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • Thieves Kit and Sobvocal Microphone
  • (a) GenLock Glove or (b) MagLock Passkey kit
  • (a) Suzuki Mirage )street bike) or (b) Harley Davidson Scorpion (combat bike)
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 300¥


THREE CORE TALENTS
You may choice any three Infiltrator Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

COVERT-OP TALENT TREE
These Talents specialized for getting into place others don’t want you there without being noticed.

Guide Others: You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20ft of you and who can hear and see you (they can use comlink to hear you silent subvocalized communications), you grant all of them advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. Prerequisite: Improved Stealth.
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Dexterity (Stealth) checks.
Security Foil: You know how to maximum breaking and entering gear. Pick one tool of either a GenLock, MagLock or Thieves Tools. You have advantage on your Dexterity (Thievery) check with that particular tool when bypass a lock or security system. You can take this talent up to three times, each time gain the benefits with a different tool set. Prerequisite: Proficiency in the tool set.
Urban Climber: You know how to scale the modern buildings and structures of you city. When using Strength (Athletics) in urban area you double any equipment bonuses you would gain and you don’t grant others advantage to others with their attack rolls against you while you are climbing. Finally you are not at disadvantage to Dexterity (Stealth) check if moving more than ¼ speed. Prerequisite: Proficiency with Strength (Athletics).
Total Concealment: You know cover. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.

COMBAT AWARENESS TALENT TREE
These Talents cover awareness of ones surrounds and the ability to get out of the way of danger quickly.

Acute Senses: You have Advantage on Wisdom (Perception) skill check.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and exploding magical spells. On a successful Dexterity saving throw against an AOE attack you suffer no damage from it instead of ½. Prerequisite: Acute Senses.
Instincts: If surprised at the beginning of combat and are not incapacitated, you act normally in the first turn as if you were not surprised. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: gain Advantage on Dexterity (Initiative) checks.
Keen Eye: You ignore light obscured and ½ cover on attack rolls verse foes in these conditions. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (PHB pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 30 feet and you. Prerequisite: Acute Senses, Uncanny Dodge.

SKIMISHER TALENT TREE
These Talents cover the sneaky infiltrator in combat who strikes from surprise and with hidden advantages.

Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling conditions.
Deceptive Shot: Select one target that you can see and is within 50ft. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with ranged weapon attacks until the start of your next turn. Prerequisite: Infiltrator 3+.
Disruptive: By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
Improved Quick Draw: If you are carrying a light firearm (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normally). If you are not surprised in the first round of combat you can make a single weapon ranged attack with a light firearm at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage. Prerequisite: Quick Draw feat, Infiltrator 5+.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a light firearm, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, but it cannot be combined with weapon features of Autofire and Burst Fire.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a light firearm ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Skirmisher: If you move at least 20 feet away from where you started before you attack, you gain Advantage on your next attack (but only the first one that you make after the movement).
Sneak Attack: Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (max +5d8).
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. One opponents within 30 feet of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only to the very next check. Prerequisite: Disruptive.

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (Medium), Athlete, Bravery, Brawler, Careful Shot, Charging Fire, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Gimmick, Goading Attack, Improved Critical, Improved Heroic Recovery, Improved Mobility, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mobility, Pack Tactics, Point Black Shot, Precise Shot, Pursuer, Quick Draw, Quick Reload, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Suspicious, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack, Widget Bag

MAGIC USER

These awakened individuals are the spell casters and summoners who can travel into the alternative world of Astral Space. In the Sixth World, they include the Hermetic Mage (formal and traditional) and the Shaman (more naturalistic and intuitive) which must choosen at 1st level Magic User.

HIT POINTS

Hit Dice: 1d6
Hit Points at 1st level: 12 + your Constitution mod.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES

Armor: None
Weapons: Light Firearms, Simple weapons
Languages: Any one of choice.
Saving Throw: Intelligence and Wisdom.
Skills: Choose four from among Arcane, Deception, Drive, History, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Sleight of Hands or Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter pistol or (d) Remington Roomsweeper with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips (not for the Remington shotgun pistol)
  • One magical focus (+1 magic bonus to Magical attack bonus or +1 to Conjuring check)
  • Two simple melee weapons of choice
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
All Magic Users, regardless of type, are require to take the 3 core talents listed below at 1st level – Astral Perception and Projection, Spell-Casting and Summoning. If multi-classing after 1st level your first talent pick must come from the Core magic-user talents.
Magic Points and Magnitude: All magic users gain Magic Points that are used to fuel their casting of spells and summoning abilities along with a Magnitude rating which determines how powerful a spell they can cast or creature they can summon safely.
Magic Points are equal to the tradition’s defining attribute. This increases by a number of additional points equal to your tradition’s defining attribute's modifier every level in Magic User they achieves after first. A caster recovers 1d4 magic points +1 per magic-user level (i.e. a 3rd level magic user recovers 1d4 +3 magic points) after a short rest or 2d4 points +2 per mageic-user level after a long rest, unless otherwise noted. During either rest a caster can spend Hit Dice to recover the above amounts instead of hit points (i.e. a 3rd level magic-user who spends one Hit Dice for magic point recover regains another 1d4+3 during the short rest or 2d4+6 with a long rest). A caster can spend a Karma Point to regain the short rest amount any time as an Action (i.e. a 3rd level magic-user spends a karma point to regain 1d4+3 magic points as an Action). Finally, as an Action, the magic-user choices to suffers one level of Exhaustion and regain the short rest amount (i.e. a 3rd level magic user can take an action and one level of Exhaustion to regain 1d4+3 magic points).
Magnitude Level or Rating of all beginning magic-users starts at 3. This is the “safe” level that a magic-user can cast her spells up to and the force level of a spirit she can summon. The higher the magnitude the greater the spell or spirit! A magic-user can cast a spell or summon a spirit up to 3 levels over his magnitude level (i.e. a 3rd level magic-user can cast up to a 6 magnitude spell) but when he does so in addition to the Magic Point cost it also costs he 1d4 magical hit points of damage per Magnitude Level (not just the level over the caster’s safe level; i.e. a 3rd level magic user casting a magnitude 6 spell suffers 6d4 hit points of damage). This damage ignores all Resistance or any Damage Reductions/Hardness that the caster or summoner currently has, regardless of the source. There are talents that increases a magic-user’s Magnitude Rating.

Hermetic Mages use their Intelligence score while Shamanic character use their Wisdom score as their Tradition’s Defining Attribute.
A caster's Magical Save is DC8 + your proficiency modifier + your defining ability modifies. Your Magical Attack modifier is equal to your Proficiency + your defining attribute modifier.
Magic-users suffer from the Strain of Cybernetic implants. Each every 2 points Strain is a -1 to all attack rolls, skill and ability checks and saving while Astral Projecting, a -1 to Magical attack modifier and a reduction of your Magical saves DC by one.

CORE MAGIC USER TALENT TREE
All beginning magic-users must take all three of the following talents. Characters that multi-class in a magic-user must take one of these talants when they first take this class.

Astral Perception and Projection: this is the ability of the magic-user to perceive and project into the astral plane. In order to switch over to astral perception is a bonus action (it is a reaction to end it automatically). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight. In order to astral project ones spirit into the astral plane or from the astral plane back into their body requires a full round ritual (Speed 0, no bonus or reactions). Each hour spent in Astral Space deals one level of Exhaustion to the caster. While projecting he can ignore this fatigue but it can kill him if he remain too long. After returning to your meat body you recover all exhaustion gained this after a short or long rest. See ASTRAL SPACE in MAGIC.
Spell-Casting: this is the ability of the magic-user to cast spells. Spells cost 1 Magic Point per Magnitude Level. Any spell that allows a saving throw uses your save DC while those that are attack rolls use your Magic Attack bonus. A magic-user can concentrate to maintain two spells that require concentration at one time but doing so require two separate concentration checks to maintain, each at -2, if he suffers damage. Failure results in that particular spell ending immediately. When you take this talent you gain three Spell choices. See SPELLS AND SPELL CASTING in MAGIC.
Summoning: the ability of the magic-user to summon Elementals (if a Hermitic Mage) or Natural Spirits (if Shamanic). Summoning is an ability check using the summoner’s Charisma ability modifier plus their proficiency bonus plus any other miscellaneous (from a magic item, etc.) as the Conjuring Check. Conjuring an element or spirit has a base cost of 2 Magic Points per Magnitude Level. Failure costs 1 Magic Point but if the summoner overcasting it also costs a minimum damage in HP (i.e. a 3rd level magic user who attempted and failed to summon a Magnitude 4 fire elemental still loses 1 MP and 4 HP of damage). When you first take this talent you can chose two type of spirits from you available list. See SUMMONING ELEMENTALS & NATURAL SPIRITS in MAGIC

EMPOWERED TALENT TREE
These Talent enhance and enpower the magic-users core Talents.

Astral Warrior: When you are astral projecting you gain Advantage on any melee attacks verses another astral being and your unarmed astral damage increases to 1d10 plus your traditional ability modifier. You gain Resistance to all damage you take in your astral form when projecting.
Elemental Mastery: You add a +2 insight bonus to summoning one type of elemental or spirit and at one level higher in magnitude at no additional magic point cost (i.e. a 4th magnitude spirit counts as a 3rd magnitude). This allows the summoner to over-summon safely by +1 magnitude but you still cannot exceed the maximum +3 for over-casting. You can take this talent multiple times, each time it must apply to a different specific elemental or spirit type that you can summon.
Mentor Spirit: You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide: (a) Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting or (b) Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point (no minimum). This can be combine with any other talent or focus that reduces Magic point cost, down to zero points or (c) Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost by 1 with one elemental or spirit type of choice or (d) Gain a +2 bonus to one appropriate skill of choice. You can chose this talent additional times, each time choosing two new but different abilities (they do not stack; i.e. you can’t gain +4 while in astral space, or with a skill, etc.).
Spell Mastery: Gain additional insight with one specific spell that you must chose when you take this talent. When you take this talent gains one of the following: (a) add +1 magnitude to the spell for free (at no magic points cost) and safely (can exceed safe casting by +1 but this still cannot exceed the +3 overcasting) or (b) increase the saving throw DC by +3 or (c) gain advantage on any listed skills in the spell for the duration or (d) spells that are resisted by a skill roll you impose Disadvantage when used against this spell for the duration. You can take this talent multiple times, each time it must be applied to a different spell.
Spell Shielding: As a Bonus action you reduce all magical damage caused by spells and weapons by 2 and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your traditions defining ability modifier. You can take this talent a second time but you must have 5 levels in Magic-User to do so. You now reduce all magical damage by 5 points and you’re saving throw bonus verses spells increase to +5 for the duration of the effect.

INITIATE TALENT TREE
These Talents requires higher levels of Magic-Users (minimum 5+) to take any.

Channeling: This quick ritual uses all the coster's Move (Speed 0). The caster can cast any one spell at one higher level of magnitude safely (no hit point damage, but still costs magic points) and with Advantage on any magical attack roll or she can impose Disadvantage on any save or skill check to overcome the spell. The caster must take a long rest to use this ritual again. The caster could take this talent multiple times, each time she can perform this ritual an additional time before she must complete a long rest. Prerequisite: Magic-User 5+
Increased Magnitude Rating: This talent can be first talent at 5th level and increases the caster’s safe Magnitude Level by +1 (to 4). This does not increase the over-casting limit of +3 over (but it is now 7). The caster can take this talent a second time at 9th level magic-user granting another +1 to her Magnitude (increasing it to 5). The caster can take this talent a third time at 13th level magic-user granting another +1 to her Magnitude (increasing it to 6). The caster can take this talent a final time at 17th level magic-user for an additional +1 to her Magnitude rating (for a final 7 and max Overcasting of 10). Prerequisite: Magic-User 5+.
Invoking: This summoning ability allows the conjurer to have two spirits or elementals in his service at one time. The two must be summoned seperately but they both serve at the same time. Prerequisite: Magic-User 9+, Magnitude 4+, Summoning core talent.
Masking: This ability allows the magic-user to mask his magical aura when viewed from astral space. To those looking the magic-user she 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 magic users proficiency bonus + the traditions defining ability modifier + ½ (round up) his level’s in magic-user. Prerequisite: Magic-User 5+.
Quickening: This talent allows a magic-user to maintain one additional concentration spells at the same time, but her concentration checks are at -2 (-5 if maintaining 3 spells at one time). Again if the magic-user suffers damage while doing this it requires a separate concentration check for each spell she is maintaining. Each failure results in that particular spell ending. Prerequisite: Magic-User 5+, Spell-Casting core talent.
Summon Spirit Ally: This ability allows a magic-user to summon a permanent spirit companion. The Magnitude of the spirit can be no greater than the magic user’s base Magnitude Level and requires a one day ritual per Magnitude of spirit to be summoned, where the magic user can perform no other actions but eating and sleeping. After summoned the spirits will grow in power if the magic-user raises his magnitude rating. This spirit ally does not count as a summoned spirit for the magic-user and are not banished if the magic-user is incapacitated or knocked to 0 hit points. Attempt to banish this spirit are at Disadvantage and a banished ally spirit returns to the magic-user’s service at the next sunrise or sunset. If the spirit is ever destroyed the magic-user suffer a reduction of her Magnitude level of ½ the spirits rating. These Levels return a 1 per 1d6 days. When her magnitude has returned to normal she can again perform the ritual to re-summon a new spirit ally. Prerequisite: Magic User 5+, Conjuring core talent.
Treading: This ritual allows the magic-user to safely summon a spirit that is one Magnitude level higher then normal without suffering the damage of doing so and costing no extra magic points. It also grants the summon Advantage on his Summoning check roll when gaining this greater spirit. The magic-user must complete a long rest to use this ability again. Prerequisite: Magic-User 5+, Conjuring core talent.

MAGICAL FOCUS TALENT TREE
These Talents allow the magic-user to own and benefit from a magical item (called a focus). After character creation they also cost money (¥) unless they acquired one through thief, etc. A character cannot take the same focus twice, nor can she take more than four total times. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana and does not stack with any equipment bonuses. All focus require the magic user to spend a Karma point and tp perform a one hour ritual to bond with the item. Afterwards the focus is bond to you and works for you alone. A focus must be "activated" to grant its bonuses. This takes a bonus action but no additional concentration and can be deactivate as a free action. If the focus is dropped or the mage is incapacitated or dropped to 0 HP it deactivates. Active focuses are visible in astral space.

Banishing Focus: When active, this focus grants the magic-user advantage when attempting to banish spirits and elementals. (Cost 4,000¥, Wt. 1lb)
Casting Focus: When active, this focus grants the magic-user special focus with one specific spell that must be chosen when this talent is taken. If the spell uses the caster Magic attack bonus it grants advantage on that check. If the spell requires a saving throw, that save it at disadvantage. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Conjuring Focus: When active, this focus grants the magic user greater control over one specific elemental or natural spirit type. This must be chosen when this talent is taken. It grants advantage on the magic-user’s Conjuring Check when summoning this one specific element or spirit. This ability requires a short or long rest to regain its use again. (Cost 4,000¥, Wt. 1lb)
Power Focus: Multi-use focus. First all spells or spirits summoned by the caster cost one less Magic point (no minimum). Second it grants advantage with Magic attack checks. Third it imposes disadvantage on saving throws against any spell requiring one. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. Prerequisite: Magic User 5+ (Cost 10,000¥, Wt. 1lb)
Siphoning Focus: These focus grant the magic-user more magical energy. All spells cast or spirits summoned by the caster cost two less Magic point (no minimum). These ability can be used a number of times that the caster wishes equal to its defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Sustaining Focus: One spell that requires concentration does not count as the magic user concentrating on it and it automatically last for the base concentration duration. The magic user does not need to make a concentration check for this particular spell if he suffers damage. These ability can be used a number of times that the caster wishes equal to her tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d8 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Action Surge, Additional Magic Points, Armor Proficiency (Light), Astral Tracker, Bravery, Careful Shot, Charging Fire, Combat Caster, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Durable, Empowered Spell, Extra Heroic Recovery, Far Shot, Feinting Attack, Focused Caster, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Maneuvering Attack, Martial Arts, Meditation, Melee Defense, New Spell, New Spirit Type, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Precision Spell, Psychometry, Quick Draw, Quick Refresh, Quick Reload, Science not a Soldier, Sculpt Spell, Sidestep, Skill Expertise, Skill Proficiency, Spell Sniper, Spirit Foe, Spirit Friend, Suspicious, Weapon Proficiency

TECH

Techs range from mechanics, riggers and computer hackers. Anyone with a more cerebral, technical side of doing things.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Heavy Firearms, Light Firearms, Simple weapons
Saving Throw: Intelligence and Wisdom
Skills: Mechanics and choose additional four from among Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Persuasion, Physical Science, Pilot, Stealth or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Undercover Vest or (b) Lined Coat
  • (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter or (d) Ares Predator pistol with Concealed Hostler, 100 rounds of regular ammunition and 2 extra mags (or speed loaders)
  • Two simple melee weapons or one martial weapon of choice
  • Repair Kit
  • (a) Drone or (b) Decker's Persona or (c) or Mechanic garage or (d) a Rigged Vehicle (see Core Abilities)
  • One boosted comlink (broadcast 3, firewall 1, Int 14, Wis 10) and a Datajack Implant (Strain 1)
  • An extra 500¥

THREE CORE TALENTS
Pick one of the overall Talent trees (Drone Master, Hacker, Mechanic or Rigger) and the core ability Talent and your other picks must be from this Tree or you can pick up to two starting talents from the Generic Cybernetics Talent Tree. After 1st level, through multi-classing, ypu must take one ‘core’ talent to qualify to take any other Talent in the group (i.e. you have to take Drone Rigger to also take Best Frined, etc).

DRONE MASTER TALENT TREE
Prerequisite: proficiency with Drone Pilot plus Vehicle Rigger Control (VRC) cybernetic implant.

Drone Rigger (Core Ability): You are a specialized drone rigger. Any drones that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a Drone Bonus- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you are incapacitated or reduced to 0 hit points or if a drone is outside its communications range its action must be on ‘autopilot’ or it does not act at all. Autopilot mod is explained later for a drones actions (see the MAXTRIX).
With AR control you can take the following actions in a round with controlled drone in your command range. As a Free Action you can order your drones to Move up to its Speed. As a Bonus Action you can order one drone to take the Attack, Dash, Disengage, Dodge or Help action. As an Action you can direct all of the drones to take the same Attack, Dash, Disengage, Dodge or Help action. Or as an Action you can order all the actions for one drone (and make these rolls with its bonuses plus your Drone Bonus). These actions are distracting though and you are at Disadvantage for all of your personal attacks and checks (but not saving throws).
With full Emersion you take control of one specific drone but can still direct the actions of other controlled drones within your command range. As a free action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action and order all other drones to Move up to their Speed. As a bonus actions you can direct all drones to take the same Attack, Dash, Disengage, Dodge or Help action. As a full action you can directly order all the actions (and make these rolls with its bonuses with your Drone Bonus) equal to your Intelligence modifier (min 1). Or as an Action you direct the one drone under your specific/direct control by making all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the drone's saves plus your Drone Bonus).
At 5th level if you have multi-attack actions (via Double feats) all drones under your control (AR or Emersion) can also make multiple attacks. If you gain any other additional attacks the GM will direct you if they can be used for drones (most can under Full Emersion only).
If this class is chosen at character creation, the Drone Rigger gains either a Combat, Recon or Stealth Drone for free. The Combat Drone can have two light firearms or one medium installed while the Recon and Stealth may have one light firearm installed for free (after character creation must purchase drones and weapons separately).
A.I. Upgrade: You have upgraded your starting drone with an enhanced A.I. processor for +6 Intelligence, meaning it is a no action by you to order the drone to take the Attack, Dash, Disengage, Dodge or Help action each round. If you are incapacitated or reduces to 0 hit points or if the drone is not within your command range the drone it can still take these actions based on your last orders. If you take a Bonus action the drone can take a full action that round. You can only take this upgrade for free at character creation. Otherwise you must also pay for it (cost 10,000¥ and must be installed by someone with Drone Upgrade feat).
Best Friends: You grant any drone under your control within your command range an Intelligence save against Drone Hacking. If you are directly controlling it via Full Emersion it uses your save and its at advantage!
Bounce Back: When a drone you are controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest.
Drone Evasion: If a drone that you are controlling is hit by an area of effect attack, it takes no damage if it successful saves. You cannot use this ability if the drone is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+.
Drone Hacking: Through you VRC implant you may attempt to hack an enemy drone or syder system. As an action make a DC15 Intelligence (Computer Use) skill (minus the drones Firewall). If you succeed you impose the Charmed condition onto an autopilot systems. However if another operator is directly controlling the drone (or you have Best Friends talent) it gains an Intelligence save vs. a DC8 + your proficiency bonus + your Intelligence modifier. If the drone fails you knock the opposing operator out of the system (see Dumpshock, if it is under direct control) and the drone gains the Charmed condition. You can order this drone or system as if is under your control but you must maintain concentration each round with at least a bonus Action. Any round you stop concentrating (or if you take damage and fail a Concentration roll; see PHB pg.) the drone loses the conditions with you. You have advantage when trying to hack your own drones.

HACKER TALENT TREE Prerequisite: proficiency with Computer Use skill.

Decker Persona (Core talent): Anyone who using emersion when accessing the Matrix uses an aviator that somewhat reflects their personality. Most wageslaves just use the company personas with a few minor personal touches (so long as they are deemed appropriate by the corp), but illegal counsel-cowboys (and girls) like to build custom personas with a lot of illegal software added on. Your Decker has built out a better than average persona that she can use when running the Matrix. Its’ Matrix stats are Strength 14 and Constitution 14 (level 1 boost each), Matrix HP 32 + your Level (level 2 boost), AC is 15 + you Intelligence modifier (level 2 boost), Hardness 4 (level 3 boost), Attack 1d8 + Matrix Strength modifier (level 1 boost), Scan and Search (Perception and Investigation), both equal to your proficiency bonus + Intelligence modifier, and either Sleaze 4 (Disguising your Persona in the Matrix) or Sneak 4 (Invisibility in the Matrix) DC12 + your Intelligence bonus + your proficiency modifier + comlink’s Firewall (Rating 4).
If you took this talent after character creation it costs you 6,000¥ to cobbled together your custom persona. If this class is chosen at character creation gain a Hacker comlink (Broadcast 3, Firewall 2, Intelligence 16, Wisdom 12, proficiency +3, full emersion).
Hacker: While you are using full emersion in the Matrix you gain a bonus +2 insight check with Intelligence (Computer Use) checks, your Matrix Attack checks, and to your Search and Scan system checks. You also impose an additional +2 to any save DC of a program you are running for a target to overcome it (such as the Sleaze program).
Hyper-Drive: While using full emersion in the Matrix, you can add your Tech class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You can use this ability once before you must take a short or long rest. You can take this Talent multiple times, each time you can use this ability one additonal time before requiring a rest. Prerequisite: Hacker.
Luck of the Matrix: Whenever you spend a Karma point when using full emersion in the Matrix you regain it immediately. You must take a short or long rest to use this ability again.
Master Hacker: While using full emersion in the Matrix you apply your proficiency bonus to any one d20 roll even if you already gain it with an attack, saving throw, program, etc. once a round (hence you can eiter double your proficiency bonus or apply it to something you are not proficient with). Prerequisite: Hacker.
Quick-Fix Expert: You know how to get your programs back up and running in a fight.

With the quick-fix action (see the MATRIX) you have Advantage with your Intelligence (Computer Use) skill. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this Talent after a short or long rest.

MECHANIC TALENT TREE
Prerequisite: proficiency with Mechanic skill.

Mechanic (Core Talent): You start with the Upgrade Gear (Vehicles) and Widget Bag feat for free. Whenever you use a Repair kit to repair damage you add your Tech’s level as additional hit points repaired.
If you picked this talent at character creation you gains a Machine Shop (see GEAR AND EQUIPMENT) with all the tools need for major repairs and modifications. This can be located in the Barrens or off a legitimate garage somewhere in one of the city proper. After character creation you must pay for it and the price will vary depending on locations.
Grenade Expert: When you throw grenades you add your proficiency bonus to the damage dealt.
MacGyver: You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. You can create a tool or you can make a case for common items one is likely to find in order to solve an immediate crissis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200¥ worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make an Ingelligence (Technology) skill check to see if the improvised gadget or solution works. After you finish a short or long rest you regain the use of this ability.
Pure Engineer: Any repairs and upgrades that you perform cost 20% less in listed supplies going forward. When about to make either an Intelligence (Mechanic) or Intelligence (Technology) skill check you set it result as a natural 20. You must take a long rest you regain the use of this ability. Prerequisite: Tech level 5+.
Sapper: You have Advantage to use Intelligence (Mechanics) checks to place explosive devices and explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).

RIGGER TALENT TREE
Prerequisite: proficiency in either Boating, Drive or Pilot skill plus Vehicle Rigger Control cybernetic implant.

Rigger (Core Talent): You are one with your machine. Any vehicles, drones or security systems that that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a Rigger Bonus- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you have the Vehicle Combat feat you regain the use of your Reaction once per round if you had used it to reduce the damage from an attack that just hit you if you are directly controlling the vehicle (but only vehicles). If you are incapacitated or reduced to 0 hit points of if a system is outside your command range, they cannot act except when on Autopilot. These actions are limited to Attack, Dash, Dodge and Disengage (see the MATRIX).
With AR control you can take the following actions in a round with controlled systems in your command range. As a bonus action you can order one system to take the Attack, Dash, Disengage, Dodge or Help action and all other systems to Move up to their Speed. As an Action you can order one vehicle takes its action and make its rolls for it. Or you can order all system under you command to take the same Attack, Dash, Disengage, Dodge or Help action. But this is distracting for you and you suffer Disadvantage to any person checks you make (except Saving throws). With a vehicle you are directly controlling (you are 'At the Wheel' as it where) you gain your Rigger Bonus and not suffer the distractions of remote commanding it (as above).
With Full Emersion you take control of one specific vehicle but can still direct the actions of other controlled systems within your command range. As a bonus Action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action or all systems to Move up to their Speed. As an Actions you can direct up to your Intelligence mod (min 1) systems to take the same Attack, Dash, Disengage, Dodge or Help action. Or you direct the actions of one vehicle you are directly controlling (and 'Behind the Wheel' as it where) and make all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the vehicle's saves plus your Rigger Bonus). This allows you also to order the extra systems equal to your Intelligence mod (as above) but those systems do not gain your Rigger Bonus then.
At 5th level if you have multi-attack actions (via Double feats) you can use it with a vehicle you are directly controlling with Full Emersion.
If this talent is chosen at character creation, you gain either a Mercury Comet, Ford Spiral II5Ti or GMC Bulldog Step Van all with Rigger upgrade for free. The Comet and Spiral also come with a free pop-out hidden weapon mount with one heavy weapon mounted in the vehicle for free. After character creation you must pay for these yourself if you want them (including the weapon upgrades).
Combat Ace: You are an ace when in control of a vehicle. As a free action you grant yourself Advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are directly controlling. You must complete a short or long rest to regain this use. You can take this talent multiple times, each time it allows you to use this feature before requiring a rest. Prerequisite: Tech level 5+.
Counter Maneuver: If a vehicle or creature hits a vehicle under your directly control, while it is moving, with a physical attack (ram or a melee attack), you can make ram attack against the target as a Reaction (see Ram under VEHICELS AND DRONES). If you hit, add +2d(x) damage die to the dice base for collisions. Your vehicles only suffers ¼ of the same value of damage.
Defensive Boating/Driving/Flying: As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you directly control until the beginning of your next turn.
Drop The Hammer: As a bonus action, one vehicle that you are directly controlling can increase its speed by ½ its Base Speed until the start of your next turn. You and anyone else taking an Action is not at disadvantage with any other Maneuver or Attack checks preform before the beginning of your next turn. This can be combine with any maneuver that also increases a vehicle’s speed.
Inside Out: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a Reeling, or Stunned conditions that is affecting a vehicle you are directly controlling at the time. You need to take a short or long rest to use this ability again. Prerequisite: Tech level 5+.
Keep it Together: When a vehicle you are directly controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech level + your Intelligence modifier back. You must take a long rest to regain the use of the ability.
Vehicle Evasion: If the vehicle you are directly controlling is hit by an area of effect attack, it takes no damage if you succeed with its save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+.

HEROIC BONUS FEATS: Action Surge, Armor Proficiency (Medium), Bravery, Brute Force, Bullet Storm, Bypass, Careful Shot, Comlink Upgrade, Contacts, Covering Fire, Cybernetic Surgery, Deadly Aim, Determined, Disarming Strike, Do Science on it!, Double Attack, Duel Weapon, Doxing, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Frigging love Science, Full Throttle, Gimmick, Hardening, Hot Wire, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Linguist, Malware, Martial Arts, Medic, Menacing Attack, Melee Defense, Mobility, Outwit and Outsmart, Pack Tactics, Parry, Phishing, Point Black Shot, Precise Shot, Programmer, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Surgical Expertise, Suspicious, Tracer, Triple Attack, Upgrade Gear, Vehicle Combat, Weapon Expertise, Weapon Proficiency, Widget Bag

TOUGH

These characters could be anything from a tavern bouncher, a body guard or heavy weapon experts. Anyone who uses their bulk and size to get the job done (as it where).

HIT POINTS

Hit Dice: 1d10
Hit Points at 1st level: 20 + your Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES

Armor: Light, Medium
Weapons: Heavy firearms, Heavy Weapons, Light firearms, Marital weapons, Simple weapons
Saving Throw: Constitution and Wisdom
Skills: Choose three from among Athletics, Drive, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion or Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Jacket or (b) Flak Vest with Insert Plates
  • (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
  • (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • (a) AK-97 Assault Rifle or (b) Mossberg AM-CMDT shotgun with 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple weapons or one martial weapon (bladed weapons can have the Keen Blade upgrade).
  • (a) Suzuki Mirage or (b) Harley Davidson Scorpion (bikes) or (c) Mercury Comet (sedan)
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
You may choice any three Tough Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

ARMOR SPECIALIST TALENT TREE
You have enhanced trained in how to wear armor more effectively.

Armor Mastery: When wearing medium armor, you can add up to 3, rather than 2, to your Armor Class, if you have a Dexterity bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class, if your Dexterity is a 12 or higher. Finally, wearing light or medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) checks nor with Strength (Athletics) skill for wearing heavy armor if it normally would. Prerequisite: Second Skin.
Juggernaut: While you are wearing medium or heavy armor you reduce all damage from ballistic, bludgeoning, piercing and slashing weapons by 3 (this is not Hardness and not subject to normal reductions from AP weapons). Prerequisite: Armored Mastery, Second Skin, must be wearing medium or heavy armor.
Second Skin: While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total when demining encumbrance and increase its' Armor Class bonus by +1.

BRUTE TALENT TREE
This tree covers both brute power to overcome obstacles but also berserk like rage.

Brick: You can shrug of damage. With an Action you spend a Karma point and gain Resistance to all damage (including all magical damage and energy damage except for Necromancy and Psychic damage). This abilities lasts for 1 minute (10 rounds). You must complete a short or long rest to use this ability again.
Extreme Effort: You can push yourself to the extreme physically. With a Bonus action you have Advantage on all Strength and Constitution ability checks, saving throws and skill checks (but not attack rolls). You also add you Constitution bonus (Min 1) as extra bonus damage with one successful melee attack a round. This affect lasts until the start of your next turn.
Hard Target: Bricks are hard to slow down. Spend a Reaction and end one effect of the following Condition – Frightened, Grappled, Reeling, or Stunned. After a short or long rest you can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest. Prerequisite: Tough level 5+.
Improved Toughness: Your character is well built or hardy. You gain an additional +2 hit point each level that you have and each time you gain a new level. This stacks with the Toughness feat (but is not required).
Indomitable: You can ignore the pain. As a Reaction, you can instantly recover from the Reeling or Stunned conditions unless it is persistent. After a long rest you can use this ability again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Rage': You can fly into a rage as a Bonus Action. While raging, you gains Advantage on Strength ability checks, saving throws and skill check and gain a rage bonus on melee damage rolls equal to your proficiency bonus. However you cannot use skills that require patience and concentration (Dexterity, Intelligence, Wisdom and Charisma skills except Initiative, Intimidate and Perception). This rage last a number of rounds equal to 5 + your Constitution modifier (although you can end it early as an Action). At the end of the rage, your gains one level Exhaustion. After a long rest you can use this ability again.
Survivor: You attain the pinnacle of resilience. Whenever you are at less than ½ your HP maximum, at the start of each of your turns, you regain a number of hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points. Prerequisite: Tough level 17+.
Tough as Nails: You really know how to take a hit in combat. As an Action, you gain 5+ your Heroic level plus your Strength and Constitution modifiers (added together) in temporary hit points. After a long rest you can use this ability again.
Unstoppable: You are a relentless warriors. As a reaction, any time you suffer an attack that would drop you to 0 Hit Points, you instead is dropped to 1 HP for every Heroic level you have. When you use this talent you also ignore any conditions that were cause by this attack (Frightened, Reeling, etc.) until the end of your next turn. After a short or long rest you can use this ability again. Prerequisite: Tough level 5+.

DEFENDER TALENT TREE
These talents include protecting allies from harm and looking like the biggest threat around.

Comrades in Arms: If any ally within 10ft of you suffers a critical hit, you have Advantage on attack rolls against the creature that caused the attack until the end of your next turn.
Covering Fire: Before taking a ranged Attack Action, you suffer disadvantage on all attack rolls until the start of your next turn. Allies who you can see are at Disadvantage to being attacked and gain Advantage on saving throws against any target(s) you attacked this round until the beginning of your next turn.
Draw Fire: You can distract opponents and convince them that you are the most tempting target in the area. As a Bonus action those foes that you can see and who can hear and see you, and understand you are at a Disadvantage when targeting any attacks against anyone but you until the start of your next turn.
Harm’s Way: You often act as a protector and bodyguard, knowing when to move in way have attacks to shield an ally. As a Reaction you can to shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is ballistic, bludgeoning, piercing or slashing damage! You cannot shield an ally from area-of-effect attacks damage in this way.
Imposing Frame: If you don’t move (Speed) you gain +1 bonus to your AC and provide ½ Cover to all allies within 5ft until the beginning of your next round. You also have advantage against being moved against your will.

GUNNER TALENT TREE
These Talents covers weapons that are either fixed or mounted onto a vehicle or used with a Weapon Gimbal Harness. Requires Weapon Proficiency (Heavy Weapons) or (Super Heavy Weapons).

Expert Gunner: You gain a +1 insight bonus on attack rolls and +1d(x) to weapon die to damage rolls, made when using a weapon mounted on a vehicle or fixed location. Prerequisite: Tough level 3+
Quick Trigger: You can use a heavy or super-heavy weapon to make an Opportunity Attack against a vehicle of medium size or larger, which has moves out of or within ½ of the basic range of the weapon if readied. You must be able to see the vehicle as it is moving. Prerequisite: Expert Gunner
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned condition instead of the normal Reeling condition, onto it (recovers normally). Prerequisite: Expert Gunner

HEROIC BONUS FEATS:: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Determined, Disarming Strike, Double Attack, Dreadful Rage, Duel Weapon, Durable, Extra Heroic Recovery, Extra Rage, Far Shot, Goading Attack, Heavy Melee-Weapon Expert, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Martial Arts, Martial Arts Expert, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Reckless Attack, Relentless Rage, Shake it Off, Shield Proficiency, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Focus, Weapon Proficiency

MULTI-CLASSING

Multi-Class Prerequisites…

Adept – Dexterity and Wisdom 13+. Cannot have Cybernetic talents or levels in Magic User class. :Face – Charisma 13+.
Fighter – Strength 13+.
Infiltrator – Dexterity 13+.
Magic User – Intelligence (if Hermetic) or Wisdom (if Shamanic) 13+ and Charisma 13+. The character may not have any levels in Adept class.
Tech – Intelligence 13+.
Tough – Constitution 13+.

Bonuses for Multi-classing – all multi-class characters gain one (and only one) of the Three Core Talents of the class. Then gain any two proficiencies of either Armor, Weapons or Skills of the new class and then either another Skill proficiency of the class or a new Language if available to the class (player’s choice). Finally the first time you multiclass (and only the first time) you gain one of the class’s saving throw of choice.

SKILLS PROFICIENCIES

STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses.

Carrying Capacity: Your standard carrying loads is Strength x5lbs, Large sized Strength x20lbs (each size catagory smaller then medium half the weight; each size larger dobule). You can carry up to double that but your movement speed is reduces by 10 feet a round. If you are wearing armor your maximum Dexterity bonus to Armor Class is reduced to 2. You can carry up to four time your standard load but your movement speed is reduced to 5 feet a round, you grant advantage on all attack rolls against you, you have disadvantage with Dexterity and Strength saves, ability modifiers and skill checks and if you are wearing armor you gain no Dexterity modifier to your AC no matter the armor type.

DEXTERITY
Acrobatics: per PHB pg. 176-177. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. Without a DC20 check or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature space of any size without causing an Opportunity attack if you make check DC15. You must end your Movement in an unoccupied space as normal. You can make a DC20 check to gain the Disengage action as a Bonus action.
Boating (new): allows a person to control and add their proficiency bonus to all water craft usage.
Drive (new): control of land craft including bikes, cars, tanks, etc. and add your proficiency bonus.
Initiative (new): allowing a person to add their proficiency bonus to Initiative and intiatitive skill checks.
Pilot (new): add your proficiency bonus to all aircraft including jets, helicopters, space shuttles, etc.
Sleight of Hand: per PHB pg. 177 Stealth: per PHB pg. 177

CONSTITUTION
None.

INTELLIGENCE
Arcana: per PHB pg. 177, includes understanding astral space and aura reading, magical traditions, identifying spells, spirits and elementals, magical items, etc.
Computer Use (new): add you proficiency to computer use and program computers and seek information on the Matrix.
Drone Pilot (new): add your proficiency bonus when piloting a drone of all types.
History: per PHB pg. 177
Investigation: per PHB pg. 178
Life Sciences (includes/renamed Nature): per PHB pg. 178, includes life sciences, biology and identifying Para-Creatures.
Mechanic (new): add your proficiency bonus fixing gear and technology.
Physical Science (new): add your proficiency bonus to scientific like skills, includes astronomy, geography, mathematics, planetology, physics, etc.
Religion: per PHB pg. 178
Technology (new): add your proficiency when trying to understanding and working with most technological devices (not fixing them). This is also used to identify a piece of technology and know its function.

WISDOM
Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
Medicine: per PHB pg. 178.
Perception: per PHB pg. 178
Survival: per PHB pg. 178

CHARISMA
Deception: per PHB pg. 178
Gambling (new): add your proficiency bonus to all games of chance from cards to roulette wheel, etc.
Gather Information (new): add your proficiency bonus to getting a lay of the land, finding out who’s who and where you might find those whom don’t want to be found.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

New Skill Descriptions and Uses

Boating (Dexterity): This skill allows a vehicle operator to add her proficiency bonus to her dexterity when controlling a boat on the water. This includes speed boats, submarines, sailing ships and huge cargo vessels. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.

Computer Use (Intelligence): In Shadowrun, the Computer User skill is also used to create programs and gather data from the Matrix. The Matrix is a huge, world spanning data network supported by millions of host site (physical computer systems) and this is not as easy as one might think.
Getting information from a Matrix host requires that you are connected to the appropriate network (Wirelessly in 2050+), then having found the system that you wish to access –most corporations have a public host site that can be found with a DC10 check. Anything private or secret the DC is going to increase dramatically (from +5 to +20). This is where Hackers will have to perform his trade and break into the system to find the important datapoints. See the MATRIX for more details.
Computer use can also be used to write your own programs and modify already existing programs. Simple programs require a DC10 check and 1d6 hours to create. Moderate programs would increase to DC15 and require 3d6 hours. Complex programs increase to DC20 and 5d8 hours. Advanced programs increase to DC25 and 7d10 hours. Finally Bleeding Edge programs increase to DC30 and require 10d12 hours. See the MATRIX for a detailed description of what programs count as and what they do. Generally a programmer can only work 12 hours a day on a program without some form of… enhancements (like cybernetics and/or drugs).

Drive (Dexterity): This skill allows a driver to add your proficiency bonus to your dexterity modifier when controlling any type of land vehicle that includes motorcycles, cars, trucks, tanks, transport cargo haulers, hovercraft etc. See VECHILE AND DRONE Houserules for details on hazards, actions, etc.

Drone Pilot (Intelligence): This skill allows a user to add your proficiency bonus to your intelligence modifier when remotely controlling a drone of some type. See VEHICLE AND DRONE for details on hazards, actions, etc. and standard stock Drones in GEAR AND EQUIPMENT.

Gambling (Charisma): For games of chance and where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence a totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.

Gather Information (Charisma): This skill represents talking with people face to face (even if via a com). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10¥. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25¥. Digging up dirt on a local policluber or elected official, or looking for a secret location of a corps out in the Barrens (that the locals all know about but don’t talk about) should take 1d4 days with a DC20 and cost 1d8 x100¥.
Greasing the wheels’ (i.e. paying more) could get you extra information, if it’s available and depending on how sensitive it is or how much worth the person might think it is. Generally for double the basic neyen payout add another equal value of paydirt to the result. For times five the neyen bump the success up to the next level (a 10 becomes a 15, etc.)

Life Science (Intelligence): This skill also covers medical and biological research, etc.

Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing vehicles and drones, rerouting power, etc. See VEHICLE AND DRONE houserules.
For most basic repair types it generally requires 10¥ x1d10 worth of supplies (that can come from a Widget Bag or something similar) but more complex devices or extensive repairs can increase this cost dramaticallty. See VEHICLE AND DRONES for most repairing systems but also the MATRIX for computer repairs, etc.
Planting explosives base DC15. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see GEAR AND EQUIPMENT) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.

Pilot (Dexterity): This skill allows a pilot to add your proficiency bonus to your dexterity modifier when controlling any type of aircraft that includes jet aircraft, helicopters, VTOL vehicles and space-shuttles, etc. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.

Physical Science (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology, nuclear physics and theory and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, toxic readers, etc.) and how to use them.

Technology (Intelligence): This skill is used both to determine what a piece of technology might be and a basic working understanding of how to use it. It is a DC10 skill check to recognize a model of a simple uncommon piece of tech like a weapon scanner. A DC15 for a more complete model like a Maglock Passkey and for extremely advanced items increase to DC20 to recognize a rare or advanced piece of tech like a remote Biogenetic Scanner.
If you are untrained in the use of a particular technology based skill and you made your check to recognize it, you can use your Technology proficiency to try but the DC is always increase by at least +5 over the basic difficulty it would normally be. If you fail to recognize it the check is at disadvantage.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources. There are feats that speed this up. See the GM UPGRADE SECTION on Improvements and building drones and vehicles, upgrading weapons and armor and tools, etc.

Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools include a Thieves’ Kit that can be used to bypass physical locks.
Security kit, Passkeys, etc. are used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See Locks, GeneLocks, MagLock, etc. in GEAR AND EQUIPMENT. To overcome a weapons or similar security system or hand scanner requires a DC20 Thievery skill check. Without the right tools increase the DC by at least +5 depending on your gear or you generally can't try (GM call).
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces within a corporate enclave, etc.

GENERIC TALENTS

The followin Talents maybe be taken by any Heroic character class. Generally only one or two maybe taken at 1st level/Character creation, depending on the Class. After character creation they can be taken whenever the character reaches a level where the gain a new Talent and if they meet all Prerequisite.

CYBERNETIC TALENT TREE
Many runners have implants installed into their bodies. The Cybernetics talent can only be taken at character creation. The remaining three maybe taken at a later level.

Cybernetics: You gain up to 6 points of Cybernetic Strain. You can take this Talent twice but only if you take them at character creations. Ignore the cybernetic cost but only for this talent.
Cyber-Psychic Alignment: The character’s mind and body are aligned strongly enough to allow for two points of Cybernetic Strain without adverse effects on the awakened beings powers or their magical spells abilities.
Improved Cyber-Psychic Alignment: An awaken character can now handle four points of such Strain. Prerequistites: Cyber-Psychic Alighnment.
Upgradable: Your body can better handle the strain of implants from Cybernetic systems. You increase your overall Strain maximum limit before adverse effects by +6 points.

FORTUNE TALENT TREE
These Talents covers the luck that a lot of illegal types rely on to get the job done.

Fool’s Luck: As an Action, you can spend a Karma Point and gain one of the following benefits each round, for the next minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. (a) Gain the Karma Die as a bonus to one attack roll until the start of your next round or (b) gain the Karma Die as a bonus to any one skill check until the start of your next round, or (c) gain the Karma Die as a bonus to any one saving throw until the start of your next round or (d) gain the Karma Die rolled as a luck bonus to your Armor Class score until the start of your next round (you must roll the Karma die each round for all of these). You regain the use of this talent after a short or long rest.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can use your Reaction and gain an extra attack that must be taken immediately.
Gambler: You have Advantage on all Gambling skill check rolls and gain an additional +2 insight with your gambling check.
Knack: You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have seen the results of your roll). You regain the use of this ability after you have complete a short or long rest. You can take this talent multiple times, each time it is selected you can use this talent an additional time before requiring a rest.

MILITARY TACTIC TALENT TREE
These Talents covers more formal training of elite military, corporate, security and police forces.

Assault Tactics: You know how to direct fire down on your enemies. As a Bonus action you designate a single creature or object as the target of an assault that you can see. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. Prerequisite: Intelligence 13+, Level 3+
Command Cover: You use your allies as a shield. Gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to your Heroic level (+5 max). Prerequisite: Intelligence 13+
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As an Action all allies who can see, hear and understand you gains Advantage on their next attack roll (but only one) and impose Disadvantage on Opportunity Attacks directed against them, until the start of your next turn. This is a Mind-Affecting ability. Prerequisite: Intelligence 13+, Heroic level 5+.
Field Tactics: You know how to use existing terrain to the best advantage. As a Bonus action, you and all your allies whom can hear and understand you and are within 50ft improve any Cover bonus they have by one step (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn. Prerequisite: Heroic level 3+
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack (she take the remaining). Similarly, as a Reaction, an adjacent (and willing) ally you choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). You take the remaining damage. Prerequisite: Intelligence 13+
Read the Battle: You have an eye for when hostilities are about to being. When rolling for initiative, you and any ally that can see and hear you gain your Proficiency bonus on their initiative rolls. This only applies to the first round of combat, but you can use your Reaction to gain the bonus yourself or grant it to any ally that can see and hear you and you can see, when making an Dexterity (Initiative) check verses bluffs, feints, etc. Prerequisite: Intelligence 13+
Reverse Course of Action: As an Action, all enemies you can see must make an Intelligence saving throw vs. a DC8 + your proficiency modifier + your Intelligence modifier. If they fail, they are at Disadvantage for all attacks, ability checks and saves until the start of your next turn. Prerequisite: Heroic level 9+.
Shifting Battle Theater: As a Bonus action, select one ally that you can see and who can hear and understand you. That ally can either take a Disengage Action for free on its turn or can Move immediately for free up to its normal Speed.

SHADOWRUN TEAM TALENT TREE
These talents cover a Shadowrunner who has been on a team(s) for a while and has picked up a lot of interesting abilities.

Advance and Retreat: You know how to move in combat. You can take a Dash or Disengage action as a Bonus action. When you use either of these actions you speed increases by +10ft until the start of your next turn.
Aid Ally: You allies rely on you as much as you reply on them. You can use your Reaction to grant one ally that you can see and who can see and hear and understand you, and they gain your Proficiency bonus to their next attack roll, skill check or saving throw that they are about to make. You can use this ability a number of times equal to your Proficiency bonus. After you take a short or long rest you regain all the uses of this ability. Prerequisite: Heroic level 5+.
Gloryhound: When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one) and you add your Proficiency bonus to the final result of the damage. Prerequisite: Heroic level 5+.
Hunter’s Mark: With an Aim maneuver you can spend your Reaction to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or the target of your mark is likewise incapacitated, you can apply your Hunter’s Mark feature against the target. Whenever you successfully hit the target you deal extra damage equal to your Proficiency bonus to it. Prerequisite: Heroic level 5+.
Improved Aid Ally: Your allies trust you to get them through the impossible situations. As a Bonus action you grant one ally who can see and hear you the use of their Healing Surge as their Reaction, immediately. They gain back an additional number of Hit Points equal to ½ your Heroic level when they do so. They do not need to be below half their HP total to use this feature but they cannot exceed their HP maximum. Prerequisite: Aid Ally, Heroic level 7+.
I’ve Been Around: You know the street of your home town well. You have advantage on Intelligence (History) and Charisma (Gather Information) checks when it comes to streetwise like information.
Negotiator: You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Awakened, Corporate, Criminal, Government, or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group. Prerequisite: Level 7+.
Prime Runner: You are a runner of renowned and people act accordingly. All opponents of lower level then you (heroic or not) must make a Charisma save DC12 + your proficiency bonus. Those that fail suffer a -2 fear penalty to all their attack rolls, skills and ability rolls and any to saving throws that you impose onto them when making these checks against you for the rest of the encounter. This is a mind-based fear ability. Prerequisite: Heroic level 9+.

STREET DOC TALENT TREE
Real doctors are rare on the streets of most Sprawls and most SINless have to make due with who they can afford. These talents are what make a good street doc or medic popular.

Don’t’ you die on me! This ability uses one unit of supplies from a Medical Kit. As an action make a DC20 check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point. The creature is Stunned until the beginning of your next round. Prerequisite: Wisdom (Medicine), Heroic level 11+ and a Medical Kit (see GEAR).
Physician Heal Thyself: As a Bonus action, you recover hit points equal to your Wisdom modifier + your heroic level. After you complete a short or long rest you regain this ability. You must have a Medical kit to use this ability but it does not cost any units of supply. Prerequisite: Wisdom (Medicine)
Race to the Fallen: You can use the Disengage action as a free Action so long as you move at least 10 feet directly towards an ally on the same turn. Prerequisite: Wisdom (Medicine)

SURVIVALIST TALENT TREE
You are comfortable in the wilderness and away from the bright lights of modern day urban sprawl.

Beast Friend: You have a way with animals and paracritters. You gain Advantage with Wisdom (Animal Handling) skill checks. With domesticated critters (including paracritters) you can train them to learn tricks, etc.
Explorer: You have Advantage on Wisdom (Survival) skills checks.
Survivalist: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel over long distances. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explore talent.

FEATS

You must qualify for any Prerequisites. Unless otherwise noted you can only take a specific Feat once.

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.
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.
Armor Proficiency (Heavy). Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor.
Armor Proficiency (Light). Gain proficiency with light armor.
Armor Proficiency (Medium). Prerequisite: Proficiency with Armor (Light). Gain proficiency with medium armor.
Astral Tracker. Prerequisite: Astral Projection talent. You gain Advantage when doing Astral Searches or Skill checks to search for information in astral space. If you exceed the DC by 5 or more you also halve the basic time required to do the search.
Athlete. When you are prone you only require 5 feet of movement (instead of ½ your speed) to stand up. You can make a running high jump or running long jump after only moving 5 feet, rather than the normal 10 feet and you have Advantage when attempting to jump.
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.
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. 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.
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.
Careful Shot. Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result. These effects do not stack with the extra damage provided by Deadly Aim. Nor can you use it with weapon property of Burst Fire or Autofire.
Charger. If you move at least 10 feet in a straight line immediately before taking this Bonus Action, you add an additional +1d(x) weapon dice of damage to the damage roll with a successful melee attack (i.e. with a sword you would deal 2d8 damage, or 3d8 with a critical hit).
Charging Fire. Prerequisite: level 3+. When you take the Dash Action, you can take a normal Attack Action at the end of your movement as a Bonus action if you are making weapon ranged attacks.
Charmed Life. Prerequisite: Heroic class. When you spend a Karma Point to adjust a 1d20 check, roll 1d8+2, instead of 1d4+1. You can also spend two Karma Points in a round instead of only one (but still only one on any specific d20 roll).
Combat Caster. Prerequisite: Spellcasting Talent. You have Advantage on your Constitution save to maintain a spell you are concentrating on when you take damage. This stacks with the bonuses of Focused Caster.
Comlink Upgrade. Prerequisite: proficiency with Mechanics skill. You can do hardware upgrades for a comlink. See GM section on UPGRADES.
Contacts. You gain either two basic contacts that are indifferent to you or one moderate contact who is friendly to you. You can take this feat multiple times, each time picking the contacts above as you wish.
Crush. Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you immediately deal bludgeoning damage equal to your unarmed or natural weapon damage, whichever is greater, as a free action. You cannot push, throw opponent or trip any targets while you are using pin in the same action.
Cybernetic Surgery. Prerequisite: Proficiency with Medicine skill, Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a successful separate surgery is used to remove it.
Danger Sense. You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any save it requires. You can also use your Reaction to stop an unseen foe within 30ft of you from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Deadly Aim. Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, you take a penalty to attacking up to your Proficiency bonus, and increase your damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim feat. Nor can you use it with a weapon properties Autofire, Burst Fire or Double Tap.
Determined. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.
Disarming Strike. Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save check DC equal to the damage that you dealt with your successful strike plus you Intelligence modifier (Min 1). On a failed save, it drops one object in its hands of your choice at its feet.
Do Science on it! You gain your proficiency bonus on any one Intelligence or Wisdom based skill you are proficient with (even if you have Expertise; thus gains tripple your bonus with the skill). After a short or long rest you can use this ability again.
Double Attack. Prerequisite: level 5+. You can attack twice, instead of once, whenever you take the Attack Action on your turn.
Doxing. Prerequisite: Proficiency with Computer Use skill. You know how to find info on the Matrix. As a free action you gain Advantage with your next Search or Scan a system or to run a Tracker program against another decker. You can use this feature up to your Intelligence modifier times (min 1). After you complete a short or long rest you regain this feature again.
Dreadful Rage. Prerequisite: Rage talent. While you are raging you gain Resistance to ballistic, bludgeoning, piercing, and slashing types of damage (magic or otherwise).
Dual Weapon. Prerequisite: Dexterity 13+. You gain a +1 to your melee Armor Class while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one.
Duel Weapon Expert. Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons, one in each hand, you now add your ability modifier bonus to damage with your bonus attack.
Durable. Prerequisite: Constitution 13+. Your minimum hit point recover is twice your Constitution bonus on Hit dice rolls during a short or long rest and when you use your Heroic Recovery. Re-roll any 1's on these results. You regain one addition Hit Dice (up to max) after each long rest.
Empowered Spell. Prerequisite: Magic User 1+, Spellcasting Talent. Pick one Combat spell that you can cast. You can now add your Traditions ability modifier to the damage when you cast this spell. You can take this feat multiple times, each time it applies to a different combat spell you know.
Extra Heroic Recovery. You can take a Heroic Recovery one additional time per long rest. You can take this feat one additional time allowing you to take up to three recoveries per long rest.
Extra Rage. Prerequisite: Rage talent. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you can rage one additional time per long rest.
Far Shot. Prerequisite: Point Blank Shot. You now triple the base weapon range with ranged weapons (i.e. your range with a Colt Manhunter changes from 50/250 to 150/250).
Feinting Attack. Prerequisite: Intelligence 13+. Using a Bonus action before your Attack check, you choice one creature within your melee reach. You have Advantage on your next attack (but only one attack) verses this target and if you hit with this attack, you add your Intelligence bonus to damage. You can use this ability a number of time equal to your Intelligence modifier. You must complete a short or long rest to regain these uses.
First Aid. Prerequisite: proficiency with Medicine skill. This character to use their Action to attempt a Wisdom (Medicine) check on behalf of a creature afflicted with the Reeling or Stunned condition against a DC15. A successful check removes the condition. If the check exceeds the DC20 he instead removes both conditions (if the creatures is suffering from both).
This feat also adds two additional capabilities to a Medical Kit, each costing one unit of supplies per application from the kits capability. First a character may use an Action and immediately heal a stabilized creature 1d6+4 HPs, plus an additional number of HPs equal to the creature's total Hit Dice plus your Wisdom modifier. Second, when stabilize a dying creature, if the healer's check results is DC20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed by the same amount above. A creature may only benefit from these feature again after taking a long rest.
Focused Caster. Prerequisite: Spellcasting Talent. You have good concentration. Add your proficiency bonus when making a Constitution save for Concentration. This stacks if you are already proficiency with Constitution saves. This feat can be combined with the Combat Caster feat.
Frigging love Science. As a bonus Action you have Advantage on one of the following skill checks if you are also proficient with the skill – Computer Use, Life Science, Mechanic, Medicine, Physical Science or Technology. After you have completed a short or long rest you regain the use of this feature. You can take this feat again, each time allowing you to use this ability an additional time before requiring a rest.
Full Throttle. Prerequisite: Proficiency with vehicle type you are operating. You have Advantage with vehicle checks attempting to ‘Increase Speed' maneuver and even if you fail the check you still increase your vehicle's speed by 50% (see VEHICLES AND DRONES).
Gimmick. Prerequisite: Proficiency with Computer Use skill. When you activate a Program that is not an attack or one that forces a Saving Throw or when you issue a routine command to a computer that you have been granted access it only requires a bonus action instead of an action. See the MATRIX for more info on this.
Goading Attack. You can attempt to goad a target into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and if your attack roll hits any attack rolls by the target makes against any foes that is not you are at Disadvantage until the start of your next turn.
Hardening. You have some natural defense in the Matrix. You have a Hardness rating equal to your Intelligence modifier (Min 1) verse Black IC damage and the same amount with your save verses Dumpshock (see the MATRIX).
Heavy Melee-Weapon Expert. Prerequisite: Strength 13+. When wielding a heavy melee weapon two-handed you re-roll all 1s and 2s when rolling your damage dice.
Hot Wire. Prerequisite: Proficiency with Mechanics skill. You gain Advantage when attempting to Jury-Rig repairs (see Repairs in VEHICLES AND DRONES). Also if you exceed the DC by +5 the repairs do not go away at the end of the encounter.
Improved Critical. Prerequisite: level 3+. Your weapon attacks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).
Improved Determinedness. Prerequisite: Proficiency with the saving throw. Pick a saving throw that you are proficient with and add +2 to your saving throw total with it. You can take this feat multiple times, each time it applies to a different saving throw that you are proficient with.
Improved Heroic Recovery. Prerequisite: Heroic level 3+. When you use your Heroic Recovery ability you regain +2d(x) of your best HD (if multi-classed) with this recovery.
Improved Mobility. Prerequisite: Dexterity 13+, Mobility. When you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. All creatures that can make opportunity attacks against you, do so at Disadvantage if you moved at least 15ft that round.
Improved Wound Damage Threshold. You increase your wound damage threshold by +5, and you gain a +1 bonus to your saving throw to recover from the Reeling condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add and additional +1 bonus to your saving throw to recover.
Linguist. You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make a DC20 Intelligence check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this check.
Lucky. Prerequisite: Heroic character. The maximum number of Karma Points per level increases by three and you gain these three additional Karma Points each time you level. You can also spend two Karma Dice a round instead of only one (but still a maximum of only one per d20 roll). You can take this feat one additional time, granting you six additional Karma Points at each level.
Lunging Attack. When making a melee weapon attack on your turn, increase your reach by 5 feet for one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 5 feet.
Malware. Prerequisite: Proficiency with Computer Use skill. You have Advantage on Computer Use checks to improve a systems attitude towards you. You also impose Disadvantage on a systems saving throw against your Exploit program. You can use this second feature a number of times equal to your Intelligence modifier (min 1). After you have completed a short or long-rest you regain the features usages.
Maneuvering Attack. When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your successful attack.
Martial Arts. Your unarmed strike increases to 1d4 bludgeoning damage (1d6 for Large creatures) and when you take a melee attack Action in a round you can spend a bonus action to make an additional unarmed martial strike attack.
Martial Arts Expert. Prerequisite: Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage (1d8 for Large) and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).
Martial Arts Master. Prerequisite: Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage (1d10 if Large) and you gain +2 bonus insight to your Armor Class and Dexterity saving throws.
Medic. Prerequisite: proficiency with Medicine skill. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies with you gain Advantage with their Hit Dice rolls plus additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent.
This feat also adds an additional capability to the Medical Kit, costing one unit of supplies per application. A character with this feat can attempt to restore expended Hit Dices to a single creature. This requires a DC10 check and one minute of work. Success restores one expended Hit Die, or two Hit Dice if the check is DC20 or higher. A creature must complete a long rest before it can benefit from this use again.
Meditation. Prerequisite: Magic User 1+. Your calm state of mind allows you to better recover lost Magic Points. While taking a rest increase the die type for recovering magic points to 2d4 + mage level for a short rest or 3d6 + twice mage level for a long rest (including if you spend a Hit Dice, see MAGIC-USERS).
Menacing Attack. When you hit a creature with a weapon attack, you can spend your Bonus action to frighten the target. The target must make a Charisma saving throw DC8 + your proficiency bonus + you Charisma bonus. If the target fails it gains the Frightened condition from you until the end of your next turn. If the target is equal to or exceeds your character’s level, it can spend a Karma Point as a Reaction to remove the condition instantly.
Melee Defense. Prerequisite: Intelligence 13+. If you are wielding a melee weapon you are proficiency with you can try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, and increase your Armor Class by a like amount but only verses melee attacks. You can’t lower your attack more then you proficiency bonus, and these affects last until the start of your next round.
Mighty Swing. Prerequisite: Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. If you have multiple attacks, this only applies to one of your attacks (your choice and before your attack roll). You cannot combine this damage with the Power Attack feat.
Mobility. Prerequisite: Dexterity 13+. If you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the start of your next turn, whether you hit it or not.
New Spells. Prerequisite: Spellcasting talent. You learn how to cast two additional spells. You can take this feat multiple times, each time learning two additional new spell.
New Spirit Type. Prerequisite: Summoning talent. You can now summon one additional type of spirit that is allowed by your tradition. You can take this feat multiple times, each time gaining the ability to summon a different type of spirits that you tradition allows (8 types).
Outwit and Outthink. On your action and until the end of your next turn, you can make a weapon attack checks using your Intelligence, Wisdom or Charisma modifier (whatever is best) for attack and damage, instead of Strength or Dexterity. After a short or long rest you regain the use of this ability. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
Over Watch. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate two adjacent 5ft squares within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon. You can use both the Double Tab and Burst Fire weapon features when making this attack. If the weapon has the Autofire weapon feature you can cover that’s AOE instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons). The weapon must have the rounds to use this feature.
Pack Tactics. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally(s) Advantage on her melee attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry. Prerequisite: Strength 13+. Requires a readied melee weapon or shield to use ability (or Martial Artist Master feat). As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ a specific attack).
Phishing. Prerequisite: Proficiency with Computer Use skill. Your Agents programs are not at disadvantage when you are log-off the Matrix. When you are online they gain your proficiency bonus to their AC, attack, skill and abilities checks and saves.
Pin. If you succeed on a grappling attack (PHB pg. 199), the target also suffers the Restrained condition until the end of your next turn. You cannot push, throw opponent or trip any targets while you are using pin.
Point Blank Shot. You gain +1 to attack rolls and damage rolls with ranged weapons against targets within the weapons base range.
Power Attack. Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, by lowering your attack bonus, you increase your melee damage by twice that amount with a successful hit (i.e. taking a -2 to attack gains +4 bonus to melee damage). You can’t lower your attack bonus lower than your base proficiency bonus, and these penalties and bonuses apply until the start of your next round. You cannot combine this with Might Swing feat.
Precise Shot. Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at opponents engaged in melee combat with one more of your allies without suffering Disadvantage on attacks.
Precise Spells. Prerequisite: Spellcasting talent. You know how to fire spells into melee combat to affect the right target. You are not at Disadvantage with your Magical attack roll when attacking into melee combat where your allies are present.
Programmer. Prerequisite: proficiency with Computer Use skill. You are a skilled programmer and can now write you own programs in ½ the time. See the Computer Use skill and the MATRIX for extra details.
Psychometry. Prerequisite: Astral Perception and/or Projection. This awakened being is able to hold an item in its hands or touch a surface or small spot and perceive any residual auras of a past. At the end of a one minute ritual, where the awakened being can take no other actions, make an Arcana skill check. With a DC10 you get a few vague flashes of strong emotions of the object or vicinity within the last 48 hours. With a DC15 you get more information or you can see back one week, but only the strongest emotions and only vague pictures. With a DC20 you get more detailed information (see a person’s face, know their name, their emotional state, etc.) or can perceive farther back but again only in very vague terms. Higher DC results grants you more information determined by the GM (and possible future flashes as well).
Pursuit. Prerequisite: Dexterity 13+. You are trained to keep your enemies close. When you can use your Reaction to make an Opportunity Attack you can also Move up to your Speed to remain in melee combat with it as part of your reaction if the target moves out of melee with you. If the creature can move without providing an OA you cannot use this feature. If the creature moves faster than you do you then it is no longer in melee with you at the end of your reaction but you still move up to your Speed closer to it. In all cases you must move towards the retreating foe.
Push. Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 5 feet in any direction as a Bonus Action. You cannot use push on an opponent with an ‘imposed’ Speed of 0 (like from being grappled or restrained). If your push would move them into a solid object or into the fighting space of another creature the target falls prone in its current space instead. You cannot push the same target at the same time as you might use the crush, pin or throw opponent feats against them.
Quick Draw. You can draw or stow any number of one handed items or weapons on your action, instead of normally only being able to draw or stow one. You can also switching firing modes between Auto-Fire, Burst Fire and Single Fire with only 5ft of movement (see weapon properties).
Quick Refresh. Prerequisite: Magic-User 1+. You can regain magical energy more effectively in combat. When use an Action and spend a Karma point or use an Action and take a level of Exhaustion to regain magic points you gain back 2d4 + twice your mage level (see MAGIC-USER).
Quick Reload. With a firearm with the following weapon property you can reload one round per 5ft of Move speed for a Feed firearm and 5ft of Move for a Reload firearm or 10ft to collect spent magazines, etc.
Reckless Attack. Prerequisite: level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn.
Relentless Rage. Prerequisite: Constitution 13+, Rage talent, level 10+. Your rage keeps you fighting. If you drop to 0 hit points while you are using your Rage trait, make a DC10 Constitution save. If you succeed you instead drop to a number of hit points equal to your Constitution modifier. Each time you use this feature after the first time, increase the DC by +5. If you fail, you fall to 0 Hit Points and are unconscious. After you have completed a short or long rest, the DC resets at 10.
Scientist, Not a Soldier. When you take the Disengage action, you can make a single ranged weapon attack as part of the action but you only deal ½ your normal damage if you successfully hit.
Sculpt Spells. Prerequisite: Spellcasting talent. You know how to protect your friends from your own spells. With Area of Effect spells you can exude a number of targets to not suffer the effects of the spell equal to your Traditions attribute modifier.
Shake it Off. Prerequisite: Constitution 13+. You make your recover from the Reeling condition at the beginning of your round, not at the end. If you fail you can still use your Action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks that round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks that round and can try again next round (at the begining of your round).
Shield Proficiency. You are proficient with all shields.
Sidestep. Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep a specific attack).
Skill Expertise. Prerequisite: Proficiency with Skill. You apply your Proficiency bonus twice with this skill. You can take this feat multiple times, it applies to a different proficient each time.
Skill Proficiency. You gain your proficiency bonus with any two skills that you are not trained with. You can take this feat multiple times, each time apply your proficiency bonus with two new, previously untrained skills.
Slippery. You are hard to pin down. You have advantage on any save or check that imposes the Grabbed' condition. This has no effect on the Restrained condition however.
Spell Sniper. Prerequisite: Magic User 1+, Spellcasting Talent. You gain the benefit of the Aim maneuver with combat spells as a free action (no movement restrictions either).
Spirit Foe. You know how to fight elementals and spirits. Whenever you are fighting a manifest spirits (elemental or natural) you gain a +2 insight bonus to both your attack rolls and damage rolls against them. Also ignore any Resistance that the creatures have when it is physically manifesting.
Spirit Friend. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration tests.
Sniper. Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Heavy Firearm or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at Advantage so long as your target is at least 50 feet away from you. If both the dice rolled succeed with this attack check (i.e. with advantate you roll two d20 and take the better result. If both would have hit anyway then), add +2d(x) weapon damage die to the final damage (i.e. an assault rifle that deals 2d8+2 damage deals 4d8+2 damage and 6d8+2 with a critical hit). This feat cannot be used with weapon properties Autofire, Burst Fire or Double Tap. You also cannot apply Deadly Aim feat with this attack. It can be combined with the Careful Aim feat.
Superior Critical. Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).
Suppressing Fire. With much practice, you have become skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save DC8 + your proficiency bonus + your Dexterity bonus or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. A creature that suffered damage from your Autofire attack itself is at Disadvantage to this save.
Surgical Expertise. Prerequisite: Proficiency with Medicine skill. When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
Suspicious. You don’t trust easily. You have Advantage on any save or check to resist any skill, power or ability that would impose the Charmed condition against you.
Sweep. Prerequisite: Strength 13+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
Take a Knee. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement this round (Speed 0), you can make one additional range Attack as part of your attack action. You cannot use the weapon features Autofire with this feat or to throw a weapon. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ against Melee attacks until the start of your next turn.
Throw Opponent. Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use the crush, pin or push feats against the same target in that you throw in the same attack.
Throwing Expert. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll (or advantage on the save). Also with a Bonus Action you can throw one additional simple ranged weapon on your turn.
Toughness. You gain +5 hit points to your total. You can take this feat multiple times, each time gaining +5 hit points to your maximum total.
Tracer. Prerequisite: Proficiency with Computer Use skill. You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to the Matrix when search out information.
Trip. When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a free contested ability check of your Strength (Athletics) check against your opponents Strength (Athletics) or Dexterity (Acrobatics) check; whichever is better. If you win, the target falls prone. You cannot use the crush or pin feats against the same target that you use trip in the same attack.
Triple Attack. Prerequisite: Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Upgrade Gear. Prerequisite: proficiency with Mechanics skill. You are trained at installing and upgrading certain types of gear. When you take this edge you must choose one of the following types – Armor, Drones, Miscellaneous, Weapons or Vehicles. You can take this feat multiple times, each time you can upgrade a different type of gear. See GM section of UPGRADES for description.
Upgrading Gear, Advanced. Prerequisite: proficiency with Mechanics skill, equivalent basic Upgrade Gear feat, level 9+. Choose one type of gear that you have the Upgrade Gear feat with. You can now install advanced and even break-through upgrades with that gear. You can take this upgrade multiple times, each time you can install advanced upgrade a different type of gear.
Vehicle Combat. Prerequisite: Proficient with vehicle you are controlling or Drone Pilot for drones. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You are also considered proficient with any of the vehicles weapons that you are piloting or driving or controlling via a Rigger control.
Weapon Expertise. Prerequisite: Proficiency with weapon group. For one weapon group that you are proficient with, you gain a +1 bonus on all attack rolls you make using weapons of this group. You may gain this feat multiple times, each time you must select a different weapon group.
Weapon Proficiency. Choose one of the following weapon groups – simple weapons, martial weapons, light firearms, heavy firearms, heavy weapons or super heavy weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack. Prerequisite: Dexterity 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target that you wish (can miss friends if you wish) that is within your melee reach. You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
Widget Bag. You have a bag for of useful spare parts and supplies for almost any situation. The total amount of parts and savage that you have is worth 200¥ +50¥ per your level. During a rest you can scavenge for spare parts and components in most areas and gain an additional 1d4 x10¥ for a short rest (but only once a day) and 1d6 x25¥ with a long rest.

CONTACTS

In the world of Shadowrun, who you know can be just as important as what you know or how good you are. Without knowledge you could walk right into a trap or a situation you are not ready for. Contacts come in two basic levels: low-level indifferent and middle-level friendly. Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. Friendly contacts might grant the information for a discount or free and might even volunteer information that you might need but not know you need.

Using Contacts requires a Charisma (Gather Information) check and each check takes at least 1d6 hours. With a base DC10 roll the contact provides some very basic information worth about 1d4 x 50¥. A DC15 provides more value and key hidden information that would be helpful to the runner for 1d6 x 200¥. With a DC20 they provide key data points that will help with the runner’s mission or highly confidential information for 1d8 x 500¥.

Some examples of low-end Contacts in Shadowrun include…

Activist – knowledge of what they are passionate about. Tend to be helpful if you have the same goals.
Arms Dealer – knowledge about all weapons and military hardware and sells weapons.
Bartender – good for local information and happening around the area. Also might spot you cheap drinks.
Chip Head or Dealer – those who use BTL and those who deal in them tend to know what’s happening in their local area.
Fixer – good for getting jobs but might sell valuable information. Gang Member – good local knowledge about the people Mercenary – gun for hire and maybe information of arms or restricted or illegal gear.
Mobster, low-end – Muscles and petty sellers, knowledge about their own crime family and activity (include Tongs and Yakuzi and Russian mobs, etc.).
Native – someone from the local tribal lands.
Policlub Member – a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters.
Rocker – a member of some flash-in-the-pan musical or up-and-coming "going to hit it big any day now".
Smuggler – knowledge about smuggler routes and illegal activities and even where to find such goods.
Street Doc – knowledge about medicine. Also good at patching runners up.
Street Cop – good for criminal information and local street knowledge. Maybe help a fellow out with parking tickets.
Talismonger – knows about magic and also is a seller of hard to find magical goods.
Wageslave – good for personal corporate knowledge and often easy to befriend.

LIFESTYLES

Characters need to live somewhere between missions. Lifestyles cover your mundane life…

Squatter – you are living in a cardboard box and get most of your food dumpster diving. This is cheap but you suffer from bad health is causes you to suffer a persistent Exhaustion level. You can remove this by spending 2d4 x 50¥ (x2 for trolls) and 1d4+1 days spent in a nice hotel or something and eating better food. This is only a short term fix and only good for 2d4 days. One needs to upgrade their lifestyle to permanently remove it. Costs 100¥ (200¥ trolls)/ month.
Low – you living in a one-room flat with electricity at least half the day. Your door might have a working lock. Your entertainment is provided by your comlink and most of your food is soy or seaweed based with almost no artificial favoring. But its’ good enough to survive and not suffer to many (?) if any health issues. Cost 1,000¥ (1,500¥ trolls)/month
Middle – you either living in a nicer apartment in one of the boroughs or an abandoned but secure section of a building in one of the barrens. You have some luxury compared to most, with better food and favoring for it. You gain a +1 moral bonus to all saving throws. Cost 5,000¥ (7,500¥ trolls)/month
High – you living in a luxury apartment complex or condo, with good security and excellent entertain access. Your food is really what it says. You gain +1 moral bonus to all saving throws, ability and skill checks; and you gain +1 karma each level. Cost 20,000¥ (30,000¥ trolls)/month.

GEAR AND EQUIPMENT

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear or with the I Know a Guy talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC15-25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more.

ARMOR

PROTECTIVE GEAR COST ARMOR CLASS STR BR STEALTH WT
Synthetic Leahter 100¥ 11 +Dex modifier -- -- -- 6
Reinforced Synetic Leather 200¥ 12 +Dex modifer -- -- -- 8
Armored Clothing 400¥ 13 +Dex modifier -- 1 -- 8
Armored Business Suit 1,500¥ 13 +Dex modifer -- 1 -- 9
LIGHT ARMOR
Armored Clothing, reinforced 600¥ 14 +Dex modier -- 2 -- 10
Undercover Vest 650¥ 14 +Dex modifier -- 2 -- 8
Lined Coat 800¥ 15 +Dex modifier -- 2 -- 15
Chameleon Suit 2,000¥ 15 +Dex modifier -- 2 Special 16
MEDIUM ARMOR
Armored Jacket 1,000¥ 16 +Dex modifier (max 2) 12 3 -- 20
Flak Vest with Insert Plates 1,250¥ 16 +Dex modifier (max 2) 12 3 -- 18
Ballistic Longcoat 1,000¥ 16 +Dex modifier (max 2) 13 3 Disadvantage 25
Advanced Chameleon Suit 8,000¥ 16 +Dex modifer 12 3 Special 20
Light Security Armor 2,500¥ 17 +Dex modifier (max 2) 11 4 Disadvantage 30
Light Military Spec Armor 6,000¥ 17 +Dex modifier (max 2) 11 5 -- 35
HEAVY ARMOR
Swcurity Armor 4,000¥ 18 13 5 Disadvantage 40
Military Spec Armor 10,000¥ 19 15 6 Disadvantage 50
SHIELDS
Riot Shield 250¥ +2 AC 12 +1 -- 12
Breaching Shield 500¥ +2 AC (max Dex mod +2) 13 +2 Disadvantage 20

ARMOR NOTES

BH (Ballistic Hardness) - this Hardness (see BASIC HOUSERULES) only works against non-AP or Armor Piercing ballistic damage. Normally this does not stack if wearing multiple layers of armor except for shields, cybernetics and/or natural hardness.
Protective Gear - this armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits.

DESCRIPTIONS
Synthetic-Leather Jacket: reinforced leather-like material popular with gangs.
Reinforced Synthetic-Leather Jacket: heavier version of a leather jacket.
Armored Clothing: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. A DC15 Wisdom (Perception) check at Disadvantage is required to notice that it instead armor (if taking an Action the check is not at disadvantage). MAD scanners are also at Disadvantage but the check drops to DC12.
Armored Business Suit: a more fashionable version of armored clothing. Otherwise as Armored Clothing to detect that it is actually armor.
Reinforced Armored Clothing: heavier armored clothing but still benefits from being heavily concealable as armor (as Armored Clothing to tell its armor).
Undercover Vest: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. Requires a check as Armored Clothing to determine its armor.
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).
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).
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.
Flak Vest with Plates: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).
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).
Advanced Chameleon Suit: made with advanced ruthenium polymers to provide chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks and allows a normal Stealth check when the wearer does not have cover (so long as she does not move) (Restricted).
Light Security Armor: obvious armor that is most commonly worn by corporate security teams. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted).
Light Military Spec Armor: military grade armor, very illegal for non-military. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Dark Vision out to 60 feet (Military).
Security Armor: heavier corporate armor. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation and Resistant to any inhaled poison or radiation damage. The wear is at Disadvantage with Athletics checks to jumping and swimming (Restricted).
Military Spec Armor: the heaviest military grade, non-powered armor available. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Darkvision out to 60 feet. Wear is at Disadvantage with Athletics checks to jumping and swimming (Military).

Riot Shield: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round).
Breaching Shield: Designed for breaching rooms, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point, as an action that provides one medium sized creature ¾ cover and up to four additional medium sized creatures ½ cover. It takes an action to un-anchor the pitons. When not anchored the users can spend a bonus action to grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round). As a reaction, the user can impose disadvantage against one melee attack directed against it or an adjacent target (Restricted).

WEAPONS

NEW DAMAGE TYPES

  • Ballistic: this is a special type of piercing weapon damage. Anything resistant to piercing damage is also resistant to ballistic damage.
  • Restrained: a target to must make a Strength save against the weapons DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save with the same DC and with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune.
  • Stun: a ‘living’ target must make a Constitution save against the weapon's DC or gains the Stunned condition. The target can make a new Constitution save at the end of its turn against the same DC and with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.

NEW WEAPONS PROPERTIES

  • AP (Armor Penetrating): this weapon ignores Ballistic Hardness and any type of Resistant to damage (against vehicles and materials must also include the Heavy Damage property).
  • Auto: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire houserules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto using 20 rounds. Heavy Autofire have a base AOE of 15x15ft (but still only deal base Auto damage when focused on one target). Switching modes between single fire and autofire mod takes 15ft of move during the attacker’s round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature.
  • Burst Fire: This weapon can fire a three rounds burst of ammunition at once with an range weapon attack. The shooter takes a -2 to its attack roll but adds +1d(x) weapon damage to the damage result if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead, 5d8+2 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
  • Direct Fire: These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets in the AOE gain Resistance to the damage (¼ damage with a successful Dexterity save).
  • DT: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage result if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
  • Feed: means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action and Move (Speed 0) you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories). Treat these as Magazines (see Reloads).
  • Flame: these weapons can set targets on fire. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon. Anything the target is struck must make an Intelligence save DC8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure not only means full damage but the target has also caught fire. At the beginning of their turn (before they can act) the target suffers 2d6 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity save at the base DC. The target has advantage on the save if it falls prone to rolls around on the ground. The fire is automatically extinguished if target immerses themselves fully in water.
  • Heavy: in this setting this feature also applies to anyone with a Strength of 12 or less.
  • Heavy Damage: weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires these weapons in the same round.
  • Hold-Out: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves.
  • Knockdown: If the damage from the weapon is enough to impose the Reeling condition the target is also knocked prone.
  • Loud: this weapon cannot be quieted by silencers, etc.
  • Painful: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double against the target’s Wound Damage Threshold but only to impose the Reeling condition (recovers normally).
  • Reload: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move (Speed 0) that round.
  • Shotgun (Shot/Flechette rounds): impact with tremendous force at close range but diminish rapidly further out. At half the weapons base range add +1d(x) weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
  • Silence: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC15 at disadvantage if within 15ft.
  • Sonic: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute.
  • Touch: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage.
  • Undermount: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space.

Any WEAPON can be purchased from the PHB but at four times the price listed in g.p. in neyen (¥).

Keen Blades: can be added to any piercing or slashing weapon from the PHB or Katana (see below). The weapon adds +2 to its basic damage and costs 10 times the g.p. value or neyen (¥). Arrow and bolts cost 3¥ each.

SIMPLE MELEE WEAPONS
Brass Knuckles: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. If the character has the Brawler feat increase the damage die to 1d6 (or 1d8 for large sized creatures).
Combat Knife: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage with weapon feature two-handed).
Collapsible Baton: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).
Solid Core Staff: these are dense metal core quarterstaffs that can strike with considerable force.
Shock Gloves: these gloves deliver a powerful electrical shocks that can stun a target with a touch.
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).

MARTIAL MELEE WEAPONS Katana: a Japanese longsword that is light enough to count as a finesse weapon.
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.

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.
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.
Compound Bow: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. Add you Strength and Dexterity modifer to the weapons damage

ADDITIONAL GEAR

CLOTHING

MAGIC OF THE SIXTH WORLD

ASTRAL SPACE

SPELLS AND SPELLCASTING

SUMMONING ELEMENTALS AND NATURAL SPIRITS

THE MATRIX

MATRIX PERSONA

PROGRAMS

MATRIX COMBAT ANDS ACTIONS

REPAIRING PROGRAMS

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.

VEHICLE AND DRONE NOTES

Special Vehicle and Drone Conditions

VEHICLE AND DRONE ACTIONS

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 other modern DnD5 for rules.

COLD WEATHER 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 DC 20. 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 except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.

EXCESSIVE HEAT 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 DC 15 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. Space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact.

PRESSURE 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. 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. 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).

POLLUTION AND TOXIC CONTAMINANTS 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. 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.

RADIATION 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 0. Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of 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 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 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. 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. Space is considered to have a Dangerous levels of radiation.

EXPLOITAND & EDITS OPTIONAL HOUSERULE