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Example: Johnny Chopz, our everlovin' Street Sam, has a Body (this is a Stat) of 3 and a Brawl
(which is a Skill) of 4. To hit someone in hand-to-hand combat, Johnny's player rolls 7d10 (3 from
Body and 4 from Brawl).

Example: Master Qin, a wizened but frighteningly powerful physical adept, has Coordination 6
and Dodge 6, and is attempting to make three actions in a single round. The penalty for such an
action is -2d to his dice pool. He cannot ever roll 12d, despite his Stat + Skill total - however, the -
2d penalty is first absorbed by the 2 extra dice beyond 10d. So, even though he's taking multiple
actions, he can still roll 10d.

Example: Johnny takes a swing at a mouthy troll ganger. The results of the roll are 3, 4, 4, 4, 6, 8,
and 10. Since three dice came up 4, he has a Set. The set's Width is 3 (three dice are in it), and it's
height is 4. This is written as a 3x4 set.

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Example: Johnny's opponent rolls Body + Brawl of 5d, and gets 1, 5, 7, 7, and 8. This gives the troll
ganger a 2x7 set. It's taller than Johnny's, but not as wide, so Johnny's attack gets there a little
faster than Monsieur Troll's. Johnny's roll - 3x4 - indicates that he hits the ganger in the left arm, and
given Johnny's Stats, he does 2 points of Stun damage. This is enough to take one die out of the
ganger's highest set - 2x7 - meaning that the ganger no longer has a set! His blow misses Johnny
completely.

Example: Slice M is trying to hack an access card reader. The card reader has a System rating of
3, which establishes the Difficulty of the hacking attempt. Slice M's result will need to have a height
of at least 3 to succeed.

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Example: Reiks has had a smartlink installed, which improves his ability to fire his Ares Predator
handgun accurately. The Smartlink allows Reiks to Height-flex any Coordination + Small Arms set -
assuming the gun he's using is smartlink-capable - by one point. So, if Reiks obtained a 3x9 set
with his roll, he could elect to flex it by one point, into a 2x10 set - and thereby move the hit
location to the target's head.

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Example: Mouray’s Dodge pool is 3+MD while his Fight pool is 8d. When he tries to hit someone
and dodge, he rolls his 2(3-1) +MD pool. If he gets two sets, he can assign them as he wishes. If
he only gets one set, he has to use it to dodge.

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BP Metatype BODY COORD CHARISMA PERCEP INTEL WILL


0 Human 1/5(7) 1/5(7) 1/5(7) 1/5(7) 1/5(7) 1/5(7)
Human Metatype Abilities: +1 Edge
7 Ork 3/7(11) 1/5(7) 1/4(6) 1/5(7) 1/5(7) 1/5(7)
Ork Metatype Abilities: Low-Light Vision
9 Dwarf 2/6(8) 1/5(7) 1/5(7) 1/4(6) 1/5(7) 2/6(8)
Dwarf Metatype Abilities: Thermographic Vision, +2 dice for Body Tests to resist pathogens and toxins
10 Elf 1/5(7) 2/6(8) 2/7(10) 1/5(7) 1/5(7) 1/5(7)
Elf Metatype Abilities: Low-Light Vision
15 Troll 4/8(12) 1/4(6) 1/3(5) 1/5(7) 1/4(6) 1/5(7)
Troll Metatype Abilities: Thermographic Vision, +1 Reach, +1 LAR (cumulative with worn armor)

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Example: Johnny Chopz wants to specialize in Pistol skill. His Small arms skill is 3, and he spends 2
Build Points to specialize in Pistols. His Small Arms (Pistol) skill is now 2+1ed.

Example: Johnny Chopz wants to super specialize in an Ares Predator. His Small arms (pistol)
specialization is 2 + 1ed, and he spends 5 Build Points to super specialize in Area Predator. His
Small Arms (Ares Predator) skill is now 2+1md.

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Example: Johnny Chopz isn't only good with his SMG, but he's a pretty fair shake at Hapkido (he
has Martial Arts [Hapkido] at 3d). The next time he gets a bonus to his skills, he's going to push it
into learning how to fight with a Ji Pane Ee, or fighting stick. He would then gain the skill Martial
Arts [Ji Pang Ee] at 1d.

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Example : Tank , an Ork go-ganger, is in an impromptu joust with an opposing ganger as the two
pas s on their bikes. Tank wants to hit his enemy in the chest and unseat him. He first determines
his pool for the attack - Body + Armed Combat - which is 5d. He the n drops one die (the called
shot penalty), and designate s another as the Targe ting Die. H e rolls the remaining 3 dice,
getting 2, 2 and 7. Since his Targe ting Die can be any location within the torso range (7, 8, or 9),
he sets it to 7 and gets a 2x7 match. His called shot will h it, unless his opponent's roll is faster or his
opponent successfully dodges. Had he not rolled a 7, his 2x2 set would have meant h e still hit his
opponent's leg.

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Example: Brisco is tangling with a couple corp-sec guards swinging their batons with great vigor.
The first guard rolls Body + Armed Com bat (4d) to try to club Brisco down, and gets a 2x4 roll.
The second guard swings a shock baton at Brisco's head, getting a 3x5 on h is Body + Arm e d
Com bat roll. Brisco attempts to dodge both attacks and rolls Coordination + Dodge (5d). His
result is a 3x6 set.
Since there are two attackers , he applies 2 of the gobble dice to Guard #2, reducing the
guard's 3x5 set to 1x5, ruining the attack ; the remaining gobble die is applied against Guard #1's
2x4 result, likewise ruining it. Brisco manage s to bob and weave and avoid those two attack s.

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Example: Jess Bly is exchanging rounds with a couple of Mafia wise guys in a construction site .
She notices that one of the goodfellas hasn't quite tucked himself all the way behind cove r, and
his knee is poking out. Figuring to even the score, she decide s to call a shot to his right leg (hit
location 2) with her Coordination + Small Arm s + Smartlink pool of 7d. She first drops one die
from the pool, leaving 6d, and then sets one die to 2, to "call" the le g. Finally, she rolls the
remaining 5d and gets 1, 2, 7, 7, and 8. Her results are 2x2 and 2x7. She gets a match to her
Targe ting Die , and thus puts a bullet in the bad guy's leg, just like she wanted
d

Example: Stoke is covering her team's retreat from a yakuza-owned chopshop. There are five or
six yak soldiers closing in, and the team needs a bit of breathing room. Stoke pops up from
behind a toolbox and sprays rounds in the general direction of the bad guys with her AK-9 7
carbine (Spray 2).
Instead of rolling the normal Coordination + Small Arms pool, Stoke simply rolls the weapon's
Spray rating + 2d, or 4d total. Her roll is 9,5,3,1. Each targe t in the area being suppressed must
now roll 1d, and see if their roll matches any of the suppression fire rolls. One soldier rolls a 3, and
another a 5, meaning that the y are hit in those hit locations (left and right arm, respectively).
Now, all 6 yakuza succeed at a Willpower + Mental Stability rolls or immediately dive for cove r.
Stoke note s that the suppression attempt expended 14 rounds of ammunition.

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Example: Dr. Mann drives a Model-T with three hit locations and HAR 3. Its hit locations are Tires (1-
2), Chassis (3-7), and Cab (8-10). The GM says damage to the cab is treated as a suppressive fire
attack on passengers and cargo. If the cab is destroyed, the car still runs, but the passengers are
unprotected. If the tires take damage, one of the tires is blown. If the chassis is destroyed the car
is wrecked.

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Example : Deep in the jungle s of Aztlan, an elite team of UCAS SEALs is in a heavy firefight with an
Aztechnology strike force . One of the SEALs spots a hidden machinegun emplacement that's been
raking the SEAL position, and heave s a grenade at the vague shape of the machinegunner. He rolls
Body +Throw, and gets a 3x7 s e t, indicating a successful throw . Now , th e bloody part:
• the initial target - the machinegunner - takes Width + 1 in Shock and Killing, or 4Shock and 4
Killing, to the torso.
• everybody (including the gunner) within the blast radius (10 yards) takes 2 Shock to every
location, simply for the concussive blast of the grenade.
• the SEAL rolls the Area dice , and gets a 1, 7, and 8 -meaning that everyone in the blast radius
also takes 1 point of Killing damage to each of those locations (right leg, and torso).

By the time the echoes are fading, the gunner has taken 6 Killing and 6 Shock to the torso alone
(not to mention the shock and killing damage to all the other locations), and her assistant gunner
h as taken 2 shock to all locations , on top of fragments in his chest and leg.

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Example 1: Yarno Freem, Street Shaman, casts Power Bolt at a hapless, but inconvenient,
corp drone. Yarno casts the spell at Force 3. The attack is resolved like a firearm attack, as
a Static Conflict. Yarno rolls his Magic + Spellcastingt of 6d, and gets 10, 8, 6, 6, 6, and 4.
Since it's a static contest, his 3x6 set is easily sufficient to successfully cast the spell, and
blast the poor wageslave's arm with a sizzling ball of energy.
Power Bolt's Baseline Drain is Force + 1. Since the height of Yarno's roll was 6, which
exceeds the Spell's Force by 3, Yarno takes 1 Shock Damage. His head pounds and he
feels slightly winded.

Example 2: Desperate to take down the enemy sniper that already dropped two of her
team, Silka pulls out a big gun, casting Fireball at the location she thinks hides the
sharpshooter. Silka has Magic 2, Spellcasting 3. Her Spellcasting pool is 5d, and she could
normally handle a Force 3 spell. However, knowing that seconds count, Silka Overcasts the
spell, casting it at Force 6.
She rolls her Magic + Spellcasting of 5d, and gets a 3x3 set. The spell is successful,
enveloping the targeted area in hellish flame.
Her mission accomplished, Silka now has to tally the cost. Her player checks the Drain
chart to find the baseline drain of the Spell, which is Force + 2 (for a base drain amount of
8 Shock). However, because the spell was Overcast, Drain is Killing Damage. Furthermore,
the height of her roll was 3 points lower than the force, so the base Drain is adjusted
upwards by 3 (she's now at 11 killing damage). Finally, since the Force exceeded her
Magic + Spellcasting by 1, she takes one final point of Killing, for a total of 12 killing
damage. This can, fortunately, be spread across the various hit locations.

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The massive power coursing through her body ruptures blood vessels, tears muscle, and
cracks bone. She collapses, unable to move, blood running from her ears and nose. On
the other hand, the sniper is toast.

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Example 2: Things are getting hairier for Yarno. After getting inside the corp warehouse, he
comes face to face with a security mage, who immediately gestures at Yarno and begins
to incant. Yarno, seeing the attack coming, immediately twists his fingers into the proper
arrangement to ward off enemy magic, and mutters the counterspelling phrase. Yarno
rolls Magic + Counterspell, getting 9, 7, 7, 3, and 1, for a 2x7 set. The security mage has
Magic 3, Spellcasting 2, for a pool of 5d, and casts the spell at Force 2. She rolls her
Spellcasting test, getting 5, 5, 5, 5, and 3, for a 4x5 result. Unfortunately, the security mage
is faster than Yarno, and Yarno's counterspelling attempt fails. Yarno suffers 4 Shock
Damage to his right arm. It might be the start of a bad evening.

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Example: Slice M, Elven hacker, is in Matrix Combat with some particularly nasty Black IC, which
jumped her while she was trying to crack an encrypted file. She evades its first attack, and now it's
time for her to get some. As fast as she can think, her Attack Program manifests as an old-
fashioned tommygun in her hands, and she opens fire. Slice M is in Hot Sim VR, so the relevant
pool is Persona + Attack Program, or in the case of Slice M, 3 + 2, for a pool of 5d. Furthermore,
since Slice M is in Hot Sim mode, her roll gains +2 Width for the purpose of determining initiative.

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Example: Slice M is attempting to hack into a security camera so she can edit the recording and
loop some boring empty hallways in to cover her team's movement. The Device Rating for the
camera is 4, meaning that she'll need to get at least a 2x4 result to hack it. She has gone Cold
Sim, so her pool is Persona 3 + Exploit 3, for a total pool of 6d. Her result is 8, 8, 4, 4, 4, and 1 - a
3x4 and a 2x8 set. She easily breaks into the camera.

Example: Jonner has to hack a high-security database at the local Knight Errant station, to try to
lose some important evidence before the local 5-0 can use them against Jonner's employer. The
system has a level 7 security rating, which is gonna be a trick to hack. But Jonner has some time,
and so he decides to probe the target carefully. He's doing this via Augmented Reality, and so
rolls his Intelligence + Hacking pool of 4d, getting a 3x1 set. Not quite what he was hoping for, but
it does reduce the effective Device Rating of the target system by 1. An hour later, Jonner tries
again, this time getting a 3x4 set. The targeted device rating is now effectively 2. Jonner thinks he
can bust in without much trouble, and so he preps his programs for the run.

Example: The security camera Slice M just hacked, despite being easily penetrated, still gets a
chance to detect the hacking attempt. The security cam does not have a specific Analyze
program, and so rolls its System rating only to detect the intrusion. It rolls 4d and gets 2x1, which is
not sufficient to detect Slice M's activities (remember, her Hacking Skill is 3, which sets the difficulty
for this roll). No alert is issued.

Example: Jonner's Matrix raid on the KE database followed a couple hours probing the system to
look for weak points. Jonner rolls 6d against a difficulty of 2 (the effective System rating after
Jonner's probes), and gets a 2x3 set. Whew! That is just enough to slip by the security protocols.
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The system, in turn, is allowed 1 free detection attempt, and rolls its Reduced System + Analyze (2
+ 2) against Jonner's Hacking Skill + Probe Passes of 4. The system gets a 2x8 result, which,
unfortunately for Jonner, is enough to detect him. He's inside the system, but the system knows.

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Example: Gunsel and his crew run afoul of a rival 'runner gang while trying to hit a local arms
warehouse. In the ensuing firefight, Gunsel's chummer Biltz takes a bullet to the head and drops
like a rock to the ground. The injury is severe - 2 Killing, 2 Shock - but Biltz is not quite dead,
although he is completely incapacitated. and Biltz is in a seriously bad way. Gunsel - or one of his
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crew - must get to Biltz and succeed at an Intelligence + First Aid roll within two rounds, or else
Biltz will die.

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Example 1: Johnny Chopz has Wired Reflexes 2, and is in a katana duel with a rival Runner. They
both attack, rolling Coordination + Armed Combat. His opponent gets a 3x7 set, while Johnny's
result is 6, 6, 4, 5, 3, and 1, for a 2x6 base set. Things don't look good! However, his trusty Wired
Reflexes turn that 2x6 into a 4x4 set (by flexing 2 points of height into 2 points of Width), meaning
that Johnny's amped reflexes let him react to the attack almost before it happens, and deliver 3
boxes of Killing damage (remember, the added width is only for initiative, not for damage) to the
enemy Runner's arm.

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Example: Sgt. Jess Bly, a member of the elite UCAS Rangers, has Level 3 Speedwires installed.
During a firefight with some smugglers in Old DC, she winds up facing down three smugglers
when her cover position collapses and drops her into their hideout. She explodes into action,
shooting one with her assault rifle, and firing her pistol at the other two. Her Coordination + Small
Arms is 6d, and it's the only pool in question, so she rolls that with no penalties (the normal -3d
penalty is negated by the Speedwires). She gets 8, 8, 7, 6, 6, and 4 - a 2x8 and 2x6 set. She
assigns these sets to two of the three smugglers (without a third set, her final shot misses), and
pumps lead into the unfortunate bums.

Standard Cyberlimbs Essence Capacity Avail Cost


Obvious Limbs
Full Arm 1 15 4 15,000¥
Full Leg 1 20 4 15,000¥
Hand/Foot 0.25 4 2 5,000¥
Lower Arm 0.45 10 4 10,000¥
Lower Leg 0.45 12 4 10,000¥
Torso 1.5 10 12 20,000¥
Skull 0.75 4 16 10,000¥
Cyberlimb Enhancements Essence Capacity Avail Cost
Armor HAR (Rating 1–4) — Rating x 2 Rating x 5 Rating x 300¥
Damage Box (Rating 1–5) — Rating x 1 (Rating x 3)R Rating x 200¥
Body (Rating 1–5) — Rating x 1 (Rating x 3)R Rating x 250¥
Coordination (Rating 1–5) — Rating x 1 (Rating x 3)R Rating x 250¥
Cyberlimb Accessories Essence Capacity Avail Cost
Cyberarm Gyromount — [4] 12F 6,000¥
Cyberarm Slide — [8] 12R 3,000¥
Cyber Holster — [7] 8R 2,000¥
Hydraulic Jacks (Rating 1–5) — [Rating per limb] 9 Rating x 2,000¥ (total)
Large Smuggling Compartment — [5] 20R 100,000¥

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Example: Lazarus is casting Petrify at an unsuspecting clubgoer. He has Charisma 3 and


Petrify 3, and has the "Blood Magic" restriction on Petrify. Lazarus cuts his arm with a small
razor, adding one more scar to the collection. He then mutters a few words as the blood
drips. The clubgoer looks perplexed, but before she can react, her smile slowly freezes in
place, and she cannot move.

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Example: Silka wishes to learn Acid Stream, an Instant, Single-target spell. The base cost for
this spell is 5 Karma, +5 more for being a LOS spell. There are no additional modifiers
since it is of instant duration. The total cost to learn Acid Stream, in Karma points, is 10
Karma. If she had been purchasing it during character creation, it would have cost 2 Build
points.
Example 2: During character creation, Slake's player wants Slake to know the spell Fling,
an Instant, LOS Manipulation spell. The base cost for this spell is 3 Build Points, +1 for the
spell to be Line-of-Sight (LOS). The Instant duration costs no additional points. The total BP
cost of the spell is 4 points.

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The following list details the ORE conversion information for Shadowrun 4th Edition spirits and totems.

Example: A Force 3 Spirit of Earth swings its rocky fist at Silka's head. The Spirit has the skill
Unarmed Combat at 3, so the dice pool is Force + Unarmed Combat, or 5d.

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