Showing posts with label 5150. Show all posts
Showing posts with label 5150. Show all posts

Friday, July 13, 2012

5150: Shadowrun PDF Rules

Hey All,

Finished my 5150: Shadowrun rules.  This adds meta-humans and Magic to 5150: New Beginnings.  Any feedback would be appreciated!

http://www.hotk.org/5150Shadowrun/5150shadowrun.pdf

Wednesday, July 11, 2012

5150: Shadowrun - Metahumans

Comments and suggestions welcome! :)

Shadowrun Meta-humans Characters and Grunts can be a meta-human type.

When generating grunts and PEFs roll on a 2D6.

 On a result of 11 or 12 roll 1D6 on the following table: 
1 Human
2 Dwarf
3 Ork
4 Troll
5 Elf
6 Human

When making a character you can pay to be a meta-human by spending 2 REP worth of items.
For example: a REP 5 character would spend 6 items to become a troll. Types:

Note: AA refers to Alien Attribute Tables and BA refers to Basic Attribute Tables. # is the position on the table

Elf

  • Charismatic (BA 2 #1)
  • Agile (BA 1 #1)
  • Rapid (AA 2 #3)

Troll
  • Infrared Vision (AA 1, #6)
  • Brick Wall  (AA 1, #1)
  • Dim  (BA 2, #5)
  • Brawler  (BA 1, #6)
Ork
  • Resilient  (BA 4, #6)
  • Shy [count as appearance]  (BA 5, #2)
  • Infrared Vision  (AA 1, #6)
Dwarf
  • Heightened Sense   (AA 1, #5)
  • Slow Mover   (AA 2, #5)
  • Tough   (BA 6, #4)

5150: Shadowrun - Magic Users

Here is my first draft of my Magic rules for my 5150: NB mod, 5150: Shadowrun, any feedback would be very much appreciated!

MAGIC
A Star or Grunt can be a magic user.

New Skill: Magic
(Chose the same as "How Proficient in Skill" pg 12)

If Magic = 3 or greater then the character is a full magic user (can cast spells)
If Magic = 1 or 2 then the character is an adept (no spells, uses magic similar to enhancements)

Every enhancement reduces the maximum magic skill by:

Enhancement              Magic Skill Max
   1                                  REP
   2                                  REP -1
   3                                  REP -2
   4                                  REP -3
   5                                  REP -4
   6                                  REP -5




And the magic skill die pool for checks by -1D6. When magic die pool = 0 then the character can no longer cast spells or use adept powers.
For example, a magic user with 2 enhancements will have a max magic skill of REP-1 and a penalty of -2d6 for all magic skill rolls.

Spells: (All spells require LOS).
Spells are selected from "Item" pool. A magic user can have a max number of spells of REP/2.

Direct Damage (e.g. Mana Bolt)
Area Damage (e.g. Hellblast)
Illusion (e,g, Invisibility)
Conjuring, Summoning (summon a spirit, basically allows to generate a grunt)
Protection (e.g. Bulletshield)
Counterspell, dispell
Movement (e.g. levitate)
Detection
Health
Manipulate (e.g. charm)


To cast a spell:
Choose spell force: +3D6, +2D6, +1D6

+3D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 as 1D6

+2D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 and 1D6 as 2D6

+1D6: no extra test needed

Roll Magic Skill + spell force

Pass:
0D6 - Spell casting fails


1D6 - Spell minor effect per spell description


2D6 - Spell major effect per spell description

--
Next up, spell descriptions!

Monday, June 11, 2012

5150: NB Grunt Cards

Just some cards I made for my 5150: NB game.

Let me know what you think! I plan on adding a whole bunch... that way I can just pull a card when my stars encounter PEFs...







Monday, June 4, 2012

5150: New Beginnings as Shadowrun - Solo play - First Job

Well, I've been going through my 5150:NB.  Got a character made and started to roll up the first job.  I'll be playing solo.

I'm using the Shadowrun universe.

First, my character:

Name: Jovan Cross
Race: Human
Gender: Male
REP: 5

Class: Merc
Motivation: Profit

Attributes:
Steely Eyes
Resilient

Skills:
Fit 5
People 3
Savvy: 4
Sci: 0

Profession: Merc
Field of Expertise: Small Unit Tactics

Armored Jacket

Wpns: Assault Rifle, BA SMG, BA Pistol, Flash Bang

Cyberware:
Targeting Computer
Lock On (Smartlink)
CPU 7
-Lightning Reflexes
-Data Storage


Jobs that came up through my Fixer:

Medium Size Corporate Executive for a Break/Entering for a specific Item
Me: 1 Success  Him: 2 Successes

Not Hired, but can interview again

Embassy for Security
Me: 3 Successes Them: 2 Successes

Hired - Job Accepted

Local Government for Security
Me: 2 Successes Them: 1 Successes

Offered - Job Not Accepted

--

Embassy Job:

Who: Tir Tairngire Diplomat
Where: Downtown Seattle at the Tir Tairngire Embassy
What: Security
Pay: 6 Items
Threat: Assassins (Mercenaries)

When: 0300 hours
Law Level: 5

Weather: Inclement all encounter, LOS reduced to 6"

--

Very excited about this job, going to run it in a couple of days...