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
Showing posts with label 5150. Show all posts
Showing posts with label 5150. Show all posts
Friday, July 13, 2012
5150: Shadowrun PDF Rules
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
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
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!
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.
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)
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)
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...
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...
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...
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