Shadowrun 3rd Edition

51 downloads 801 Views 3MB Size Report
Shadowrun, Third Edition is a complete rulebook for gamemasters and players. ... Shadowrun, Third Edition updates, revises, expands and clarifies rules from ...
file ple m

The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged—the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner—a street operative.

Sa

You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner— a professional. You don't just survive in the shadows—you thrive there … for now.

Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.

Sa

m

ple

file

®

Fantasy Productions

TABLE OF CONTENTS

SEE HOW THEY RUN AND SO IT CAME TO PASS …

14 22

Slouching Toward Apocalypse (1999–2010) The Resource Rush and Lone Eagle Japan, Inc. VITAS—The New Black Death 2011—The Year of Chaos If It’s Tuesday, This Must Be the UCAS (2012–2018) The Indian War and the Great Ghost Dance The Treaty of Denver Welcome to Our World (2018–2029) Goblinization In Other News … The Crash of ’29 Secession and War (2030–2037) Corporate Machinations (2033–2048) Humans and Metas— From Bad to Worse (2036–2046) Life on the Cutting Edge (2049–2060) Bug City Election Fever Corp War 2060 and Beyond

GAME CONCEPTS Playing Shadowrun The Abstract Nature of Rules Making Tests Making Dice Rolls Different Types of Tests Time Combat Turns Actions Shadowrunning by the Numbers The Concept Race Attributes Initiative Magic Skills

2

24 24 25 25 25 26 27 28 28 29 29 30 30 31 33 33 33 34 34 35

36 36 36 38 38 39 39 39 40 40 40 40 40 42 42 43

Shadowrun, Third Edition

43 44 45 46 46 46 46 47 47 48 49 50 50

CREATING A SHADOWRUNNER

52

Sample Characters Building a Shadowrunner The Priority System Choosing Your Race Choosing Magical Abilities Choosing Attributes Assigning Skills Assigning Resources Finishing Touches Sample Characters Using Sample Characters

52 54 54 54 54 55 57 60 62 64 64

file

8 8 8 10 10 10 11 11 12

SKILLS

ple

The Basics What’s New? What Is a Roleplaying Game? Getting Started Roleplaying Shadowrun What Runners Do Basic Runner Types Settings Shadow Activity

Dice Pools Gear Contacts Lifestyle Condition Monitor Karma Finishing Touches Metahumanity Dwarfs Elves Humans Orks Trolls

Base Skills Active Skills Knowledge Skills Language Skills Skill Ratings Specialization Defaulting The Defaulting Process Limits on Defaulting Active Skill Categories Build/Repair Skills Combat Skills Magical Skills Physical Skills Social Skills Technical Skills Vehicle Skills About Knowledge Skills Choosing Knowledge Skills Street Knowledge Academic Knowledge Sixth World Knowledge Background Knowledge Interests About Language Skills Lingos Reading and Writing Using Skills Skill Tests Taking the Time Using Charisma-Linked Skills Racism

m

6 7

Sa

INTRODUCTION WELCOME TO THE SHADOWS

81 81 81 82 82 82 82 84 84 85 85 85 85 87 87 87 88 88 89 89 90 90 90 90 90 91 91 91 91 91 92 92 92

Cyberware and Social Interaction Armor and Society Negotiation and Leadership Interrogation and Intimidation Etiquette Instruction Using Build/Repair Skills Using Stealth Using Knowledge Skills Using Language Skills Complementary Skills Creating Your Own Skills

COMBAT Initiative Determining the Order Combat Turn Sequence 1. All Dice Pools Refresh 2. Determine Initiative 3. Characters Take Action in Their Combat Phase 4. Begin a New Combat Turn Using Dice Pools Combat Pool The Combat Phase Declaring Actions Free Actions Simple Actions Complex Actions Movement Movement Rate Walking Running Interception Surprise Ranged Combat Resolving Ranged Combat Range and Base Target Number Situational Target Modifiers Attacker Success Test Dodge Test Damage Resistance Test Determine Outcome Apply Damage Called Shots Damage Codes Firearms Single-Shot Mode Semi-Automatic Mode Burst-Fire Mode Full-Auto Mode Ammunition Reloading Firearms Shotguns Projectile Weapons Strength Minimum Rating Projectile Weapon Types Grenades Missile Launchers

93 93 93 93 94 95 95 95 96 97 97 97

100 100 102 103 104 104 104 104 104 104 104 104 104 105 105 107 108 108 108 108 108 108 109 109 109 110 113 113 113 113 114 114 114 114 114 115 115 115 116 117 117 117 117 118 118 120

130 130 130 132 132 132 132 133 133 133 133 133 133 133 133 133 134 135 135 135 136 138 138 138 140 141 145 145 145 145 145 148 149 149 149 150

150 150 151 151 151 151 151 152 153 153 154 156 157

158

Mana The Magic Attribute Force Magicians Full Magicians Aspected Magicians Magical Skills Exclusive Actions Drain Noticing Magic The Shamanic Tradition Totems The Shamanic Lodge The Hermetic Tradition Hermetic Libraries The Hermetic Circle Adepts Adept Powers The Astral Plane Astral Perception Astral Projection Astral Barriers Astral Combat Astral Tracking Sorcery Spells Spell Pool Learning Spells Spellcasting Spell Defense Dispelling Conjuring Nature Spirits Elementals Conjuring Drain Spirit Forms Spirit Combat Controlling Banishing Astral Conjuring Foci Form Bonding Activation Spell Foci Spirit Foci Power Foci Sustaining Foci Weapon Foci Street Grimoire

file

130

MAGIC

ple

About Riggers Vehicle Attributes Handling Speed Acceleration Body Armor Signature Autonav Pilot Sensor Cargo Factor Load Seating Entry Points Special Vehicle Ratings The Driving Test Sensors System Components and Sensor Ratings Sensor Tests Sensor and Remote Deck Ranges Electronic Countermeasures (ECM) Vehicle Combat The Maneuver Score Vehicle Combat Turn Sequence Vehicle Actions Multiple Vehicle Combat Passenger Actions During Vehicle Combat Vehicle Damage Rigger Damage Vehicle Damage from Impact Colliding with Objects Vehicle Damage from Weapons Repairing Vehicles Vehicles and Magic Elemental Manipulation Spells Spells Against Characters

in Vehicles Vehicles and Natural Domains Riggers and Spirits Casting Magic from Vehicles Astral Projection from Vehicles Vehicle Gunnery Manual Gunnery Sensor-Enhanced Gunnery Using Drones About Drones Remote-Control Networks Actions Issuing Commands

m

VEHICLES AND DRONES

120 120 120 122 122 123 123 123 123 123 124 124 124 124 125 125 125 125 126 126 129 129

Sa

Resolving Rocket and Missile Fire Melee Combat Melee Combat Weapons Resolving Melee Combat Attacker’s Success Test Defender’s Success Test Compare Successes Determine Damage Damage Resistance Test Full Defense Knockdown Shock Weapons Barriers Firing Through Breaking Through Damage and Healing Types of Injury Applying Damage Condition Levels Healing Using Biotech Magical Characters and Damage

158 158 160 160 160 160 160 160 161 161 161 161 166 167 167 167 168 168 171 171 172 174 174 177 177 178 180 180 181 183 184 184 184 186 188 188 188 189 189 189 189 189 190 190 190 190 190 191 191 191

Combat Spells Detection Spells Health Spells Illusion Spells Directed Illusion Spells Indirect Illusion Spells Manipulation Spells Control Manipulations Elemental Manipulations Telekinetic Manipulations Transformation Manipulations

THE MATRIX Accessing the Matrix Jackpoints Icons Seeing the Matrix Grids and Hosts Regional Telecommunications

Grids (RTG) Local Telecommunications

Grids (LTG) Private LTGs Hosts Matrix Topology System Access Nodes Distributed Databases System Ratings Intrusion Difficulty Security Rating Security Codes Subsystem Ratings Rating Format Cyberdecks Deck Ratings Hardening Active Memory Storage Memory I/O Speed Response Increase Detection Factor The Hacking Pool Cyberterminals Accessories Running the Matrix Movement in the Matrix Matrix Perception Non-Combat Actions System Tests System Operations on Grids Security Tally Security Sheaves Grid Security Tallies Alerts Host/Grid Reset Triggering IC Proactive vs. Reactive Crashing IC IC Ratings Types of IC System Operations Interrogations Ongoing Operations Monitored Operations Operations Descriptions

Shadowrun, Third Edition

191

192

193

195

195

195

196

196

196

197

198

199

200

200

200

202

202

202

203

203

203

203

205

205

205

205

205

205

206

206

206

206

206

207

207

207

207

207

207

207

208

208

208

209

209

209

210

210

210

211

211

212

212

212

212

212

212

214

214

214

215

215

3

BEYOND THE SHADOWS Karma Awarding Karma Improving the Character Improving Attributes Improving Skills Learning New Skills Training Karma Pools Re-rolling Failures Avoiding an “Oops” Open Tests Buying Additional Dice Buying Successes Extended Actions The Hooper-Nelson Rule Hand of God Non-Player Characters

4

231 232 232 234 235 236 237 237 237 237 237 237 238 238 238 238 239 239 240 240 240 240 240 240 240 240 241 241 241

242 242 244 244 244 244 245 245 246 246 246 246 246 246 246 248 248 248

Shadowrun, Third Edition

248 248 249 250 251 251 252

253

Legwork Searching the Matrix Appropriate Contact Restrictions Contact Levels Level 1 Contact Level 2 Contact Level 3 Contact Fleshing Out Contacts Playing Contacts Favor for a Friend Sample Contacts Bartender Fixer Mechanic Mr. Johnson Talismonger Technician Sample Characters as Contacts

file

231

CONTACTS

SPIRITS AND DRAGONS

253 254 254 254 254 256 256 256 256 256 257 257 257 257 258 259 259 259

260

Powers Accident Animal Control Astral Armor Binding Concealment Confusion Engulf Enhanced Senses Fear Flame Aura Guard Hardened Armor Immunity Influence Innate Spell Magical Skills Materialization Movement Noxious Breath Psychokinesis Search Venom Vulnerability (Weakness) Combat Initiative Actions and Skills Dice Pools Spirits Elementals Nature Spirits Dragons

260 262 262 262 262 262 262 262 263 263 263 263 263 263 263 263 264 264 264 264 265 265 265 265 265 265 265 265 266 266 266 267

STREET GEAR

270

Gear Ratings and Statistics Racial Modifications Upgrading

270 272 272

ple

Perception Security Systems Physical Security Technical Security Maglocks Active Security Measures Magical Security Matrix Security Weapon Detection Fencing the Loot Finding A Fence The Loot The Meet SINless What’s in a SIN? Credsticks and ID Forging Credsticks and IDs Lifestyles of the Rich and Shadowy Luxury High Middle Low Squatter Streets Hospitalized Keeping Up the Payments Buying a Lifestyle Multiple Lifestyles Team Lifestyles

Dice Pools NPC Professionalism Toxins and Diseases Toxins Diseases Shadowrunning Tips for Less Stressful Shadowruns

m

RUNNING THE SHADOWS

220 220 220 221 222 222 222 223 223 223 224 226 227 227 228 230

Sa

Utilities Operational Utilities Special Utilities Offensive Utilities Defensive Utilities Cybercombat Cybercombat Sequence Initiating Combat Initiative Actions Combat Maneuvers Resolving Attacks Intrusion Countermeasures White IC Gray IC Black IC

Purchasing Gear Availability Street Index and Cost Legality Codes Making Legal Purchases Permits Hauling the Load Personal Weapons Impact Projectile Weapons Firearms Pistols Taser Weapons Submachine Guns Rifles Heavy Weapons Ammunition Reloading Firearms Firearm Accessories Explosives Armor Armor and Combat Pool Lifestyle Shelter Entertainment Personal Electronics Tools Surveillance and Security Vision Enhancers Communications Surveillance Measures Surveillance Countermeasures Security Devices Security Countermeasures Survival Gear Skillsofts and Chips Source and Object Code Cyberware Alphaware Headware Bodyware Cyberlimbs Cyberdecks and Programs Biotech Slap Patches Magical Equipment Vehicles Vehicle Control Adjustments Rigger Gear Ground Vehicles Boats Aircraft Military and

Restricted-Issue Vehicles Drones Vehicle Weapon Mounts Vehicle Weapons

272

272

273

273

273

273

274

275

276

276

276

277

277

277

279

279

280

280

282

283

285

285

285

285

286

288

288

288

288

289

291

292

293

293

295

295

296

296

297

300

301

303

303

305

305

305

305

306

306

306

306

306

307

307

307

SEATTLE AND

THE MODERN NORTHWEST

313

Seattle Seattle at a Glance Getting In and Around Government Law Enforcement Corporations

313

313

314

314

314

316

326

SHADOWRUN,

THIRD EDITION CREDITS

Shadowrun Created By Jordan Weisman

Bob Charrette

Paul Hume

Tom Dowd

L. Ross Babcock III

Sam Lewis

Dave Wylie

Third Edition Design, Writing and Develop­ ment Michael Mulvihill

with Robert Boyle

Additional Material By Randall Bills

(Matrix from original

material by Paul Hume)

Diane Piron-Gelman

(See How They Run) Steve Kenson (Magic, Spirits and Dragons, Seattle and the Modern Northwest) Jon Szeto (Vehicles and Drones) Second Edition Design and Development Tom Dowd First Edition Design Bob Charrette, Paul Hume and Tom Dowd The Cool Brigade Randall Bills, Robert Boyle, John Bride­ groom, Guido Hoelker (and the rest of the German playtesters … ), Dan “Flake” Gren­

file

INDEX

323 323 323 324 324 324 324 324

Playtesters John Bellando, Russ Bigham, David Buehrer, George Burke, John Carey, Lisa Chemleski, Bryan Covington, Wayne DeLisle, Michael DeVita, Adam Dolsen, Eric Duckworth, Daniel Ducret, Christi Ewart Jr., FAT­ GOP, Daniel Felts, Andy Frades, Tony Glinka, William Gold, Rocky Goodenough, Robert Habenicht, Mason Hart, Michael Hathaway, Cary Hill, Lyle Hinkley, Chris Hussey, David Hyatt, Will Jackson, Jonathan Jacobson, Erik Jameson, Ricky Jimenez, Matt Johnson, Sean Johnson, Jim “Loki” Jones, Adam Jury, Mara Kaehn, Brad Kercher, Lorne Kerlin, Craig Kne­ felkamp, Don Larkin, Seth Levine, Tim Link, Craig Loos, Eva Marie, Sean Matheis, Tim Mathena, Mark McKenna, Paul Meyer, Bill Michie, Dennis Jon Miller, Michael Miller, E. Mark Mitchell, Daniel Mooneyham, Linda Naughton, Mike Naughton, Justin Pinnow, Steven “Bull” Ratkovich, Max Rible, Kenna Rice, Kenneth Riehle, Cristina Rizen, Asher Rosenberg, Seth Rutledge, Angela Schaafs­ ma, Shayne Schelinder, Lonnie Schmidt, San­ dra Schmitz, Brian Schoner, Joe Shidle, Thomas Shook, Chris Siddle, Brian Skipper, Darci Stratton, Lori Tharp, Steven Tinner, Daniel Tomalesky, Richard Tomasso, Malik “Running Wolf” Toms, Ted Turrietta, Thomas Vielkanowitz, Joe Voelker, Sebastian Wiers, Jim Wong, Jon Wooley. Plus all the players the world over who helped shape Shadowrun over the years.

ple

Converting Characters Skills Dice Pools and Threat Ratings Magic Gear Converting Sourcebook Material Rigger 2 Virtual Realities 2.0

322 323

dell, Fred Hooper, Steve Kenson, Jim Nelson, Bryan Nystul, Mike Nielsen, Lou Prosperi, Douglas Quinto Reis and Luis Ricon (and all of the Brazilian playtesters), Jon Szeto, Sharon Turner Mulvihill and especially Jill Lucas and Mort Weisman

m

THE DEVELOPER’S SAY SOURCEBOOK UPDATES

317 318 319 319 319 319 319 320 320 320 321 321

Sa

Seattle in the Shadows Medical Facilities Newsnets Tribal Lands and Other Neighbors The Salish-Shidhe Council Salish Sinsearach Makah Cascade Crow Cascade Ork Tsimshian Tir Tairngire

Dedication I would like to dedicate this book to the man who taught me the importance of read­ ing and thus imagination. He taught me the importance of words and writing. He taught me the importance of self-confidence. He taught me most of all that nothing short of following my dreams was acceptable. Thanks, dad—I miss you. MM Shadowrun Line Developer Michael Mulvihill Editorial Staff Editorial Director Donna Ippolito Managing Editor Sharon Turner Mulvihill Associate Editor Diane Piron-Gelman Assistant Editors Robert Boyle Tara Gallagher

Production Staff Art Director Jim Nelson Graphic Design and Layout Fred Hooper & Jim Nelson Cover Illustrations Paul Bonner (front) Tom Baxa (back) Sample Character Illustrations Tom Baxa Jeff Laubenstein Jim Nelson Marc Sasso Mark Zug Interior Color Scenes Tom Baxa (p. 8), Peter Bergting (pp. 1 & 5), Clint Langley (pp. 2 & 3), Jeff Laubenstein (p. 6), Kevin McCann (pp. 4 & 7) Black and White Illustrations Janet Aulisio, Tom Baxa, Peter Bergting, Paul Bonner, Doug Chaffee, Tom Fowler, Fred Hooper, Mike Jackson, Clint Langley, Jeff Laubenstein, Larry MacDougall, Dave Martin, Jim Nelson, Mike Nielsen, Mark Nelson, Paolo Parente, Marc Sasso, Steve Prescott, Ron Spencer, Shane White, Karl Waller, Matt Wilson.

Shadowrun® is a Registered Trademark and Trademark of Wizkids LLC in the United States and/or other countries. The WK Games logo is a Trademark of WizKids LLC. Copyright© 1998–2005 WizKids LLC. All Rights Reserved. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission of the Copy­ right Owner, nor be otherwise circulated in any form other than that in which it is pub­ lished. Permission granted to photocopy for personal use only. Version 1.0 (January 2005), based on the Cor­ rected 13th printing (2005), with additional corrections. Published by FanPro LLC, Chica­ go, Illinois, USA. Find us online: [email protected] (email address for Shadowrun questions) http://www.shadowrunrpg.com (official Shadowrun web pages) http://www.fanprogames.com (FanPro web pages) http://www.wizkidsgames.com (WizKids web pages) http://www.studio2publishing.com (Studio 2 Publishing—Online Sales)

Shadowrun, Third Edition

5