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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>N1GHTH4WK</title>
<link rel="stylesheet" href="css/normalize.min.css">
<link rel="stylesheet" href="css/style.css">
<link rel="icon" type="image/png" href="images/icon.png">
</head>
<body>
<header id="title">
<h1>N1ghth4wk</h1>
</header>
<section id="rules">
<h2 id="preface">Preface</h2>
<p>
Vanilla Shadowrun™ rules are complicated.
Not knowing whether the game is sufficiently balanced, I doubt the amount of complexity is needed for the game to be enjoyable.
6<sup>th</sup> Edition was supposed to simplify the rules, but was rushed and arrived broken beyond repair.
On my search for a <em>simpler</em> version, I discovered Shadowrun Anarchy.
Establishing its own, far simpler, rule set, Shadowrun Anarchy also draws lots of parallels to 5<sup>th</sup> Edition.
</p>
<p>
This project establishes the <em>homebrew</em> rules for my game sessions.
The rules are loosely based on Shadowrun Anarchy and subject to change.
There is neither fluff nor lore here, just mechanics; everything else is found in the <a href="#books">official books</a>.
</p>
<div id="references">
<ul class="plain">
<li class="screen-only">
<a href="https://w4rh4wk.github.io/n1ghth4wk/resources/n1ghth4wk.pdf">[PDF]</a> 
<a href="https://w4rh4wk.github.io/n1ghth4wk/resources/n1ghth4wk-book.pdf">[PDF Booklet]</a>
</li>
<li><a href="https://w4rh4wk.github.io/n1ghth4wk/resources/n1ghth4wk_character_sheet.pdf">[Character Sheet PDF]</a></li>
<li><a href="https://w4rh4wk.github.io/n1ghth4wk/resources/n1ghth4wk_character_sheet.odg">[Character Sheet ODF]</a></li>
</ul>
<ul class="plain">
<li><cite>[SRA]</cite>: Shadowrun Anarchy</li>
<li><cite>[SR5]</cite>: Shadowrun 5<sup>th</sup> Edition (5e)</li>
<li><cite>[SR6]</cite>: Shadowrun 6<sup>th</sup> Edition (6e)</li>
</ul>
</div>
<h2 id="narrations">Turns and Narrations</h2>
<p>
Each <strong>Turn</strong>, every player has a chance to play out and describe their character's actions, along with other elements of the story going on around them.
These descriptions are called <strong>Narrations</strong>, and as the game progresses these Narrations build on each other and form the story of the game. <cite>[SRA]</cite>
</p>
<p id="turn-order">
The <strong>Turn Order</strong> is situation dependent and may be adjusted by spending <a href="#plot-points">Plot Points</a>.
If push comes to shove, compare characters <span class="attr">A + E</span> <a href="#attributes">Attributes</a> to determine who goes first.
</p>
<h2 id="tests">Tests</h2>
<p>
6-sided dice are used to determine the outcome of certain actions.
A pool of dice is rolled and <strong>Hits</strong> are compared against a threshold stated in parenthesis or determined by the GM.
Tests against other characters are rolled as an opposed test, where the opposition sets the threshold for the actor.
To speed things up, the GM may use a fixed threshold instead of rolling for the opposition.
</p>
<ul class="plain">
<li>
<strong>Dice pool:</strong>
The dice pools for actor and opposition is determined by <a href="#attributes">Attributes</a>, <a href="#skills">Skills</a>, <a href="#amps">Amps</a>, and modifiers
</li>
<li>
<strong>Hits:</strong>
<span class="dice">⚄</span> and <span class="dice">⚅</span> count as Hits
</li>
<li>
<strong>Net Hits:</strong>
Hits exceeding the threshold are referred to as Net Hits
</li>
<li>
<strong>Glitch:</strong>
When <strong>more than half</strong> the number of dice rolled come up as <span class="dice">⚀</span>, something bad happens in addition to the regular outcome of the Test.
Glitches cannot happen on defense Tests.
</li>
<li>
<strong>Critical Glitch:</strong>
When a Glitch happens while not achieving a single Hit, something devastating happens.
</li>
</ul>
<table id="difficulty">
<thead>
<tr>
<th>Difficulty</th>
<th>Opposed Dice</th>
<th>Threshold</th>
</tr>
</thead>
<tbody>
<tr>
<td>Very Easy</td>
<td class="text-center">4 dice</td>
<td class="text-center">1</td>
</tr>
<tr>
<td>Easy</td>
<td class="text-center">6 dice</td>
<td class="text-center">2</td>
</tr>
<tr>
<td>Average</td>
<td class="text-center">8 dice</td>
<td class="text-center">3</td>
</tr>
<tr>
<td>Hard</td>
<td class="text-center">12 dice</td>
<td class="text-center">4</td>
</tr>
<tr>
<td>Extreme</td>
<td class="text-center">18 dice</td>
<td class="text-center">6</td>
</tr>
</tbody>
</table>
<h3 id="repeating-tests">Repeating Tests</h3>
<p>Most Tests can be repeated for an accumulative <strong>-2</strong> modifier.</p>
<h3 id="extended-tests">Extended Tests</h3>
<p>
Some Tests take far longer than a moment and therefore require the character to invest time.
An Extended Test accumulates Hits over multiple rolls to meet a given (high) threshold.
Extended Tests cannot last forever; at some point, characters reach the limit of their abilities.
Each roll beyond the first suffers an accumulative <strong>-1</strong> modifier.
When they run out of dice before meeting the threshold, the Test either fails or needs to be continued at a later point.
A fixed time interval is spent along with each roll. <cite>[SR5]</cite>
</p>
<p>
Glitches during an Extended Test nullify all Hits of the current roll.
A Critical Glitch can only occur on the first roll, in which case the task fails spectacularly.
</p>
<h3 id="teamwork-tests">Teamwork Tests</h3>
<p>
Outside combat, characters can work together to overcame various obstacles.
A Teamwork Test is done by selecting a leader who will do the majority of the work.
Other characters assist by rolling a corresponding Test.
Each Hit scored by the helpers grants a bonus die to the leader's dice pool.
The number of bonus dice is <strong>limited by the leader's Skill</strong> (or higher Attribute).
</p>
<h3 id="rounding">Rounding</h3>
<p>All divisions are <strong>round down</strong> unless stated otherwise.</p>
<h2 id="plot-points">Plot Points</h2>
<p>
Plot Points are tokens that can be redeemed for special effects.
Both, players and the GM, have the ability to spend Plot Points.
When a Plot Point is spent, the spender hands the token to the opposition.
</p>
<ul>
<li>Players <strong>begin</strong> the game <strong>with 2 Plot Points each</strong> and may be awarded more points by the GM</li>
<li>Players may have a <strong>maximum of 5 Plot Points</strong></li>
<li>Players can only spend one Plot Point at a time</li>
<li>The GM starts with 1 Plot Point, but can generate Plot Points for players as needed</li>
<li>The GM may not use Plot Points to directly aid or hinder a player</li>
<li>GM can only spend 1 Plot Point per Turn</li>
<li>GM can spend a Plot Point to influence the Turn Order</li>
</ul>
<p>Examples for special effects players can spend Plot Points on:</p>
<ul>
<li>Go first, bypassing the current <a href="#turn-order">Turn Order</a></li>
<li>Move further without sacrificing an action</li>
<li>Heal 1 <span class="cond">🄿</span> or <span class="cond">🅂</span> (see <a href="#health">Health</a>)</li>
<li>Gain 1 <a href="#edge">Edge Point</a></li>
<li>Take a hit for another character in close proximity</li>
</ul>
<h2 id="character-stats">Character Stats</h2>
<h3 id="attributes">Attributes</h3>
<table>
<tbody>
<tr>
<td class="attr text-center">S</td>
<td>Strength</td>
<td>Physical strength and constitution</td>
</tr>
<tr>
<td class="attr text-center">A</td>
<td>Agility</td>
<td>Core combat Attribute</td>
</tr>
<tr>
<td class="attr text-center">L</td>
<td>Logic</td>
<td>Core technology Attribute</td>
</tr>
<tr>
<td class="attr text-center">W</td>
<td>Willpower</td>
<td>Core magic Attribute</td>
</tr>
<tr>
<td class="attr text-center">C</td>
<td>Charisma</td>
<td>Core social Attribute</td>
</tr>
</tbody>
</table>
<h3 id="edge"><span class="attr">E</span> Edge</h3>
<p>
Edge is a special Attribute that represents a character's luck.
Characters start each day with a number of <strong>Edge Points</strong> equal to their <span class="attr">E</span>.
They can spend an Edge Point in one the following ways to augment a roll.
</p>
<ul class="plain">
<li><strong>Before roll:</strong> +1 die and <span class="dice">⚃</span> also counts as a Hit</li>
<li><strong>After roll (no Glitch):</strong> Reroll all dice that did not come up as Hits</li>
<li><strong>After roll (Glitch):</strong> Nullify a Glitch or turn a Critical Glitch into a Glitch</li>
</ul>
<h3 id="essence">Essence</h3>
<p>
Essence determines how <em>natural</em> your character is.
Essence starts at 6 for all characters and is reduce by certain <em>unnatural</em> <a href="#amps">Amps</a> like Cyberware.
For every full point of Essence lost, an accumulative -1 modifier is added to magic- and healing-related Tests.
</p>
<ul class="plain">
<li><strong>Cyberware:</strong> -1 Essence</li>
<li><strong>Bioware:</strong> -0.5 Essence</li>
</ul>
<h3 id="skills">Skills</h3>
<ul class="plain skilllist">
<li>
<strong>Strength:</strong>
<ul class="plain">
<li><strong>Athletics:</strong> Running, jumping, swimming, …</li>
</ul>
</li>
<li>
<strong>Agility:</strong>
<ul class="plain">
<li><strong>Close Combat:</strong> Armed & unarmed melee combat, …</li>
<li><strong>Projectile Weapons:</strong> Bows, throwing weapons, …</li>
<li><strong>Firearms:</strong> Pistols, shotguns, submachine guns, and rifles</li>
<li><strong>Heavy Weapons:</strong> Machine guns, assault cannons, missile launchers, …</li>
<li><strong>Vehicle Weapons:</strong> Vehicle-mounted guns, drone-mounted guns, …</li>
<li><strong>Stealth:</strong> Sneaking, palming, and pickpocketing</li>
<li><strong>Escape Artist:</strong> Escaping bindings, shaking a tail, …</li>
<li><strong>Pilot (Ground):</strong> Cars, trucks, bikes, tanks, drones, …</li>
<li><strong>Pilot (Other):</strong> Boats, planes, …</li>
</ul>
</li>
<li>
<strong>Willpower:</strong>
<ul class="plain">
<li><strong>Sorcery:</strong> Spellcasting, ritual spellcasting, enchanting, and counterspelling
<li><strong>Conjuring:</strong> Summoning & banishing spirits</li>
</li>
<li><strong>Astral Combat:</strong> Astral/spirit combat; Astral plane only</li>
<li><strong>Survival:</strong> Wilderness survival, navigation, …</li>
</ul>
</li>
<li>
<strong>Logic:</strong>
<ul class="plain">
<li><strong>Biotech:</strong> First aid, medicine, and cybertechnology</li>
<li><strong>Hacking:</strong> Computer hacking and cybercombat</li>
<li><strong>Electronics:</strong> Computer hardware & software</li>
<li><strong>Engineering:</strong> Mechanics</li>
<li><strong>Tracking:</strong> Physical tracking, Matrix tracking, shadowing, …</li>
<li><strong>Tasking:</strong> Summoning sprites, threading complex forms</li>
<li><strong><i>Knowledge Skills</i></strong></li>
</ul>
</li>
<li>
<strong>Charisma:</strong>
<ul class="plain">
<li><strong>Con:</strong> Con artistry, acting, performance, etiquette, …</li>
<li><strong>Intimidation:</strong> Influence, interrogation, torture, …</li>
<li><strong>Negotiation:</strong> Bargaining, diplomacy, …</li>
<li><strong>Disguise:</strong> Camouflage, cosmetics, costuming, …</li>
</ul>
</li>
</ul>
<p>
This list is not exhaustive.
New Skills can be added on the fly as the GM sees fit.
</p>
<p id="untrained">
Most Skills can be used even when a character has not invested a single point into them.
Such <strong>untrained</strong> Tests simply roll the associated Attribute.
</p>
<p id="perception">
<strong>Perception</strong> is not a Skill, roll <span class="attr">L + W</span> for a Perception Test.
(<span class="attr">L + W</span>) / 3 can be used for <em>passive</em> Perception.
</p>
<p id="specialization">
A character can <strong>specialize</strong> in certain aspects of a (trained) Skill (e.g. Pistols of the Firearms Skill).
A specialization grants a <strong>+2</strong> modifier to associated Tests.
</p>
<h3 id="qualities">Qualities</h3>
<p>
Qualities are additional character traits that come in positive and negative forms.
Characters typically start out with 2 positive and 1 negative Quality.
</p>
<h3 id="amps">Amps</h3>
<p>
Every more-human-than-human improvement to your character is handled as an Amp.
Ranging from cybernetic implants (Cyberware) to Spells, to Cyberdecks, etc.
</p>
<h3 id="health">Health</h3>
<p>
Health is represented by <em>Condition Monitors</em>, which come in two forms, Physical and Stun.
Each Condition Monitor consists of a number of boxes (<span class="cond">🄿</span> / <span class="cond">🅂</span>).
When you take damage, you cross out the corresponding number of <span class="cond">🄿</span> or <span class="cond">🅂</span> boxes.
</p>
<ul>
<li>Characters have 8 + <span class="attr">S</span> / 2 (round up) boxes of <span class="cond">🄿</span></li>
<li>Characters have 8 + <span class="attr">W</span> / 2 (round up) boxes of <span class="cond">🅂</span></li>
<li>For every 3 crossed-out boxes per Condition Monitor, an accumulative -1 modifier is added to all Tests</li>
<li>When all boxes on one Condition Monitor are exhausted, the character becomes unconscious</li>
<li>Stun damage carries over as Physical damage once the Stun Condition Monitor is exhausted</li>
<li>
When a character receives Physical damage after the Physical Condition Monitor is exhausted, they must make an <span class="attr">S + E</span> (1) Test, increasing the <a href="#difficulty">difficulty</a> each time they receive damage.
If they fail the Test, the character is dead.
</li>
</ul>
<p id="healing">Characters can be <strong>healed</strong> using appropriate equipment in combination with a Biotech (2) Test, and/or with magic.</p>
<ul>
<li>Each Net Hit on the Biotech Test heals 1<span class="cond">🄿</span> or 1<span class="cond">🅂</span></li>
<li>First Aid can only be applied within 1 hour</li>
<li>Biotech and healing magic can each be applied only once per combat encounter</li>
</ul>
<h3 id="armor">Armor</h3>
<p>
Armor reduces Physical and Stun damage.
Each armor box <span class="cond">🄰</span> can consumes 1 point of damage.
Physical damage destroys armor in the process — Stun damage does not.
</p>
<ul>
<li>Armor cannot be restored during combat</li>
<li>Armored clothing cannot be combined</li>
<li id="armor-penetration">
Attacks that have <var>n</var> <strong>Armor Penetration (AP)</strong> ignore <var>n</var><span class="cond">🄰</span> when dealing damage.
Ignored armor remains intact.
</li>
<li id="armor-avoidance">Attacks featuring <strong>Armor Avoidance (AA)</strong> make Net Hits count as Armor Penetration instead of bonus damage</li>
</ul>
<p id="armor-plates">
<strong>Armor Plates</strong> are what makes armor consume damage.
Armor Plates can be replaced to restore damaged armor.
</p>
<ul>
<li>1 Armor Plate corresponds to 3<span class="cond">🄰</span></li>
<li>Armor Plates are universal and can be exchanged between different armor</li>
</ul>
<h3 id="device-rating">Device Rating</h3>
<p>
Devices and gear commonly feature a Device Rating indicating its level of quality.
The Device Rating is used as threshold and Attribute(s) for Tests.
</p>
<h2 id="combat">Combat</h2>
<h3 id="actions">Actions</h3>
<p>
A character can take either 2 Simple Actions or 1 Complex Action, in addition to their Bonus Action.
A general limit of <strong>one attack action per Turn</strong> is imposed.
Though, certain Amps allow you to exceed this limit.
</p>
<ul class="plain">
<li>
<strong>Simple Action:</strong>
Fire weapon (projectile / firearm), draw holstered weapon, pick up / put down / throw object, observe in detail, command spirit, …
</li>
<li>
<strong>Complex Action:</strong>
Fire weapon (heavy / mounted), melee attack, interacting with the matrix, going in / out of VR, cast spell, summon, astral projection, …
</li>
<li>
<strong>Bonus Action:</strong>
Drop object, drop prone, speak, quick draw, …
</li>
</ul>
<p id="movement">
Characters can freely move 5 meters, spend a Simple Action to move 10 meters, or spend a Complex Action to sprint 20+ meters.
Sprint entails an Athletics check where each Hit grants you 1 additional meter of movement.
</p>
<h3 id="attack-defense">Attack & Defense</h3>
<p class="text-center"><span class="attr">A</span> + Skill vs. <span class="attr">A + L</span></p>
<ul>
<li>Net Hits result in additional points of damage</li>
<li>Unarmed Combat inflicts <span class="attr">S</span> / 2 Stun damage</li>
</ul>
<h3 id="firing-modes">Firing Modes</h3>
<p>Some weapons come with additional firing modes that augment your attack.</p>
<ul class="plain">
<li>
<strong>Burst Fire <var>n</var>:</strong>
Increase damage by <var>n</var> for each die removed from the dice pool.
</li>
<li>
<strong>Full Auto:</strong>
Attack multiple targets in close proximity by distributing your hits among them.
</li>
<li>
<strong>Suppressive Fire:</strong>
Force targets to hide behind cover or drop prone.
Each target defends with <span class="attr">L + W</span>.
Distribute your hits among targets in close proximity.
The attack does no damage.
Suppressive Fire can only be reused after 2 turns.
</li>
</ul>
<h3 id="hacking">Hacking</h3>
<p class="text-center"><span class="attr">L</span> + Hacking vs. <span class="attr">L</span> + Firewall</p>
<ul>
<li>VR grants a +2 modifier to all related Tests</li>
<li>Matrix Stun damage always applies to the Cyberdeck's Condition Monitor</li>
<li>Matrix Physical damage is applied to the decker as Stun damage when in VR (armor is ignored), to the Cyberdeck otherwise</li>
</ul>
<h3 id="technomancers">Technomancers</h3>
<ul>
<li>Use <span class="attr">L + L</span> for Matrix Defense</li>
<li>Sprites can be summoned with the Hacking Skill</li>
<li>Only 1 Sprite can be summoned at the same time</li>
<li>Technomancers deal <span class="attr">L</span> points of damage when attacking a Sprite directly</li>
</ul>
<h3 id="vehicle-drone-combat">Vehicle / Drone Combat</h3>
<ul>
<li>Vehicles / drones use <span class="attr">A + L</span> of the driver to defend</li>
<li>VR grants a +2 modifier to all related Tests</li>
</ul>
<h3 id="spells">Spells</h3>
<ul>
<li>Attack Spells typically state how to defend</li>
<li>Only 1 Spell can be sustained at a time</li>
<li>Damage from Astral Combat is applied as Stun damage</li>
</ul>
<h3 id="spirits">Spirits</h3>
<ul>
<li>Only 1 spirit can be conjured at a time</li>
<li>Spirits are armored against non-magical attacks (mundane Armor Penetration is ineffective)</li>
<li>Attack Spirits using <span class="attr">W</span> + Close Combat ignores armor and applies unarmed damage</li>
</ul>
<h3 id="conditions">Conditions</h3>
<ul class="plain">
<li><strong>Sprinting:</strong> +3 to ranged Defense Tests</li>
<li><strong>Prone:</strong> -3 to Defense Tests within melee range, +3 to Defense Tests beyond melee range, movement halved</li>
<li><strong>Cover:</strong> +3 to Defense Tests beyond melee range (directional)</li>
<li><strong>Full Cover:</strong> +6 to Defense Tests beyond melee range (directional), breaks line of sight</li>
<li><strong>Dazed:</strong> Character can only take one Simple Action per Turn</li>
<li><strong>Shocked:</strong> Character can only take one Bonus Action per Turn and can't move</li>
<li>
<strong>Bleeding:</strong>
Character takes 1 P damage per Turn (armor is ignored).
Biotech (1) Test can be used to stop the bleeding and apply a bandage (takes 2 Turns).
</li>
<li>
<strong>Burning:</strong>
Character takes 2 P damage per Turn.
Flames can be put out by dropping prone (Bonus Action) and using a Complex Action.
</li>
</ul>
</section>
<section id="gear">
<h2>Guns, Lots of Guns</h2>
<p>
This section establishes the base values for most gear.
Specific items and modifications are added over time.
</p>
<h3>Weapons</h3>
<p>
Range modifiers are state as loose categories from melee range to <em>far</em>.
A – means that the weapon cannot be used at this range.
</p>
<table>
<tbody>
<tr>
<th colspan="3">Close Combat</th>
</tr>
<tr>
<td>Knives</td>
<td>P S / 2 + 1</td>
<td>0/–/–/–/–</td>
</tr>
<tr>
<td>Clubs</td>
<td>P S / 2 + 2</td>
<td>0/–/–/–/–</td>
</tr>
<tr>
<td>Swords</td>
<td>P S / 2 + 3</td>
<td>0/–/–/–/–</td>
</tr>
<tr>
<th colspan="3">Projectile Weapons</th>
</tr>
<tr>
<td>Throwing Weapons</td>
<td>P S / 2 + 1</td>
<td>0/-3/-3/–/–</td>
</tr>
<tr>
<td>Grenades</td>
<td>P 12</td>
<td>0/0/-3/–/–</td>
</tr>
<tr>
<td>Stun Grenades</td>
<td>S 10</td>
<td>0/0/-3/–/–</td>
</tr>
<tr>
<th colspan="3">Firearms</th>
</tr>
<tr>
<td>Tasers</td>
<td>S 5</td>
<td>0/-4/–/–/–</td>
</tr>
<tr>
<td>Light Pistols</td>
<td>P 5</td>
<td>0/0/-2/–/–</td>
</tr>
<tr>
<td>Heavy Pistols</td>
<td>P 6</td>
<td>0/0/-2/–/–</td>
</tr>
<tr>
<td>Machine Pistols</td>
<td>P 6</td>
<td>0/0/-4/–/–</td>
</tr>
<tr>
<td>Shotguns</td>
<td>P 9</td>
<td>-3/0/-3/–/–</td>
</tr>
<tr>
<td>Submachine Guns</td>
<td>P 6</td>
<td>-2/0/0/–/–</td>
</tr>
<tr>
<td>Assault Rifles</td>
<td>P 8</td>
<td>-4/0/0/-2/–</td>
</tr>
<tr>
<td>Sniper Rifles</td>
<td>P 9</td>
<td>-4/-2/0/0/0</td>
</tr>
<tr>
<th colspan="3">Heavy Weapons</th>
</tr>
<tr>
<td>Machine Guns</td>
<td>P 8</td>
<td>-6/0/0/0/0</td>
</tr>
<tr>
<td>Launcher</td>
<td>P 12</td>
<td>–/-3/0/0/–</td>
</tr>
</tbody>
</table>
<h3>Weapon Mods</h3>
<ul class="plain">
<li>
<strong>Smartlink:</strong>
+2 dice modifier on attacks
</li>
</ul>
<h3>Armor</h3>
<table>
<tbody>
<tr>
<td>Armor Clothing</td>
<td><span class="cond">🄰</span> 6</td>
<td>+1 Defense, +1 Initiative</td>
</tr>
<tr>
<td>Actioneer Business Clothes</td>
<td><span class="cond">🄰</span> 6</td>
<td>+1 Social Tests</td>
</tr>
<tr>
<td>Armor Vest</td>
<td><span class="cond">🄰</span> 9</td>
</tr>
<tr>
<td>Armor Jacket</td>
<td><span class="cond">🄰</span> 12</td>
<td>-1 Defense, -1 Initiative</td>
</tr>
</tbody>
</table>
<h3>Spells</h3>
<ul class="plain">
<li>
<strong>Confusion:</strong>
</li>
<li>
<strong>Levitate:</strong>
</li>
<li>
<strong>Stunbolt:</strong>
</li>
<li>
<strong>Heal:</strong>
</li>
</ul>
<h3>Positive Qualities</h3>
<ul class="plain">
<li>
<strong>Indomitable [Spell]:</strong>
Reroll up to 2 dice.
</li>
<li>
<strong>Fame [Location]:</strong>
+2 dice modifier on the very first social test against the target.
</li>
</ul>
<h3>Negative Qualities</h3>
<ul class="plain">
<li>
<strong>Addiction:</strong>
Cumulative -1 dice modifier to all tests for every 12 hours of deprivation.
</li>
</ul>
</section>
<section id="books">
<h2>Books</h2>
<p>
While Shadowrun Anarchy serves as the base for this variation, 5<sup>th</sup> Edition Core Books still provide a lot of interesting content.
Mechanics and gear can be adapted to work with this version.
6<sup>th</sup> Edition Core Books provide even more content.
However, their mechanics might better be ignored.
</p>
<p>
Source Books describe various aspects of the world; Plot Books tell the story of Shadowrun.
Adventures & Missions provide resources for running the game.
The Gear section gives you even more equipment beyond what's in the Core Books.
</p>
<table>
<tbody>
<tr>
<th colspan="2">Core Books</th>
</tr>
<tr>
<td>Shadowrun Anarchy</td>
<td>
Alternate Shadowrun rule set.
Sometimes referred to as the rules-lite version.
</td>
</tr>
<tr>
<td>Shadowrun 5e</td>
<td>
5e Rulebook.
Includes a good selection of qualities, spells, and gear.
</td>
</tr>
<tr>
<td>Run Faster</td>
<td>
5e Player Handbook.
Provides additional metatypes, qualities, etc.
Also includes <em>construction kits</em>.
</td>
</tr>
<tr>
<td>Run & Gun</td>
<td>
5e Combat Rulebook.
This book also serves as Arsenal.
</td>
</tr>
<tr>
<td>Data Trails</td>
<td>5e Matrix Handbook</td>
</tr>
<tr>
<td>Rigger 5.0</td>
<td>
5e Rigger Handbook.
Includes various modifications for drones and vehicles.</td>
</tr>
<tr>
<td>Chrome Flesh</td>
<td>
5e Augmentation Handbook.
Contains a selection of qualities, cyberware, bioware, and more.
</td>
</tr>
<tr>
<td>Street Grimoire</td>
<td>
5e Magic Rulebook.
Provides even more spells, and spirits.
</td>
</tr>
<tr>
<td>Shadowrun 6e</td>
<td>6e Rulebook</td>
</tr>
<tr>
<td>Firing Squad</td>
<td>6e Combat Rulebook</td>
</tr>
<tr>
<td>Double Clutch</td>
<td>6e Rigger Rulebook</td>
</tr>
<tr>
<td>Street Wyrd</td>
<td>6e Magic Rulebook</td>
</tr>
<tr>
<th colspan="2">Source Books</th>
</tr>
<tr>
<td>Power Plays</td>
<td>6e Corporations</td>
</tr>
<tr>
<td>Collapsing Now</td>
<td>6e Provides Information on Organizations and Runners</td>
</tr>
<tr>
<td>Better Than Bad</td>
<td>5e Deep Shadows Sourcebook</td>
</tr>
<tr>
<td>Hard Targets</td>
<td>5e Deep Shadows Sourcebook</td>
</tr>
<tr>
<td>Cutting Aces</td>
<td>5e Guide to Con Artistry</td>
</tr>
<tr>
<td>The Complete Trog</td>
<td>5e Orks and Trolls</td>
</tr>
<tr>
<td>The Neo-Anarchist Streetpedia</td>
<td>6e Collection of Sixth World Knowledge</td>
</tr>
<tr>
<td>No Future</td>
<td>6e Culture</td>
</tr>
<tr>
<td>Attitude</td>
<td>4e Culture</td>
</tr>
<tr>
<td>Seattle 2072</td>
<td>4e Definitive Seattle</td>
</tr>
<tr>
<td>Howling Shadows</td>
<td>5e Critter Handbook</td>
</tr>
<tr>
<td>Parazoology</td>
<td>4e Critter Supplement</td>
</tr>
<tr>
<td>Parazoology 2</td>
<td>4e Critter Supplement</td>
</tr>
<tr>
<td>Parabotany</td>
<td>4e Flora</td>
</tr>
<tr>
<td>Parageology</td>
<td>4e Magic Supplement</td>
</tr>
<tr>
<th colspan="2">Plot Books</th>
</tr>
<tr>
<td>Cutting Black</td>
<td>2080 — Backstory for 30 Nights</td>
</tr>
<tr>
<th colspan="2">Adventures & Missions</th>
</tr>
<tr>
<td>Free Seattle</td>
<td>2080 — Introductory adventure</td>
</tr>
<tr>
<td>30 Nights</td>
<td>2080 — A month long citywide blackout hits Toronto</td>
</tr>
<tr>
<td>Assassins Night</td>
<td>2080 — Detective work in Barcelona</td>
</tr>
<tr>
<td>The Third Parallel</td>
<td>2080 — Denver campaign</td>
</tr>
<tr>
<th colspan="2">Gear</th>
</tr>
<tr>
<td>Arsenal (+Errata)</td>
<td>4e Gear Rulebook</td>
</tr>
<tr>
<td>Gun Heaven</td>
<td>4e Weapon Supplement</td>
</tr>
<tr>
<td>Gun Heaven 2</td>
<td>4e Weapon Supplement</td>
</tr>
<tr>
<td>Gun Heaven 3</td>
<td>5e Weapon Supplement</td>
</tr>
<tr>
<td>Krime Katalog</td>
<td>6e Weapons / Vehicles Supplement</td>
</tr>
<tr>
<td>Used Car Lot</td>
<td>4e Groundcraft Supplement</td>
</tr>
<tr>
<td>Deadly Waves</td>
<td>4e Watercraft Supplement</td>
</tr>
<tr>
<td>Unfriendly Skies</td>
<td>4e Aircraft Supplement</td>
</tr>
<tr>
<td>Mil Spec Tech</td>
<td>4e Ground- / Aircraft Supplement</td>
</tr>
<tr>
<td>Mil Spec Tech 2</td>
<td>4e Ground- / Aircraft Supplement</td>
</tr>
</tbody>
</table>
</section>
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