SR5 Rules v1.2 - Danilo BR

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SR5 rules – By Danilo Br – v.: 1.

2
MATRIX
 Register Sprites:
 Condition Monitor (Device): 8 + (Device Rating/2) o (Sprite Level) hours
 Dumpshock: 6S  Coldsim o Register + Resonance[Level] v. Sprite Level x2
6P  Hotsim o Fading 2DV/hit (min 2DV)
o Sucefull (OS erased, Tasks = Net Hits)
Both: -2 Tests until (10-Willpower) minutes

Resist = Willpower + Firewall


 Matrix Actions:
 Biofeedback Damage (VR):
Coldsim  Stun o Brute Force: Cybercombat + Logic [Attack] v.
Hotsim  Physical Willpower + Firewall

Resist = Willpower + Firewall 2 MARKs > -4 3 MARKs > -10

 Technomancer Resist: 1DV = 2 Net hits (Resist: Device Rat +_Firewall)


Living Persona’s Device Rating + Firewall
Hop Grid: Defense Dice 4 Public Grid / 6 Global
 Matrix Action Fail:
Attack  Defense Test Net Hits = 1 Matrix Damage o Data Spike:
Sleaze  1 MARK on you Damage = Attack+(1Box/Net hit)+(2Box/MARK)
Resist: Device Rating + Firewall
 Overwatch Score:
= Hits on Defense Tests (attack or sleaze) + 2d6 (each 15 o Full Defense: -10 Initiative
min) Defense Test+Willpower (until end Combat Turn)

40 = Convergence  12 DV, Reboot, erase MARKs, o Hack on the fly: “Brute Force com Sleaze”
Dumpshock, Physical Location Hakcing + Logic [Sleaze] v. Intuition + Firewall
 in HOST: 3 MARKs + ICs
o Jack Out: Hardware + Willpower [Firewall] v.
 Number of Slave Capacity: Comlink or Deck (Device x3) Logic + Attack

 Spotting = Matrix Perception: Computer + Intuition [Data o Jam Signals: Electric Warfare + Logic [Attack]
Processing] (v. Logic + Sleaze) Hits raises Noise

 Silent Running (all tests -2): o Data Bomb:


after Spotting test: Computer + Intuituion [Data Software + Logic [Sleaze] v. Device Rating x 2
Processing] v. Logic + Sleaze (tie to defender) Damage = (Rating)d6 – Matrix Damage

 IC: Host launch 1 per combat turn (max = Rating)


Attack = Host rating x 2 v. (depends IC type)

 Change Owner:

o File: Edit file  to copy


Edit file  to delete original RIGGER
o Device: Hardware kit + Extended Test Hardware
 Initiative:
+ Logic [Mental] (24, 1 hour)
o Jumped: COLD -> 3d6
*Glitch: Report Authorities
HOT -> 4d6 (+1 Matrix Tests)
o Drones: Pilot x2 + 4d6
 Threading (Magic):
Max = 3x Resonance
Hits > Resonance = Physical Damage on Fading  Jumped:
o Device Rating added in Limits
 Fading: Min = 2DV o Vehicle damaged receive ½ Biofeedback Damage
Resist = Resonance + Willpower
 RCC:
Compile or Decompile o Qtd Drones = Device Rat x3
Fading = Hits x2 on Sprite Test o Noise reduction: Electronic Warfare + Logic
[Data Processing] => hits reduces noise
 Sprites: Level = Device Rating and Resonance
o Condition Monitor = 8 + (Level/2) boxes  Drones
o Max Level = Technomancer Resonance x 2 o Matrix Attribute = Device Rat = Pilot Rating
o Net Hit = Number of Tasks o Qtd Autosofts = Device Rat /2 (rounded up)
o Max 1 Sprite non-registered
o Fading 2DV per hit on Def (Physical if Level > MAGIC
Resonance)
 Drain: min 2 (+2 on glitch) o Dispelling:
o Hermetic: Logic + Willpower  Counterspell + Magic [Astral] v. Spell
o Shamantic: Charisma + Willpower Force + Caster’s Magic + Karma
Quickened = Each hit reduce Force
o (Conjuring): 2x hits on spirit resist test  Drain = Spell Drain (P or S)
 Ritual: Same test v. Spell Force +
 Power Points: if loose Magic loose PP too Magic (of all part.) = reduces seal hits
and Drain = 2x hits opp test (P or S)
 Perceiving Magic: Perception + Intuition[Mental](Skill Rat
or 6 – Force)  Summoning:
o Optional Power: 1 for every 3 force
 Area Spell: Radius = Force (Targets outside your vision o Summoning + Magic [Force or Reagents] v.
aren´t affected) spirit’s force = 1 service/net hit
o Drain: 2x hits on spirit’s test (min 2) (Physical if
 Force: MAX = Magic x2 spirti’s force > magic)
o Hits > Magic = Physical Drain
 Binding:
 Spell Test: Magic + Spellcasting [Force] o 1h/force + (Force x 25) drams of reagents
o Same test but spirti’s force x2
 Reckless Spell: Simple Action instead Complex Act = +3 o Same Drain
Drain each (Max 2 spells) o Services = additional net hits beyond the first
o Max = Charisma
 Sustain: -2 dice pool o Simple action to call

 Combat Spells:  Banishing:


o Direct: Spell Test v. Body(P) or Willpower(M) o Banishing + magic [Astral or reagents] v. spirit’s
 No resist test force + summoner’s magic if bound = net hits
 Damage = Net hits reduces services
o Indirect: Spell Test v. Intuition + Reaction o Same Drain
 Damage = Force + Net Hits
 Resist = Body + Armor (- Force[AP])  Spirits:
o Area: Grenade (pg181) but add nethits to damage o Astral Atribute = Force
 Spellcast + Magic [Force] (3) o Range = Magic x 100 meters
 Scatter 2d6 meters (Net hits can be
used to reduce scatter 1m/1hit)  Bound spirit:
o Spell Sustaining: -2 dice pool to spirit/spell |
 Detection Spells: Duration: Force = combat turns/service
o Range: Force x Magic (meters) o Spell Binding: Duration: -1 Force/day
o Ext-Range: F x M x 10
o Active: Spell Test opposed and either Willpower  Enchanting:
+ Logic (+Counterspell) [Mental] or (Force x2 for o Alchemy:
mundane)  Recognize: Arcana + Intuition
o Passive: Perception Test [net hits on cast] [Mental]
 No Counterspell, only Dispelling  Potency: Hours sustained | Full
Potency [Potency x2] | -1 preparation’s
 Health Spells: potency/hour
o Dice Mod: Actual Essence – Max Ess., round up  Range: (Potency x Force) meters -
Line of sight | Potency = radius – area
 Illusion Spells:  Test: Potency + Force [Force]
o Mana: Resist = Logic + Willpower
o Physical: Resist = Intuition + Logic (non-living: o Artificing:
Obj. Resist)  Focus Formula: max = magic
 Create, change trad: pag 306
 Manipulation Spells:
o Damage: Force (no net hits) and 0 AP o Disenchanting:
o Resist: Body + Armor  Disench + magic [Astral] v. target’s
o Mental: force + owner’s magic = more success
 Resist: Logic + Willpower deactivate
 Sustained: Target Complex Action to  If destroy, can transfer to reagents:
Resist: Logic + Willpower – Force = -1 Alchemy + Magic [Astral] = 1
caster’s hits reagent /success (force hours) | max 1/3
o Physical: used to create
 Resist: Body + Strength or Obj Resist  Drain: 1S/net hit on defense test
 If force is 2x Magic cannot attempt
 Counterspelling
o Disjoining:
o Spell Defense:
 Same as dispelling
 Free Action or -5 Init
 Disench + Magic [Astral] v. prep’s
 Dice Pool = Counterspell Skill
force + alchemist’s magic (+karma
 (Magic) Qtd Players can add these
from fixation) = -1 Potency/net hits
dices to Defense Test
 Test Drain
o -4 to Ranged Attacks against running targets
 Powers: Resist Drain : Body + Willpower
 Simple Action:
 Astral signature: o Fire: Only 1 attack per Initiative Pass
o Duration: (Magic Force) hours after the effect o Quick Draw: (Weapon skill) + Reaction
ends [Physical] (3) (2 if quick draw holster)
o Recognize: Assensing + Magic [Astral] (3) (if o Take Aim: +1 Accuracy or Dicepool (max ½
succefull make Memory test) Willpower)
o Erase: Complex Action reduces 1h (no test)
 Encumbrance: Each 2 points armor exceeds Strengh = -1
 Interpreting aura: Assensing. + Intuition [Astral] Agility & Reaction

 Manifesting: Magic x 5 min/astral projection session  Exceed Damage Boxes:


o Stun: 2 DV S = 1 DV P
 Astral Project: magic x 2 h (reset staying on body for the o Death:
same hours  Overflow physical box more than Body
 Nor Overflow: 1 Box each (Body) min
 Astral Detection: Percep + Intuition [Mental] (4) + 2 if
awakened  Elemental Damage:
o Acid (P): -1 Armor | Each turn applies DV-1
 Combat: Astral Combat + Willpower [look table] o Cold (P): Armor Test: No hits = Break
o Damage: Charisma | +1/net hits (P or S, attackers o Electric: -1 Dicepool for 1 Combat Turn (unless
chooses) damage resist) and -5 IS (more damages increase
Combat Turns) | Drones: Always P + ½ DV in
 Astral tracking: Assensing + Intuition (5, 1 hour) [Astral] - Matrix
Look table o Fire (P): Armor value + Fire resist – Fire
AP(table) (Attack Net hits) | Fail = 3DV at the
 Mana Barriers: end of combat turn & increases 1DV each CTurn
o Armor & Structure: Force each (always regain | Agility + Intuition = Each hit -1DV
structure at the end of combat turn
o Pass through: Magic + Charisma [Astral] v.  Damage: DV + Attack Net Hits | Armor Mod: Armor – AP
barrier’s force x2 = bring one more person/net hit o (P): DV > Armor Mod | (S): DV < Armor
o Resist: Armor Mod (if positive) + Body = Hits
 Reagents: 20 nuyen/drams reduces DV
 Foci:
o Max Force in qtd = Magic x5  Defense Test: Reaction + Intuition
o Only 1 focus/test
 Recoil: 1 free point at start
o +Strengh/3(up) + recoil comp. + Body (vehicle) –
num bullets
CONCEPT
o Simple Action: Burst 3 bullets | Full Auto 6 bull.
 Buying Hits: 4 dices = 1 hit o Complex Action: Full Auto 10 bullets
 Edge:
o Effects: choose just one  Image Magnification: needs Take Aim action
 Push the limit: Add Edge rat to test
before or after the roll + Rule of six (if  SA Burst: Complex Action
after only in Edge dices) + Ignore
limits.  Supressive Fire: Others get penalty = hits on attack test
 Second chance: Re-roll dices that not o Targets: Reaction + Edge +Full Defense if using
score a hit. Doen`t ignore glitchs (Attack Hits)
 Seize the Initiative: Move to top until o Many Supressions: Defend each (only hightest
next Combat turn threshold) | -1 dicepool each successful test
 Blitz: Roll maximum Init Dices of 5 in
single Combat Turn  Shotgun chokes:
 Close Call: Negates glitch. Turn o Narrow: - Def test
critical on normal glitch o Medium:
 Dead Man`s Trigger: Body +  Short: -1DV, -3 Def test, 2 targets (2m)
Willpower (3) make 12 single action  Medium: -3DV, -3 Def, 3 targets (4m)
before blacks out  Long: -5DV, -1 Acc, -3 Def, 4 tar (6m)
o Burn:  Extreme: -7DV, -1 Acc, -3 Df, 6 t (8m)
 Smackdown: Auto success with 4 hits o Wide:
on capable action (No limits)  Short: -3DV, -5 Def test, 2 targets (3m)
 Not dead yet: “just survive”  Medium: -5DV, -5 Def, 3 targets (6m)
 Long: -7DV, -1 Acc, -5 Def, 4 tar (9m)
COMBAT
 Extreme: -9DV,-1 Ac,-5 Df, 12 t (12m)
 Run: Cost Free Action
 Thrown Weapons:
 Sprinting: Test Hits: 1m (Dwarfs, Trolls) / 2m (Others) o Little ones: qts ready = Agility/2
o Grenade: Thrown Weap + Agility [Physical] (3)
 Charge: +2 Dicepool (-2 Running, +4 Charge)  No threshold = SCATTER TABLE
 Built in: Detonates nxt (IS-10) CTurn  3 bullets = 2 DV
 Motion: Scatters if fail in ranged attack  6 Bullets = 3 DV
test  10 Bullets = 4 DV
o Launchers: Heavy Weap + Agility [Acc] (3)
 Multiple Simultaneous Blast:  Vehicles:
 Lower DV/2 + Hightest DV o Handling: Maneuver tests Limit
= DV for Resist test o Speed: Speed tests Limit
 Ap = Best AP, -1/Explosion o Resist: Body + Armor | DV < Amor: fail | ignores
Stun
 Sensors: o Condit. Monitor:12 +½Body | Drone: 6 +½Body
o Caract: Perception + Intuition [Sensor] o AR / VR:
o Vehicles: Pilot + Clearsight [Sensor]  AR +1 dicepool
 Metah, Critt: v. Infilt + Agility [Phys]  VR +2 dicepool
 Driv Vehic: v. Infilt (Veh) + React  Control Rig: Threshold – Rating (min1)
[Handl] o Crashes:
 Drones: Pilot + [Model] + Evasion  Damage (Vehicle Body)S DV if
[Handl] Vehicle body > Player Armor = P
 Resist: Body + Amor – 6 AP
 Targeting:  Composure (4) Test = hits missed
o Passive: Change All for Sensor on Limit threshold will be penalty to actions for
o Active: Sensor test = net hits mod Def tests same combat turns
o Ramming:
 Melee DV: (Strengh)S  Damage: Body + Speed table + Net hits
(Rammer resist ½ DV up)
 Multiple Attackers:  Maintain Control: Vehicle test (2
o Simple Action: +1 Dice pool rammer, 3 rammed)
o Complex Action: Combat Skill + Agility [Acc] o Defense: Reaction + Intuition
v. Opponent’s Intuition | Net hit = Attacker  Drone: Pilot + Autosoft [Handling]
dicepool (max 3 actions)  Evasive: -10IS | + Intuition on tests

 Surprise: Reaction + Intuition (3)  Healing:


o +3 if alerted o First Aid + Logic [Mental] (2)
o Fail: -10 IS and no defense tests  1 box/hit > Threshold (max skill rating)
(during (box healed) Combat turns)
 Ambush: +6 on Surprise test  Mod: -1 each -2 full points of Essence
 Medkits: Complex Action to apply
 Interception: -5 IS  +rating on dicepools, or
o Melee Combat (firearms can be used as a Club)  +rating x2 (wireless) (only
patient)
o Stops movement if DV = Body
 Magical: Spellcasting Test
o Avoid: Complex Act: Agility + Gymnastics
 1 box/hit (max Force)
[Phys] (1), each hit past one opponent
 Stabilization:
 Test: Threshold (3)
 Knockdown: DV > Physical limit or 10 (-2 if gel rounds)
 Not: 1 box each (Body) min
 Subduing: Strength + Net hits on Attack > Def Phys limit
o Break out: Complex Action: Unarmed Combat +
Strengh [Phys] (net hits on grappling test) ADVICES
o Complex Actions (choose one):
 Additional test +2 to increase net hits  Street Cred (Positive): 10 Karma = 1 Street Cred. Social
 Stun damage = Strengh Limits Mod when reputation would be know.
 Called Shot to knockd. (+2 Sup Posit)
 Notoriety (Negative): Some Qualities que add or subtract
 Called Shot (choose one): costs: -4 mod, free action and points. Can sacrifice 2 points of Street Cred to reduce one
can choose one: Notoriety.
o Change Stun to Physical  Public awareness: No rules, gamemaster judges effects.
o -5 IS to target
HELPS
o Trick Shot: Net hits adds to Intimidation tests
o Vitals: +2 DV  Contacts:
o Costs: Connection x 100 nuyen for information
 Multiple: Cost free Action od expertise. Connection x 1000 nuyen for goods
o Just Split Pool or services rendered. Lop off up to Loyalty x 10%
o Max targets = 1,5 x Combat Skill o Availability (optional): 2d6 (connection)
o Legwork: Negotiation test + Loyalty dices
 Barriers: [Social affected by Street Cred] + 1 dice per 100 x
o Shots trough: (7-Loyality) nuyen
 Resist Test: Structure + Armor o Networking/Swag: Contacs rolls Etiquette +
 DV > Structure = Remaing DV to Charisma + Connection rating [Social]
Target (Connection rating)
 DV < Armor = attack fail o Favors: if Favor rating (table) > Loyalty ->
o Penetration: 1 DV goes to barrier | ignores Stun Negotiation opposed test needed
Resonance actions. These actions only operate in the
Matrix, but they’re not Matrix actions and don’t follow
those rules. The bad news is that you don’t get the bonus
dice for being in VR (those only come with Matrix
Actions), but the good news is that none of it counts
against your Overwatch Score. Resonance actions
don’t require marks. You can still perform normal Matrix
actions, with all the rules that apply to them (including
Overwatch Scores).
Almost all Resonance actions cause Fading, a mental
drain on the technomancer (see p. 251).

call/dismiss sprite
(Simple Action)
Test: n/a
You call a registered sprite you have waiting in the
Resonance, which appears at the beginning of the next
Combat Turn. You can also use this action to send a sprite
back to the Resonance, releasing it from any tasks it still
owes you, which it does on its next action.

command sprite
(Simple Action)
Test: n/a
You command a sprite to do something for you, using
up one of its tasks.

compile sprite
(complex Action)
Test: Compiling + Resonance [Level] v. Sprite Level
You compile a sprite (p. 254).

decompile sprite
(complex Action)
Test: Decompiling + Resonance [Level] v. Sprite Rating
(+ compiler’s Resonance)
You attempt to decompile a sprite (p. 254).

kill complex form


(complex Action)
Test: Software + Resonance [Level] v. Complex Form
Level + Resonance
You attempt to kill a complex form (p. 251).

Register Sprite
(Complex Action)
Test: Registering + Resonance [Level] v. Sprite Level x 2
You register a sprite (p. 254).

thread complex form


(complex Action)
Test: Software + Resonance [Level] v. special
You thread a complex form (p. 251).
There’s also Erase Matrix Signature (p. 239), which
is a Matrix Action, not a Resonance Action. We thought
we’d mention it here so you remember it’s there.

Tar Baby
Attack: Host Rating x 2 [Attack] v. Logic + Firewall
The Tar Baby IC link-locks you when it hits. If you’re
already link-locked, it puts a mark on you, up to a maximum
of three marks.

Track
Attack: Host Rating x 2 [Attack] v. Willpower + Sleaze
Track IC follows the datastreams between your icon
and your deck. If this IC hits and the host has two marks
or more on you, the host (and its owners) discover your
physical location, which is usually reported to real-world
authorities immediately.

Resonance Actions
Some actions you can perform as a technomancer are

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