Having watched my SR3 book disintegrate from repeated usage, I had to wonder, �Isn�t there a better way?�
The intent of this document is NOT to replace the Shadowrun Player books but rather to enhance game play. Wherever possible, the tables from the Game Master charts were not included.
Mission Statement: If I make the game easier to play, perhaps more people will play it�. Enhancing the game, the company, and the players. Simple enough.
Shadowrun
is a Registered Trademark of Wizkids. Original Shadowrun material Copyright
1989-2000 by FASA Corporation, and 2001 by Wizkids. All Rights Reserved. Used
without permission. Any use of FASA Corporation's or Wizkids copyrighted
material or trademarks in this document should not be viewed as a challenge to
those copyrights or trademarks. Widkids does not support this document or its
contents, so anything found here should be considered unofficial, unless stated
otherwise.
Success Test | Willpower(5) means: Roll Willpower dice using TN5 |
Opposed Test | (Skill or Attr) vs (opponents Skill or ATTR), both roll, whoever gets more successes wins. |
Success Test | It�s two opposing Success Tests BUT characters often use different ATTR or Skills |
Open Test | No Target Number. Roll # of dice equal to Skill or ATTR using Roll of 6. Keep just the highest single die. |
Dice Pool Calculation Table pg 63
Pool Formula | |
---|---|
Combat | (INT+QCK+WIL) / 2,rounded down |
Spell | (INT+WIL+MAG) / 3, rounded down |
Hacking | (INT+MPCP) / 3, rounded down |
Control | Reaction + (VCR x 2) |
Astral Combat | (INT+WIL+CHR) / 2, rounded down |
Free | Simple (2) | Complex (1) |
Activate Cyberware | Activate Focus | Astral Projection |
Call a Shot | Call Nature Spirit | Banish Spirit |
Change Smartgun Fire Mode | Change Position | Call Elemental |
Deactivate Focus | Command a Spirit | Cast Spell |
Delay Action | Fire Weapon | Control Spirit |
Drop Object | Insert Clip | Erase Astral Signature |
Drop Prone | Observe in Detail | Fire Automatic Weapon |
Drop Sustain Spell | Pick up/Put Down Object | Fire Mounted or Vehicle Weapon |
Gesture | Quick Draw | Melee / Unarmed Attack |
Observe | Ready Weapon | Reload Firearm |
Speak a word | Remove Clip | Summon Nature Spirit |
Spell Defense | Shift Perception | Use Complex Object |
Take Aim | Use Skill | |
Throw Weapon | ||
Use Simple Object |
Difficulty | Target Number |
---|---|
Simple | 2 |
Routine | 3 |
Average | 4 |
Challenging | 5 |
Difficult | 6-7 |
Strenuous | 8 |
Extreme | 9 |
Nearly Impossible | 10+ |
2D6 - 6 = #Racism Points then roll on table number of times | |
Roll on table below # number of times and record | |
ie. Racism(Orks) + 3 | |
Result | Racial Bias |
---|---|
0 or less | None |
1 | All, except own race |
2 | Humans |
3 | Elves |
4 | Dwarfs |
5 | Orks |
6 | Trolls |
Social Situation | Target Number Mod |
---|---|
With respect to the character, the NPC is: | |
Friendly | -2 |
Neutral | +0 |
Hostile | +4 |
An enemy | +6 |
Suspicious | +2 |
Player's desired result is: | |
Advantageous to NPC | -2 |
Of no value to NPC | +0 |
Annoying to NPC | +2 |
Harmful to NPC | +4 |
Disastrorous to NPC | +6 |
Interogration/Intimidation Open Test Conditions | |
Aggressor's CHR Rating is 5-6 | +1 |
Aggressor's CHR Rating is 7 or higher | +2 |
Control Thoughts/Emotions Spell cast on target by aggressor (or teammate) | +1 per success |
Aggressor is larger/taller than target | +1 |
Aggressor has more than twice the target's STR | +2 |
Aggressors outnumbers target | +2 |
Aggressor is wearing visible cyberware, armor, or weapons | +1 or more |
Aggressor performs visible magic or superhuman feat | +2 |
Target's death is imminent (ie gun to head) | +2 |
Aggressor has personal item/secret from target | +(GM's option) |
Target is physically tortured | +(GM's option) |
Aggressor has street reputation | -Karma Pool |
Target has Professional Rating | -Rating |
Target has "ace in the hole" | -2 |
Target is oblivious to danger | -2 |
Target is intoxicated | -1 |
Target doesn't thing aggressor "would do something so stupid" | -1 |
Target has superhuman advantages | Negative bonuses(+'s) |
Target's CHR Rating is 5-6 | -1 |
Target's CHR Rating is 7 or higher | -2 |
Situation | Target Number |
---|---|
Working Conditions | |
Bad | +2 |
Terrible | +4 |
Superior | -1 |
Tools are: | |
Unavailable | Usually not allowed |
Inadequate | +2 |
Reference Material available | 0 |
Working from memory | +(5-INT) |
Situation | Target Number |
---|---|
Character is seeking: | |
General knowledge | 3 |
Detailed Knowledge | 5 |
Intricate Knowledge | 8 |
Obscure Knowledge | 12 |
Number of Successes | Result |
1 | General knowledge, no details |
2 | Detailed knowledge, with minor inaccuracies |
3 | Detailed information with some minor points obscure or missing |
4 | Detailed and accurate information |
Situation | Target Number |
---|---|
Universal Concept (hunger, fear,etc) | 2 |
Basic Conversation (concerns of daily life) | 4 |
Complex Subject (special/limited interest) | 6 |
Intricate Subject (almost any technical subject) | 9 |
Obscure Subject (deeply technical/rare) | 11 |
Speaking lingo (or variation of particular lang) | +2 to above numbers |
Running: | +4 TN# to any tests while running (+6 over difficult ground) |
Interception |
Within 1m, free melee attack with readied weapon Attacker TN 4 plus mods / Defender in Full Defense |
Cannot use combat pool
To resolve, all participants make Reaction test against TN 4
Characters in ambush using delayed actions receive �2 mod
More successes -> can take actions against that opponent
+2TN for non-abusive Social Skills if spotted armor |
For every 2 points of Ballistic or Impact armor greater than QCK, removes 1 die from Combat Pool |
Layered Armor (applies to both ballistic and impact) |
highest ballistic armor + (next highest rating of armor/2) = total |
MOD# = added Ballistic armor - QCK, if > 0 |
QCK tests = +MOD#, Movement = QCK -MOD# |
APDS | halves (round down) Ballistic or Barrier rating (not AV) |
---|---|
Tracer | only FA, every 3 rounds, -1 mod beyond Short (cummlative), does not increase damage |
Explosive | Increase Power Rating +1, misfire on 1, against barriers, double Barrier rating but apply � normal Barrier rating damage |
EX Explosive | increase Power Rating +2, see above |
Flechette | against unarmored, increases Damage code by 1 level, / Against armored: Ballistic/double Impact armor (whichever higher) / Double Barrier Rating or vehicle armor, Dermal armor negates the Damage code increase |
Gel | Power rating �2, same Damage Level except its Stun. Knockdown tests = Power of the attack |
Type | Short (4) | Medium (5) | Long (8) | Extreme (9) | Scatter | Reduction |
---|---|---|---|---|---|---|
Standard | 0-STR x 3 | To STR x 5 | To STR x 10 | To STR x 20 | 1D6 Meters | -2 m/success |
Aerodynamic | 0-STR x 3 | To STR x 5 | To STR x 20 | To STR x 30 | 2D6 meters | -4 m/success |
Grenade Launcher | 5 - 50 | 51 - 100 | 101 - 150 | 151 - 300 | 3E6 meters | -4 m/success |
Rocket / Missile Table (Skill: Launch Weapons) pg 120
Reduction: -1 m /success |
INT Rating of Missile D6 + Skill D6 + CP = # successes vs TN# |
Against vehicle TN# = Vech. Sig. Rating |
+2 TN urban environment |
Type | Damage Code | Power Level Reduction | Scatter |
---|---|---|---|
HER/HEM | 16D | -1/m | 2D6 m |
APR/APM | 16D | -1/half m | 2D6 m |
AVR/AVM | 16D | -8/m | 2D6 m |
-1 TN # | -2 TN # | |||
---|---|---|---|---|
GUN | 3 meters | 6 meters | 9 meters | |
-1 Power | -2 Power | |||
Example: Choke = 3 |
Full Defense pg 123 |
NO damage is dealt even if defender wins on #successes |
No CP for Combat Skill test |
Def # > Attacker # then attack is BLOCKED |
Defender makes dodge test vs 4 + melee mods |
If Dodge test successes > attackers net success = Clean Miss |
Otherwise apply attacker successes - defender successes and determine damage |
Melee Weapons Table pg 122
Edged Weapons | Reach | Damage |
---|---|---|
Forearm Snap Blades | 0 | (STR)M |
Katana | 1 | (STR+3)M |
Knife | 0 | (STR)L |
Survival Knife | 0 | (STR+2)L |
Sword | 1 | (STR+2)M |
PoleArms/Staves | ||
Combat Axe | 2 | (STR)S |
Thrusting Point | 0 | (STR+2)M |
Pole Arm | 2 | (STR+3)S |
Staff | 2 | (STR+2)M Stun |
Clubs | ||
Club | 1 | (STR+1)M Stun |
Sap | 0 | (STR+2)M Stun |
Stun Baton | 1 | 6S Stun |
Cyberware | ||
Handblade | 0 | (STR+3)L |
Hand Razor | 0 | (STR)L |
Improved Hand Razor | 0 | (STR+2)L |
Spurs | 0 | (STR)M |
Other | ||
Shock Glove | 0 | (STR-1)M + 7S Stun |
Unarmed | 0 | (STR)M Stun |
Plastic Bone Lacing | 0 | (STR+2)M |
Aluminum Bone Lacing | 0 | (STR+3)M |
Titanium Bone Lacing | 0 | (STR+4)M |
Whips/Tails | ||
Whip | 2 | (STR)L |
Monofilament Whip | 2 | 10S |
Shock Weapons pg 124 |
Stunned # of turns= Power of attack � (Impact armor)/2 rounded down � (WILpower test vs 4) |
Shocked = +2TN mod |
Knockdown Test |
Body Test vs � power of attack (ranged attack) |
Body Test vs oppon. STR. (melee attack) |
see Knockdown table |
Wound Level | Minimum Successes Needed To Not Get Knocked Down |
---|---|
Light | 2 |
Moderate | 3 |
Serious | 4 |
Deadly | NA |
TEST: heal without medical attention |
Natural Body test against number |
No successes = medical attention required. |
First aid and magical healing should be performed prior to this test. |
Wound Level | Target Number |
---|---|
Light | 2 |
Moderate | 4 |
Serious | 6 |
Barrier Ratings / Effect pg 124
Barrier Rating Table
|
Barrier Effect Table
|
Damage Level | Base Time | Min. time | Target Number | Min Lifestyle |
---|---|---|---|---|
Light | 24 hours | 2 hours | 4 | Low |
Moderate | 10 days | 1 day | 6 | Middle |
Serious | 20 days | 2 days | 8 | High |
Deadly | 30 days | 3 days | 10 | Hospitalized |
Deadly wounds and Permanent Damage see page 127 |
Service | Cost |
---|---|
Paramedic first aid for: | |
Deadly wound | 400� |
Serious wound | 200� |
Moderate wound | 100� |
Light wound | 50� |
Doctor's services for: | |
Deadly wound | 400�/day |
Serious wound | 200�/day |
Moderate wound | 100�/day |
Light wound | 50�/day |
Hospitalization lifestyle | |
(includes doctor's services) | 500�/day |
Intensive care | |
(Deadly wound only) | 1000�/day |
Exclusive Actions Table pg 162
Sorcery | Exclusive Spellcasting pg 180 |
---|---|
Casting a Spell for a Sustaining Focus pg 190 | |
Conjuring | Summoning pg 186 |
Calling Elementals pg 186 | |
Controlling pg 189 | |
Banishing pg 189 | |
Other | Engaging or Ending Astral Projection pg 172 |
Noticing Spellcasting Modifiers Table pg 162
Perception Test = 4 + MAG � Force of Spell being cast
Situation | Modifier |
---|---|
Observer is awakened | -2 |
Observer is astrally perceiving | -2 |
Shamanic mask is visible | -2 |
Shaman performing magic with a Totem advantage | -1 |
Magician casting a fetish limited spell | -1 |
Notes pg 166
Shamanic Lodge | 500 nuyen * Force rating / Force number of days to build / can learn up to Force level spells |
Hermetic Libraries | Cost = rating * rating * 1000 nuyen / MP = rating * rating * 100 / Online at 10 or 12 * 100 nuyen /hour |
Hermetic circle | Time to draw = Force level * hours |
TN = 1/2 Base Attr | |
Boosted Attribute Rating is: | Drain Level |
---|---|
Less than or equal to Racial Max. Limit | L |
Up to Racial Attribute Maximum | M |
Up to 2x Racial Modified Limit | S |
Level | Combat Pool | Usable Pool Dice for Reaction Test |
---|---|---|
1 | 1 | 1/4 |
2 | 2 | 1/2 |
3 | 3 | Full |
Permanent Spell Base Time pg 178
Drain Level | Time Required |
---|---|
Light | 5 Turns |
Moderate | 10 Turns |
Serious | 15 Turns |
Deadly | 20 Turns |
Detection Spell Target Numbers pg 192
Subject: | Target Number |
---|---|
Target is in sight of the caster | 4 |
Target is out of sight of the caster | 6 |
Target is on a different plane | 10 |
Target is behind an astral barrier | +Force |
Detection Spell Results
Successes | Results |
---|---|
1 | Only general knowledge, no details |
2 | Detail information, but some minor parts are inaccurate |
3 | All details are accurate but minor parts are obscure or missing |
4 | Accurate and detailed information |
Mind Probe Results Table pg 193
Successes | Effect |
---|---|
1-2 | The subject can read the target's surface thoughts |
3-4 | The subject can find out anything that the target consciously knows and view the targets memories |
5-6 | The subject can probe the target's subconscious, gaining information the target may no even be consciously aware of such as psychological quirks, deep fears and hidden memories |
Astral Perception |
Simple action to extend perceptions |
Free action to see spirits, barriers, etc. |
Assensing pg 171 / Intelligence test vs 4
Astral Projection |
Astral STR = CHR |
Astral QCK = INT |
Astral BOD = WIL |
Astral REA = INT + 20 |
Astral Senses pg 173 |
Abstract info (writing) carry their emotional intent. Sounds work normally. |
Astral Movement= MAG * 1000 km /hour |
Astral Detection |
Perception (10) test / If subject is Awakened �2TN# / If subject is capable of astral perception �2TN#. |
While you were out�. Astral Projection
Lose 1 point of ESS per hour, if ESS = 0 � you die |
Moved Body Test |
Location test: WIL test (4) |
Time = 6 hours / # of successes |
Astral Barrier pg 174 / Spells cast thru add Force of Barrier to TN of spell
Astral Ward pg 174 |
Max area: MAG x 50 cubic meters |
Force = hours to create |
Test: = Force, successes = numbers of weeks it lasts |
Perm: cost = Force in karma |
Astral evasion pg 176 / Opposed test using MAG, each add�l pursuer adds +1
Astral tracking pg 177 / Astral perception test (4), time = 6 hours /successes. If longer, see rulebook
Elemental Manipulation spells may be Dodged.
Spirit's Force is: | Drain Level (Stun Damage) |
---|---|
1/2 conjurer's CHR or less | L |
Conjurer's CHR or less | M |
Greater than the conjurer's CHR | S |
greater than 1.5 the conjurer's CHR | D |
Elemental Services pg 187 (range = (WIL + MAG + CHR) * 10 meters)
Spirits have the power �Immunity to Normal Weapons� Armor = 2 * Force against normal weapons.
Complimentary skills such as Stealth(Awareness) may be added to Perception tests.
Electric Fence pg 234 / 4D Stun, must make a WIL or BOD(6) test to remove hands from fence.
Wire Table pg 234
Wire Type |
Perception Target |
Damage Grab/Walking/Run |
Barrier Rating |
---|---|---|---|
Barbed |
4 |
3L/4L/6L |
6 |
Concertina |
3 |
4M/5M/8M |
6 |
Monofilament |
8 |
7S/9S/11S |
5 |
Fence Perception Modifiers
Situation |
Modifiers |
---|---|
Obscured by brush |
+1 to +4 |
Character distracted/running |
+2 |
Illumination level fluctuates |
Add +1 to mod of worst level |
Surveillance Cameras | |
Door & Window Alarms | Perception test (8) to locate contacts (Electronics B/R Comp Skill) / Electronics test vs rating of system |
Motion sensors | Within 5m, � m per combat turn can defeat� Opposed Stealth (Sensor Rating) test. |
Keypad |
� Remove the casing: Electronics B/R test vs TN# rating, time = 60 sec / successes -1 � Circuit tampering: Resolve a standard Electronics (System Rating), time = 60 seconds / successes �1. A sequencer may be used instead. Opposed test between the Sequencer and Maglock ratings |
---|---|
Cardreaders |
� Remove the casing: Electronics test vs 2 * rating of cardreader � Circuit tampering: Resolve a standard Electronics (System Rating +2), time = 60 seconds / successes �1. � Or use Maglock Passkey: Opposed test between passkey and maglock |
Print Scanners |
� See keypads but use +4 instead. � Actual fingers, etc have rating of 8 � Phony prints possible � Opposed test for fake prints: one success for scanner = passive alert |
Voice Recognition Systems | Opposed tests between VRS and Deception gear. |
Active Security Measures pg 236
Dumb: (equiv to HK227 FA) |
60 Degree arc: Skill Rating 4 |
60-120 Degree arc: Skill Rating 3 |
120-180 degree arc: Skill Rating 2 |
Smart: Skill Rating 6, INIT: 25+2D6 |
Mounted on tripod (6 pts RC) |
Lowlight, thermo-graphic, ultrasound targeting & tracking |
Five 3 round bursts per action. |
Engage multiple targets within one action |
Can delay actions |
Built around assault rifle or LMG |
1000 round bin |
Automatic Systems |
Rating(Concealability) Success Test |
Any successes sets it off. |
Conceal: 8 for MAD system. |
Manual Detection
PHYSICAL SEARCH MODIFIERS |
|
Situation |
Modifier |
Searcher Level of professionalism |
|
Average/Amateur (Pro Rating 1 pg 248) |
+2 |
Semi-Trained (Pro Rating 2) |
+1 |
Trained or better (Pro Rating 3 or 4) |
+0 |
Time spent on search |
|
Cursory (very quick 1-2 seconds) |
+2 |
Brisk (fast pat down 3-5 seconds) |
+2 |
Standard (6-20 seconds) |
+0 |
Detailed (21-60 seconds) |
-1 |
Deliberate (1-2 minutes) |
-2 |
Practically a fraggin strip search (3-5 min) |
-3 |
Strip Search (6-10 minutes) |
Weapon found |
Searcher is: |
|
Intimidated / Fearful |
+2 |
Working under normal conditions |
+0 |
In complete control |
-2 |
Cyberware detection |
Typically rating 3-9 |
TN# for regular Cyberware = 3 |
TN# for alpha cyberware = 6 |
More successes = more detail on type/number |
Conceal: builtin architecturally scanner = 8 |
Handheld models avail. |
Etiquette(Street) test vs 4 |
Time : 10 days / successes |
Each Day, # days looking vs TN6, success means found by bad guys |
FINDING A FENCE TABLE |
|
Situation |
Modifier |
---|---|
Using a regular contact |
-1 |
Disposing of standard gear |
-1 |
Disposing of high tech or important loot |
+1 |
Disposing of hot loot |
+3 |
While being sought by the police |
+1 |
While being sought by corp. or org. crime |
+2 |
Magical loot (focuses, spell form. Etc) |
+2 |
Fence has (2D6 + allocated successes from above )* 100,000 nuyen |
Negotiation skill vs (WillPower +2), both sides. |
Value of loot = 30% + (5% per extra success) |
Credsticks pg 139
LIFESTYLES cost (nuyen) pg 239 |
|
Luxury |
100,000 /month & up |
High |
10,000 /month |
Middle |
5,000 / month |
Low |
1,000 / month |
Squatter |
100 / month |
Street |
0 / month |
Hospitalized |
500 / day basic, 1000 / day intensive |
Keeping up the payments : page 240
Toxins
Neuro-Stun VIII |
Damage: 6S Stun, Speed: 1 combat turn |
Gas or on contact. Even resisted, adds +2TN |
Narcojet |
Damage: 6D Stun Speed: Immediate |
Injected or touch. No side effects |
Gamma-Scopolamine |
Damage: 10D Stun Speed: Immediate |
Injected. Deadly = paralyzed. Otherwise, lasts an hour. Adds as appro TN number mod. / WIL �2 for an extra hour. |
Fugu family |
Damage: version 5= 3D, 6=6D, 8=8D Speed: Instantaneous |
Injected or eaten. |
Diseases:
VITAS-3 |
Damage: 6D Speed: 12 hours |
Aerosol virus. Sweating, chills, fever, and vomiting until damage is reduced to light. |
Legwork: Listen around adds +2TN and 2D6 Hours / successes
Searching the matrix: 2D6 hours /successes
No appreciable effort | STR x 5 kg | No movement penalty |
Light Stun Wound | STR x 10kg and carried for BOD combat turns | No movement penalty |
Moderate Stun Wound | STR x 15 kg and carried for BOD combat turns | cannot run, movement halved |
Seriout Stun Wound | STR x 20 kg and carried for BOD combat turns | exhausted, cannot run, movement quartered |
Lifting | (STR+D6) x 20 kg and lifted BOD combat turns | holding longer addt'l light stun wound |