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Shadowrun using DnD5 [OOC]

GreenKarl

First Post
One thing i missed... yes astral projecting was only a complex action. i will change that back to a full round ritual (no move, bonus or reaction)
 

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GreenKarl

First Post
OK some thoughts...

First I still think I am going to leave the Elemental Walls as it BUT in Shadowrun there are also Physical Walls and Mana Walls. I am not sure how I want to write up a Mana Wall but for...

Physical Wall: Physical (Conjuring); Casting Time: 1 action; Magnitude: 3; Range: 120ft; Duration: Concentration, up to 1 minute. You create a solid wall of pure magical energy on a surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. The wall has HP of 75 and a Hardness of 6. Targets cannot push through this wall, they must break through it. Otherwise treat as an Elemental Wall.

Then I was thinking that if ANY spell should include Knockback it would the Elemental Bolt, etc. within Area Attacks and Cones, sort of like Grenades. So I think I will add them to those affects. I also agreed to a small cone of 30ft for +1 Magnitude.

Then I am adding Watcher Spirits also...

WATCHER SPIRITS
Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (and 2d10 minutes of time).

Watcher Spirit, small spirit, unaligned.
Armor Class: 11 (natural; hardness 0)
Hit Points: 5 (1d8); Threshold: 15
Speed: 30ft, Fly 30ft (astral fly speed 60ft or 500ft)
STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned.
Damage Immunity: Poison
Senses: Duel-Natured (ignore all visual base concealment or cover; sees both in Astral and normal Space), passive Perception 12
Skills: Investigation +2, Perception +2
Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage.
ACTIONS
Strike: melee weapon attack: +2 to hit, reach 5ft, one target; Hit: 1d6 slashing damage.
 

GreenKarl

First Post
OK next bit of bookkeeping... I was thinking about the Mechanic and other Tech classes today and I updated some of it. As I am using the idea of NPC classes also (Mooks) who can never take talents (unless they take heroic classes) I wanted to change the Upgrade items from Talents to Feats. So I dropped the Upgrade talents and move them all over to Feat and I added all of these feats to the Tech Class Bonus Feat lists.

I also added a couple of new talents for Drone Riggers. Let me know what you think. Here they are for easy reference...

Drone Rigger Talents
Bounce Back: When a drone you are controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest.
Drone Evasion: If a drone that you are controlling is hit by an area of effect attack, it takes half damage if you failed your saving throw and no damage if you succeed with your save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+.

Feats
Comlink Upgrade, Prerequisite: Tools (Repair kit). You have the training to do hardware upgrades for a comlink. See GM section on Upgrades.
Programmer, Prerequisite: Intelligence (Computer Use). You are a skilled programmer and can now write you own programs. See the Matrix for ‘Writing your own programs.”
Upgrade Gear, Prerequisite: Tools (Repair kit). You are trained in installing and upgrading certain types of gear. When you take this edge you must choose one of the following types – Armor, Drones, Miscellaneous, Weapons or Vehicles. You can take this feat multiple times, each time you can upgrade a different type of gear. See GM section of Upgrades for description.
 

Binder Fred

3 rings to bind them all!
Ah now were talking! :) <thumbs up>

NTensity is up in the Rogue's gallery and ready for inspection (hopefully without too many mistakes).

Few comment/corrections:

"Casting Spells and Summoning Spirits while Astral Projecting and Perceiving is dangerous, even if not over your Magnitude."
While Perceiving too? I thought it was the fact you couldn't anchor your magic in your body that caused extra drain while in the Astral?

Greater Cone does not mention the Knockdown effect?

While we're at it, maybe add Knockdown to Mage hand (damaging Hand boost)?

[MENTION=6810779]jonathonhawke[/MENTION]: I notice both Davos and NTensity have hacker/decker contacts. Want to make it the same one (name to be determined)?
 

GreenKarl

First Post
Few comment/corrections:

While Perceiving too? I thought it was the fact you couldn't anchor your magic in your body that caused extra drain while in the Astral?

Greater Cone does not mention the Knockdown effect?

While we're at it, maybe add Knockdown to Mage hand (damaging Hand boost)?

If I remember right it was dangerous in the older edition but I am not sure about the newer version. I did find that in the newer edition "Only mana spells affect purely astral beings (including other projecting mages)" I am going to keep looking and figure that out...

I will edit those to Greater Cone and the fist Mage Hands...
 


GreenKarl

First Post
[MENTION=6855204]tglassy[/MENTION] I wanted to check are the six skills you have listed for Diggs under the "chose four of the following" the ones you are proficient with? Just wanted to make sure, as I am assuming the other two are from your Military background.

Also to all I realize I sort of already have messed up with my plans on how to run Shadowrun PBP in that I am letting the details get in the way. I don't want to have to team worry about where to park their car and whos watching it, etc.

I am going to move things along here if that's ok. The team will pay off the Trolls to watch your vehicles and we are moving all the way up to where you can breach through the wall...
 



Binder Fred

3 rings to bind them all!
Mine is an Elf with the street name Gray Ghost. Sovereign has one called Squeaky Pete. Diggs has no contacts listed.
Sure. Do you think it'd be a good idea to connect our backgrounds? Change the name of the hacker we know on one of our sheets so that it's the same guy -- a friend-of-a-friend connection?
 

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