Shadowrun using DnD5 [OOC]

@jonathonhawke I noticed under your character sheet that you had the Hardness listed as 2/+2. Normally the second number is Ballistic hardness and I am not sure where you are getting that for Davos. Just wondering.

Since it doesn't say different, I assumed that Mystical Armor protects against Ballistic just as much as anything else. Or is the second number supposed to show a higher hardness against Ballistic?
In other words, does 2/+2 mean a) 2 Hardness against melee etc. and 2 Hardness against Ballistic, or b) 2 Hardness against melee etc. and 4 Hardness against Ballistic?
 

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Ah I see... yes the bonus behind the slash is an extra bonus vs. Ballistic only damage. Certain weapon features and ammo types can either ignore Ballistic Hardness (but not the normal hardness) or even double it.

So 2/+2 means 4 points of armor verse Ballistic damage.
 


Ah I see... yes the bonus behind the slash is an extra bonus vs. Ballistic only damage. Certain weapon features and ammo types can either ignore Ballistic Hardness (but not the normal hardness) or even double it.

So 2/+2 means 4 points of armor verse Ballistic damage.
Changed it to 2/+0.
 

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NTensity ("The problem with having friends is... They won't ever let you forget you've been young once.")
Troll Magic User 3 (Spark Shaman)
Background: Go-ganger (criminal)
Real Name: , Age: , Sex: Male
Languages: English, one other

Init +0
Passive perception 12
Karma 6/6 (1d4+1 to a 1d20 roll. Standard = recover 1d8/L MP)
-----------------------------
AC 15 (Boosted Armor), 13 (Armor), 11 (Arm clothing); Hardness (1/+1, +1 troll, +2 Armor)
HP 30/30 hp; Threshold 21; Second Wind 1d6+5 (Unused)
Exhaustion 0 (Standard = recover 1d8/L MP)
-----------------------------
Proficiency bonus +2, +2 Astral
Speed 30'
Melee +7 (Shock stick, 1d6+Stun 15, Finesse, Light, Painful (X2 Reeling), Touch, 20/20p)
Melee +5 (Keen Urban glaive, 1d6+3, Finesse, Light, Undermount)
Ranged +3 (Roomsweeper with laser sight, 3d8/1d8 (reroll 1s), 15/80, DT (-1att,+2dam), Feed 2i, Heavy, Knockdown(reeling=prone), Loud, Shotgun)
-----------------------------
Str 16, Dex 10, Con 15 (Stun +2, -2/extra spell maintained), Int 9 (Save +2), Wis 14 (Save +2), Cha 14

Languages:
English
Spanish

Racial:
Large, +1 HP/L
Darkvision 60'
Dermal plating (+1 hard)
Reach 10'
Scary (use Str for intimidate)
Living Large (+50% base weapon cost, +100% armor cost and weight, one-handed Versatile and Two-handed)

Talents:
Astral perception (Bonus action, Disadvantage RL)
Astral projection (Full round action to cast, 1 exhaustion/h)
Spell-casting (Action, 1 MP / Mag)
Summoning (Full round, DC 10 + 2 X Mag, 2 MP / Mag. Failure = 1MP (+min dam if overcast))
Mentor spirit (Spark, +2 Astral, +2 and -1 MP with spirits of man)

Feats:
Armor prof (None)
WP (Simple, Light firearms)
Quick Refresh (recover magic die = 1d8 on karma or Exhaustion)
New Spells (Heal and Physical Wall)
Parry (Reaction=substract 1d10+Str+L dam from a melee attack)

Skills:
Arcana +1
Athletics +5
Gather Information +4
Insight +2 (Adv, only when astrally perceiving)
Intimidate +5
Tools (Bike)
Tools (Repair Kit)

Magic +5
Conjuring +4/+6 SoM (Natural Air or Spirits of Man (-1 MP))
MP: 17/17
Magnitude: 3 (max 6)
[sblock=Spells (Save DC 12)]Armor 1 Mag (Mana/Abjuration, Touch, +3AC, +2Hard, conc 1h)
  • Shield (+1 Mag) +Prof AC as a reaction, 'til start next turn
  • Stoneskin (+4 Mag) Resistance to ballistic, bludgeoning, piercing and slashing damage
Lightning Bolt 2d6+1d6 dam/Mag (Physical/Evocation, 120', ignores normal hardness)
  • Area 15' + Knockdown (+1 Mag) Dex for half
  • Greater Area 25' (+2 Mag) Dex for half
  • 30' Cone + Knockdown (+1 Mag) Dex for half
  • 60' Cone + Knockdown (+2 Mag) Dex for half
  • 240' range (+1 Mag)
  • Secondary Affect - Lightning (+1 Mag) Con save or Reeling
Ram 4d6+2d6/Mag (Physical/Evocation, Force vs building or vehicle, AP, Heavy dam, Disad if moving)
  • Precise (+1 Mag) Not at disadv vs moving targets
Physical Wall 3Mag (Physical/Conjuring, 60X20X1' or 20' dia ring, HP75, Hard 6)

Healing Touch 1d8/Mag (Mana/Evocation, -3/heal on same patient until Long)
  • 2 Mag = 3 targets within 30' with same amount
[/sblock][sblock=Astral (Full round ritual)]Speed 60' or Hyper 2000'
AStr 14 (Wis), ADex 14 (Cha), ACon 14 (Wis)

AC 14 (12+ADex), Hard 2 (Wis)
Melee +6 (1d6+2), Casting Conjuring = 1d4HP/Mag, 1d8 if overcasting
+1 Action/r (Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling)

Ignore fatigue
Can only carry Focuses
Manifest = Action + conc
[/sblock][sblock=Spirits][sblock=Watchers]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), 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.[/sblock][sblock=Spirits of Man]Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles or other light vehicles in urban settings.
Domain: almost any Urban area, inhabited or uninhabited.
Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 20ft).
Spells: Blur Image plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search[/sblock][sblock=Spirits of Air]Sprits of the Sky- Appears as a clouds, or in storms as thunderclouds, or swirling clouds.
Domains: Anywhere under the open sky where city light pollution is not too bad.
Attributes: base Strength 6, Dexterity 14
Abilities: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature outside the area of the cloud can make a new saving throw, as an action, each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.)
Spells: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.[/sblock][/sblock]
Possessions: (XXX lbs carried, Base load 128)
Duster (Armored clothing, 8#)
Basic commlink (broadcast 1, firewall 15, Int 12, Wis 10)
Laser-sighted Remington Roomsweeper (5.5#)
  • Concealable Hostler (+4 stealth)
  • Inner pocket full of shells (30 shells)
Casting focus (+1 Casting check), in the form of cheap headphones (0 possible enhancements).
Shock Stick (3#)
Urban glaive (keen edged combat knife, 1#)
Left breast pocket:
  • Dice set (various substances)
  • Pen light (50' range)
Right breast pocket:
2 dose Zen (2d6 temp HP, +2 Int and Will rolls, disad vs Deception for 1 hour, Short or Long)
1 dose Jazz (Adv ini, investigation, perception, remove Exhaustion for 6h, gain 1 exhaustion, Short or Long)
Extra Cash on Hand: ¥11,000

Contacts:
Hacker (Raven Basilisk)
Bio Activist (Karlie Henson)

[sblock=System notes]Second Wind = HD+Con+L
Wound Damage Threshold = 15+prof+2 Large+con or str
Base load = Str X 8

Magic points = Wis score + Wis/L (Recover 1d4/MU L short rest, 2d4/MU L long rest; Regain short rest equivalent with 1 karma or 1 Exhaustion)
Spell DC = 8 + Prof + Wis

Exhaustion level =
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to O
6 Death

Long rest = -1 Exhaustion[/sblock]
 
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Hey GK, since he's a go-ganger "Criminal", can he change his tool proficiency to Repair Kit (for yee old monster hog)?

By the way, I figure his low INT is based on his utter lack of formal schooling rather than a lack of intelligence as such.

Mentor spirit bonus c: "Reduce MP cost to 1"; I'm guessing this should say "by 1" instead (or else: "Mentor Spirit booyah!" :) )?

The damage for overcasting seems awfully high (an *average* of 15 damage for overcasting at magnitude 6?) No Stun damage + Stim patch combo available either. This is going to be *rough*
 

Hey GK, since he's a go-ganger "Criminal", can he change his tool proficiency to Repair Kit (for yee old monster hog)?

By the way, I figure his low INT is based on his utter lack of formal schooling rather than a lack of intelligence as such.

Mentor spirit bonus c: "Reduce MP cost to 1"; I'm guessing this should say "by 1" instead (or else: "Mentor Spirit booyah!" :) )?

The damage for overcasting seems awfully high (an *average* of 15 damage for overcasting at magnitude 6?) No Stun damage + Stim patch combo available either. This is going to be *rough*

Sure Repair kit sounds good

Sounds good about the low INT

Yes it should say reduces the Magic Point cost by 1 (Minimum 1)

Yes the overcaster is rough mostly as it is something that is suppose to be rare or emergency. Yes without Stun it limits some options, but I might reduce the damage to a d4 per Magnitude but we will see.

First draft looks good BTW
 

I've updated Diggs. I'm thinking Diggs will get along with this new Troll just fine. Except that he's a rusting magic user. He'll try his hardest to make the boy see the light and get some proper cyberware implanted.
 

I also noticed one more thing on Juno Reyes... the Ares Predator has the Smartgun Link which she does not have but the link also includes a Laser Sight. While the bonus do not stack, if you don't have the Smartgun link you get the Laser Sight bonuses (+1 gear bonus to hit, and reload 1s with damage rolls).
 


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