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<blockquote data-quote="Lilcamper" data-source="post: 8919171" data-attributes="member: 6887513"><p><u><strong><span style="font-size: 18px">Shadowrun</span></strong></u></p><p></p><p>Now, for the system, Shadowrun is, in theory, really simple: you build a pool of d6, generally adding an Attribute, which varies from 1 to 6 for humans, to a Skill, varying from 1 to 6 for starting characters, but it can be as high as 12, add positive modifiers as extra dice (gear, circunstances, preparation), remove a number of dice equal to the negative modifiers, and roll the resulting pool, counting each 5 or 6 as a success.</p><p>In practice it starts slowing down as you have to roll too many dice (dice pool of 15-18 are common, and dice pool as high as 30 are not unheard of), and there is too many "moving pieces" - too many conditions, gears and tables of modifiers to remember, which is both a bless and a curse, as most situations are already covered by the rules, but you have to remember them, or remember where to look for them...</p><p></p><p>Nevertheless, it is the system that we are using for some time, and so lets see the original character (PC).</p><p></p><p><strong><u>PC</u></strong></p><p></p><p>This female character is a little better than an starting character in Shadowrun, but not by far. She was described by her player as a specialist in Close Quarters Battle, having, thus, good reflexes, and being good at getting close to her targets.</p><p></p><p>For <strong>Attributes</strong>, she has</p><p> Body 4, Agility 5 (6), Reaction 5(6), Strength 4(5), Charisma 2, Intuition 4, Logic 3, Willpower 3, Edge 5</p><p></p><p>The baseline human has 3 in each attribute, so we can see that she is very fast, moderately strong, but not that special on her mental attributes. Her reaction, agility and strength are further boosted by cyberimplants (values in parentheses). For secondary attributes she has Initiative 10+2d6 and 11 boxes for Physical Condition Monitor (hit points) and 11 boxes of Stun Condition Monitor. She has good initiative values (again, implants), but is not that resilient.</p><p></p><p>Her (relevant) <strong>Skills</strong> are Gymnastics 5(11), Longarms 5(11)+2 for shotguns, Sneaking 5(11), Clubs 4(10), Perception 4(<img src="https://www.btrc.net/media/kunena/emoticons/cool.png" alt="8)" class="fr-fic fr-dii fr-draggable " data-size="" style="" />, Pistols 4(10), Unarmed Combat 4(10), Running 3(<img src="https://www.btrc.net/media/kunena/emoticons/cool.png" alt="8)" class="fr-fic fr-dii fr-draggable " data-size="" style="" />, First Aid 2(5), Throwing Grenades 3(9).</p><p></p><p>In each skill the first number is her rating in it, and the second is the total dice pool, and skills higher than 7-8 are for very trained professionals, so we can see that she is good at close range combat, intrusion and moving fast.</p><p>One personality trait that is relevant is that she loves animals, would not harm them without needing it, and would absolutely not kill an animal. </p><p></p><p>For relevant <strong>Gear</strong> she has:</p><p>Silenced Predator V (think something like a heavy pistol, in 10mm auto or similar) with 2 extra magazines;</p><p>Stunbaton (a shock baton);</p><p>2 flashbang grenades;</p><p>1 tactical shotgun (think a “smart” shotgun, capable of quickly changing between ammo types);</p><p>1 Wire clippers.</p><p></p><p>Urban Explorer Jumpsuit (a suite of smart clothing armor covering her torso, groin and limbs, which harden on impact) plus combat boots.</p><p></p><p>For cyberimplants (called <strong>cyberware</strong> in Shadowrun) she has:</p><p> - Cybereyes with Flare Compensation (protection from bright lights), Nightvision (good vision in low light conditions), and Smartlink, which is a direct mental connection to her guns, giving her a bonus to shoot them, and allowing for some quick commands, like changing ammo type.</p><p> - Muscle Replacement (her Strength and Agility are increased, it's bonuses are already considered on the Attributes);</p><p> - Wired Reflexes (her Reaction and her Initiative are increased, it's bonuses are already considered on the Attributes).</p><p></p><p>Of course, we also need to consider her enemies, the soldiers on the base. Those are run of the mill security personal, not really a threat to an experienced shadowrunner, unless in great number, or special circunstances.</p><p></p><p><u><strong>NPC Soldiers</strong></u></p><p></p><p><strong>Attributes</strong></p><p> Body 4 Agility 4 Reaction 4 Strength 3 Willpower 3 Logic 2 Intuition 3 Charisma 3</p><p> Initiative 7+1d6, Condition Monitor 10.</p><p></p><p><strong>Skills </strong>(Pool, not level)</p><p> Automatics 7, Perception 5, Pistols 8, Unnarmed Combat 7, Notice 7</p><p></p><p><strong>Gear</strong></p><p> Armored Jacket (standard security armor, something like a common bulletproof vest on chest, with soft armor on groin and limbs.</p><p> Security helmet</p><p> One weapon according to his role</p><p></p><p>Finally, with the next post we should start with the action!</p></blockquote><p></p>
[QUOTE="Lilcamper, post: 8919171, member: 6887513"] [U][B][SIZE=5]Shadowrun[/SIZE][/B][/U] [SIZE=5][U][B][/B][/U][/SIZE] Now, for the system, Shadowrun is, in theory, really simple: you build a pool of d6, generally adding an Attribute, which varies from 1 to 6 for humans, to a Skill, varying from 1 to 6 for starting characters, but it can be as high as 12, add positive modifiers as extra dice (gear, circunstances, preparation), remove a number of dice equal to the negative modifiers, and roll the resulting pool, counting each 5 or 6 as a success. In practice it starts slowing down as you have to roll too many dice (dice pool of 15-18 are common, and dice pool as high as 30 are not unheard of), and there is too many "moving pieces" - too many conditions, gears and tables of modifiers to remember, which is both a bless and a curse, as most situations are already covered by the rules, but you have to remember them, or remember where to look for them... Nevertheless, it is the system that we are using for some time, and so lets see the original character (PC). [B][U]PC[/U][/B] This female character is a little better than an starting character in Shadowrun, but not by far. She was described by her player as a specialist in Close Quarters Battle, having, thus, good reflexes, and being good at getting close to her targets. For [B]Attributes[/B], she has Body 4, Agility 5 (6), Reaction 5(6), Strength 4(5), Charisma 2, Intuition 4, Logic 3, Willpower 3, Edge 5 The baseline human has 3 in each attribute, so we can see that she is very fast, moderately strong, but not that special on her mental attributes. Her reaction, agility and strength are further boosted by cyberimplants (values in parentheses). For secondary attributes she has Initiative 10+2d6 and 11 boxes for Physical Condition Monitor (hit points) and 11 boxes of Stun Condition Monitor. She has good initiative values (again, implants), but is not that resilient. Her (relevant) [B]Skills[/B] are Gymnastics 5(11), Longarms 5(11)+2 for shotguns, Sneaking 5(11), Clubs 4(10), Perception 4([IMG alt="8)"]https://www.btrc.net/media/kunena/emoticons/cool.png[/IMG], Pistols 4(10), Unarmed Combat 4(10), Running 3([IMG alt="8)"]https://www.btrc.net/media/kunena/emoticons/cool.png[/IMG], First Aid 2(5), Throwing Grenades 3(9). In each skill the first number is her rating in it, and the second is the total dice pool, and skills higher than 7-8 are for very trained professionals, so we can see that she is good at close range combat, intrusion and moving fast. One personality trait that is relevant is that she loves animals, would not harm them without needing it, and would absolutely not kill an animal. For relevant [B]Gear[/B] she has: Silenced Predator V (think something like a heavy pistol, in 10mm auto or similar) with 2 extra magazines; Stunbaton (a shock baton); 2 flashbang grenades; 1 tactical shotgun (think a “smart” shotgun, capable of quickly changing between ammo types); 1 Wire clippers. Urban Explorer Jumpsuit (a suite of smart clothing armor covering her torso, groin and limbs, which harden on impact) plus combat boots. For cyberimplants (called [B]cyberware[/B] in Shadowrun) she has: - Cybereyes with Flare Compensation (protection from bright lights), Nightvision (good vision in low light conditions), and Smartlink, which is a direct mental connection to her guns, giving her a bonus to shoot them, and allowing for some quick commands, like changing ammo type. - Muscle Replacement (her Strength and Agility are increased, it's bonuses are already considered on the Attributes); - Wired Reflexes (her Reaction and her Initiative are increased, it's bonuses are already considered on the Attributes). Of course, we also need to consider her enemies, the soldiers on the base. Those are run of the mill security personal, not really a threat to an experienced shadowrunner, unless in great number, or special circunstances. [B][/B] [U][B]NPC Soldiers[/B][/U] [B]Attributes[/B] Body 4 Agility 4 Reaction 4 Strength 3 Willpower 3 Logic 2 Intuition 3 Charisma 3 Initiative 7+1d6, Condition Monitor 10. [B]Skills [/B](Pool, not level)[B][/B] Automatics 7, Perception 5, Pistols 8, Unnarmed Combat 7, Notice 7 [B]Gear[/B] Armored Jacket (standard security armor, something like a common bulletproof vest on chest, with soft armor on groin and limbs. Security helmet One weapon according to his role Finally, with the next post we should start with the action! [/QUOTE]
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