Shadowrun using DnD5 [OOC]

GreenKarl

First Post
No, there are new proficiencies including light firearms (pistols and light SMG), heavy firearms (rifles and shotguns), heavy weapons (machine guns and missile launchers) and super heavy weapons (vehicle mounted weapons like tank cannons). Each class gains a number of these proficiencies depending. Feats are more common in this setting but much less powerful. Instead you have Talents which are a bit more powerful. Basically I took a lot of ideas from D20 Modern and Star Wars Saga and updated them to 5th ed. Thats sort of why this is so huge :)
 

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I was specifically referring to these:
MELEE WEAPON DESCRIPTIONS
Brass Knuckles: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. Cost: 5¥; Damage: 1d4+1 bludgeoning; Wt.: ½ lbs; Properties: Finesse, holdout, light.
Combat Knife: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage). Cost: 50¥; Damage: 1d6 piercing or slashing (attackers choice); Wt.: 1 lbs; Properties: Finesse, light, undermount.
Collapsible Baton: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average). Cost: 25¥; Damage: 1d6 bludgeoning; Wt.: 1 lbs; Properties: Finesse, holdout, light.
Monofilament Sword: while not true monofilament, this blade is extremely sharp and halves any armor Damage Reduction that the target has. You cannot add the Keen Blade modifier to this weapon. Cost: 800¥; Damage: 2d6 slashing; Wt.: 3 lbs; Properties: Versatile (2d8).
Solid Core Staff: these are dense metal core quarterstaffs that can strike with considerable force. Cost: 50¥; Damage: 1d8 bludgeoning; Wt.: 6 lbs; Properties: Heavy, versatile (1d10).
Shock Gloves: these gloves deliver a powerful electrical shocks that can stun a target with a punch. Cost: 100¥; Damage: Stun (15); Wt.: 2 lbs; Properties: Finesse, holdout, light, reload (10p), touch.
Shock Stick: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted). Cost: 200¥; Damage: 1d6 electrical and Stun (15); Wt.: 3 lbs; Properties: Finesse, light, painful, reload (20p), touch.

RANGED WEAPONS (these weapons count as “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades). Both types can include a laser sight.
Carbon Crossbow: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll. Cost: 300¥; Damage: 2d6+2 piercing; Wt.: 6 lbs; Properties: Ammunition (range 150/500), heavy, loading, two-handed.
Compound Bow: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. They can be adjusted for greater force, depending on the users Strength – setting #1: 1d8+1 piercing damage; setting #2: Strength 12+, 1d10+1 piercing damage; setting #3: Strength 15+, 1d12+1 piercing damage; setting #4: Strength 20+, 2d8 piercing damage. It takes a full minute to adjust the bow to a new setting. Cost: 500¥; Damage: Special, piercing; Wt.: 4 lbs; Properties: Ammunition (range 150/500), heavy, two-handed.
 

GreenKarl

First Post
Ah yes I needed to be more specific for those weapons... yes they are suppose to be Martial Melee Weapons and Ranged Weapons is suppose to be Martial Ranged Weapons. I will edit.
 

Name: Davos
Race: Male Elf
Background: Disciple
Class: Adept 3
Speed: 40 ft
Initiative: +8
Proficiency Bonus: +2
Hit Dice: 3/3d8
HP: 29/29
Damage Threshold: 18
AC: 19
Hardness: 2/+0
Passive Perception: 14
Passive Insight: 12
Passive Investigation: 10
Strength: 12 (+1)
+Athlethics: +3​
Dexterity: 18 (+4)
Acrobatics: +4
+Initiative: +6
Sleight of Hand: +4
+Stealth: +6​
Constitution: 12 (+1)
Intelligence: 10 (+0)
+Arcana: +2
Computer Use: +0
History: +0
Investigation: +0
Life Sciences: +0
Physical Sciences: +0
+Religion: +2
Technology: +0​
Wisdom: 15 (+2)
Animal Handling: +2
Insight: +2
Medicine: +2
+Perception: +6
Survival: +2​
Charisma: 13 (+1)
^Deception: +1
Gather Information: +1
Intimidation: +1
Performance: +1
^Persuasion: +1​
+Proficient, ^ Advantage, !Disadvantage
[sblock="COMBAT"]OFFENSE Initiative: +8
WeaponTo HitDamageRangeNotes
Katana (Keen)+71d8+6 (s)Finesse, Keen, Versatile (d10)
Katana+71d8+4 (s)Finesse, Versatile (d10)
Combat Knife (Keen)+61d6+6 (p or s)Finesse, Keen, Light, Undermount
Collapsible Baton+61d6+4 (b)Finesse, Holdout, Light
Colt Manhunter+72d8+4 (bal.)50/250DT, Heavy, Laser Sight, Reload (14)
Unarmed strike+31d3+1 (b)
DEFENSE
AC: 19
Hardness: 2/+2​
SAVING THROWS
Strength: +1
Intelligence: +0
+^Dexterity: +6
+Wisdom: +4
Constitution: +1
Charisma: +1
+Proficient, ^ Advantage, !Disadvantage
[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: English, Elvish, Chinese (Cantonese)
Armor: Light
Weapons: Light Firearms, Simple Weapons, Martial Weapons
Tools: Calligrapher's Supplies​
Race: Elf
+2 to Dexterity, +2 to Charisma, -1 to Constitution
Speed: 40 feet
Size: Medium
Alluring: Elves are naturally attractive to most people and have advantage on both Deception and Persuasion checks in person, where they can be seen by the subject who understands them.
Low-Light Vision: You can see in dim light as if it were bright light.
Keen Senses: You You have proficiency in the Perception skill.
Background: Disciple
Skills: Athlethics, Arcana, Religion
Tools: Calligrapher's tools
Languages: One of your choice
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 100¥, two sets of middle-class clothes, Religion proficiency added to comlink proficiency, a credstik with 50¥.​
Class: Adept
Skills: Initiative, Stealth
Class Talents:
Unarmored Defense: When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.).
Mystical Armor:As your understanding of the magic of your body grows you learn to better deal with external threats to it. The adept gains 2 points of Hardness but does not add to any armor worn or shield carried. This Hardness protects against all magical spell damage also. This damage reduction increases by another 1 point for every 5 levels of adept she gains (5th, 10th, 15th and 20th adept level).
Enhanced Reflexea: You can move unnaturally fast when you want to. You gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics.
Enhanced Physical Attribute (DEX): Your physical form has been enhanced. You gain +2 bonus to either your Strength, your Dexterity or your Constitution. This allows you also to exceed your characteristic maximum by 2 (or 4, see below). You can take this talent multiple times, each time it applies to a different physical attribute. Once you have taken all three attribute you can take this talent one additional time, applying it to your Strength, Dexterity or Constitution.​
Equipment:
400¥ spare cash, Colt Manhunter with Concealable Hostler, 100 round regular ammunition and 2 spare magazines, Katana (Keen Blade), Combat Knife (Keen Blade), Collapsible Baton, Basic Comlink​
Feats:
Weapon Focus (Martial Melee): For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Dual Weapon: You gain a +1 to your Armor Class while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one a round.
Dual Weapon Mastery: Dual Weapon feat. When wielding two one-handed weapons you now get to add the ability modifier bonus damage to damage with your bonus attack. .​
[/sblock][sblock="EQUIPMENT"]Middle-Class Clothes
Katana (Keen Blade)
Katana
Combat Knife (Keen Blade)
Collapsible Baton
Colt Manhunter w/Concealable Holster & 4 spare magazines
Comlink (Broadcast 1, Firewall 15, Int 12, Wis 10, Prof +2, Skills: Computer Use, History, Investigation, Perception, Religion, Technology, App: Electronic Prayer Wheel)
Filter Plugs
Credstik (138¥)
Backpack
Rope, Standard (50')
Canteen w/ Filter (1 qt. water)
Rapelling Gloves
Trauma Patch (2)​


Apartment (Low-Life, prepaid 2 months)
Middle-Class Clothes (spare set)
Buddhist Scrolls
Calligrapher's Supplies
Extra ammo for Colt (44 rounds)​
[/sblock][sblock="CONTACTS"]Decker (Gray Ghost)
Fence (Jack Jeebs)[/sblock][sblock="DESCRIPTION and HISTORY"]
Race: Elf
Gender: Male
Age: 25
Height: 6' 1"
Weight: 205#
Skin: Pale
Hair: White
Eyes: Green
HISTORY:
Steel Serpent was trained in the Mystic Combat Arts in the city of Shang-Ri-La, which lies hidden in the mountainous province of Tibet, in China.
[/sblock]
 
Last edited:



Shayuri

First Post
By 6 'points' of cybernetics from the Cybernetics talent, do you mean 6 Strain? And if so, is the cash value of the cybernetics a factor, or is it literally just any 6 strain of cybernetics regardless of their cash cost?
 




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