Shadowrun using DnD5 [OOC]

Wait, smartguns have laser sights already?

Well shoot, I can save 75 nuyen then. Thanks!

Still saving up for the smartlink goggles I want. :)
 

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Yes... so circumstance of the same type do not stack but as one grants a +2 to attack and damage and the other grants a +1d weapon die of damage, these are two different things and do stack. The bonuses would not stack with the Weapon Master talent for example though.
 


The cyberninja walks among us. Highly mobile combat style, sneaky, dangerous at range (via Deadly Aim and some targeting boosts) and in melee (via Martial Arts). Future development will probably focus on defense and skills...her offense is pretty good where it is.

Name: Juno Reyes
Medium Human Infiltrator 3
Init: +6; Perception: +4 (+6 vision) (passive 14, 16 vision)
Languages: English, Spanish
Karma: 7 (1d4+1)
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AC: 18
Hardness: 2/+2
Wound Threshold: 18
Hit Points: 29
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Spd 30'
Melee +6, 1d6+4 knife or 1d6+4 unarmed (extra unarmed atk/Attack action); shock gloves Stun (15)
Ranged +8, 2d8+7 Ares Predator (doubletap) or 2d8+5 HK227 (burst/auto); -2 atk +4 dmg Deadly Aim; laser sights
Proficiency Bonus: +2
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Abilities Str 10, Dex 18, Con 12, Int 13, Wis 14, Chr 12
Talents:
Core - Improved Stealth (Adv on Stealth)
Core - Cybernetics (6 strain of cybernetics)
Core - Crafty Action (Bonus to Dash, Disengage or Hide)
Cyber - Cybernetics (6 strain of cybernetics)
3 - Skirmisher (Adv on attacks after moving 15' or more)

Feats:
B Point Blank Shot
B Martial Arts
2 Deadly Aim
3 Martial Arts Expert

Racial
- Bonus Feat
- Bonus Skill Training
- Bonus Karma

Skills:
Investigation +3
Perception +4
Athletics +2
Computer Use +3
Stealth +6
Gather Information +3

Cybernetics (12 strain)
Wired Reflexes (+2 AC/Init, adv on Dex saves, Extra 'haste' action/turn) 6
Cybereyes (Darkvision, Flare Compensation, vision enhancement) 1
Orthoskin (resistance: Piercing/Ballistic) 2
Reflex Implant 1 (+2 Dex) 3

Proficiencies
Armor: Light
Weapons: Heavy and Light Firearms, Martial and Simple
Tools: Thief's Tools, Maglock Passkey, Motorcycle, Hand Scanners
Saves: Dexterity +6, Intelligence +3

Background
Security

Equipment:
Cash: 250¥
2 sets middle-class clothes
Lifestyle: 2 months Low

Armor
Undercover Vest (AC 12+Dex, Hard 2/+2, concealable, 10lbs)

Weapons
Ares Predator, Silencer, Concealed Holster (2d8+2 ballistic, rng 50/250, 14rnd, 5lbs, smartlink)
- 100 rounds of regular ammunition and 2 extra magazine clips.

* HK 227S SMG, Concealed Holster (2d8 ballistic, autofire/burst, rng 80/400, 30rnds, 7lbs smartlink, silenced)
- 100 rounds of regular ammunition and 2 extra clips.

Combat Knife (Keen Blade, finesse, light, undermount) 1d6 pierce/slash, 1lb

Shock Gloves (finesse, holdout, light, rnds 10, touch) Stun (15)

Gear
Thieves Kit
Subvocal Microphone
Maglock Passkey kit
One basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
- Skills: Computer Use, History, Investigation, Perception and Technology.
Electronic/Radio Transition Detector (bug detector): Cost 200¥, Wt. 1 lb

Suzuki Mirage
Cost: 15,500¥ for battery
Size: Medium; Crew: 1; Passengers: 1; Cargo: 40 lbs
Modifier: +4; Speed: 90ft (180 MPH); Cover: Half
Power: Electric -16hrs on 4hr recharge
AC: 16; HD: 3; HP: 30; Hardness: 4; Threshold: 19
Abilities: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; Proficiency: +2; Skills: base; Notes: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1.

Contacts
Dan Cazintino - Cyberdoc
Marlon 'FuzzE' Baer - Fixer
 
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I updated the Spirits section. I am not 100% done with all the spirits and elemental types yet BUT I got a lot of them. I fleshed out what tasks a spirit can preform and how you figure out their stats and powers. Next up I am going to finished up some of the new skills descriptions.

Also [MENTION=4936]Shayuri[/MENTION] your Orthoskin (resistance: Piercing [Ballistic]) as Ballistic is a special type of Piercing damage, so it covers both.

Also I created a Rogue's Gallery where finished characters go Rogue's Gallery
 

NPC hacker?

Wait, did no one make a hacker??

Oof. Damn. That's super tempting. If I can get something up today maybe, lol...

Thanks for the note on Orthoskin!

This version of Shadowrun doesn't have Technomancers, does it? :)
 

No not yet. I have been thinking about them and how to write them up, but they mostly don't show up as playable until after the Crash 2.0 so like around 2070 and the game is set in 2054. There was earlier ones introduced in a couple adventures back in 3rd ed that were in the early 2060's though.
 


Yes there are sooo many cool things that you can play through in the Shadowrun timeline...

The Universal Brotherhood exposed and Chicago's fall during the botched raid by Knight Errant on a super hive there (Bug City in 2056)
The lead up to the presidential election of 2057
The aftermath of the presidential assassination and will of a dragon
Renraku Seattle arcology mega-opening suddenness having an emergency shut down
Haley's Comet returning in 2061
Ghostwalker emerging from the DC Rift and then showing up in Denver when he destroyed most of Aztech assets there and expels them from the city
The lead up to the Crash 2.0 with Winternight Toxic shaman terrorist group...

Oh and checking the dates I see the Crash 2.0 happened in 2064... I think Technomancers started appearing after that (4th ed.)

Etc. Etc. :D
 

So if we get characters mostly done by tomorrow I am thinking of starting the adventure if you are all ready. You can flesh them out with extra stuff as we go before we get too the meat of the mission
 

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