Shadowrun 4E - Runner's Toolkit - Quick Reference Sheets.pdf
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Runner's Toolkit - Cheat Sheets
DRAIN RESISTANCE ATTRIBUTES
Hermetic:
Logic
Norse:
Charisma
Shamanic:
Charisma
Path of the Wheel:
Charisma
Aboriginal:
Charisma
Psionic:
Intuition
Aztech:
Charisma
Qabbalistic:
Logic
VITAL STATISTICS
Black Magic:
Charisma
Rastafarian:
Intuition
Buddhist:
Intuition
Shinto:
Charisma
Chaos Magic:
Logic
Traditional or
Hedge Witchcraft:
ATTRIBUTES
Magic
Willpower
(Drain Resistance Attribute)
SKILLS
Summoning
MODIFIERS
Spirit Type
Desired Force
Mentor Spirit Bonus
Summoning / Power Focus
Wound Modifi er
VARIABLES
Christian Theurgy:
Charisma
Intuition
Druidic:
Intuition
Voodoo:
Charisma
Egyptian:
Intuition
Wicca (Goddess):
Intuition
Hindu:
Logic
Wicca (Gardnerian):
Logic
Islamic:
Logic
Wuxing:
Logic
Logic
Wuxing:
Logic
Zoroastrian:
Logic
Your Hits
Spirit’s Hits
Drain Damage Value
WALKTHROUGH
1. Choose a
type of spirit
to summon.
2. Choose a Force for the spirit, up to twice your Magic.
3. Add your
Magic Attribute
to your pool.
4. Add your
Summoning Skill
to your pool.
5. Add or subtract the modifi er for your Mentor Spirit to your pool,
if applicable.
6. Add the Force of a Summoning Focus (if it is of the correct
type) and Power Focus to your pool.
7. Subtract any
Wound Modifi er
from your pool.
8. Roll your pool dice, add up the
hits
.
If you glitch, tell the gamemaster.
9. The gamemaster rolls the
spirit’s Force
and adds up the hits.
10. Subtract the
spirit’s hits
from
your hits
. If you have zero or fewer
remaining hits, no spirit appears. If you have hits left over,
each hit counts as a service the spirit owes you.
11. Multiply the
spirit’s hits
by two. This is the Damage Value of the
Drain, minimum 2.
12. Start a new pool, add your
Willpower
to it.
13. Add the
Drain Resistance Attribute
, according to your tradition.
14. Roll your pool dice. Subtract one from the
Drain Damage Value
for each hit.
15. If you did not reduce the
Drain Damage Value
to zero, apply the
damage to your Condition Monitor: Physical if the Force was
greater than your Magic, Stun otherwise.
Hindu:
Logic
Wicca (Gardnerian):
Logic
Islamic:
Logic
Wuxing:
Logic
Zoroastrian:
Logic
VITAL STATISTICS
DRAIN RESISTANCE ATTRIBUTES
ATTRIBUTES
Magic
Willpower
(Drain Resistance Attribute)
SKILLS
Banishing
MODIFIERS
Power Focus
Target Sprit’s Owed Services
Target Spirit’s Force
Target Spirit’s Summoner’s Magic
Mentor Spirit Modifi er
Banishing Focus
Wound Modifi er
VARIABLES
Hermetic:
Logic
Path of the Wheel:
Charisma
Shamanic:
Charisma
Psionic:
Intuition
Aboriginal:
Charisma
Qabbalistic:
Logic
Aztech:
Charisma
Rastafarian:
Intuition
Black Magic:
Charisma
Shinto:
Charisma
Buddhist:
Intuition
Traditional or
Hedge Witchcraft:
Chaos Magic:
Logic
Intuition
Christian Theurgy:
Charisma
Voodoo:
Charisma
Druidic:
Intuition
Wicca (Goddess):
Intuition
Egyptian:
Intuition
Wicca (Gardnerian):
Logic
Hindu:
Logic
Wuxing:
Logic
Islamic:
Logic
Zoroastrian:
Logic
Norse:
Charisma
WALKTHROUGH
Your Hits
1. Choose a target spirit and find its
force
, along with its type, and whether
it has been bound.
2. Add your
Magic Attribute
to your pool.
3. Add your
Banishing Skill
to your pool.
4. Add or subtract the modifier for your
Mentor Spirit
to your pool, if
applicable.
5. Add the Force of a
Banishing Focus
(if it is of the correct type) and
Power Focus to your pool.
6. Subtract any
Wound Modifier
from your pool.
7. Roll your pool dice, add up the
hits
. If you glitch, tell the gamemaster.
8. The gamemaster rolls the target spirit’s
Force
and adds up the hits. If
the target is a bound spirit, the gamemaster also rolls its summoner’s
Magic rating and adds those hits.
9. Subtract the
spirit’s hits
from
your hits
. If you have zero or fewer hits,
nothing happens. If you have hits left over, each hit reduces the
target spirit’s owed services. If the owed services are reduced to zero
or less, it will leave on its next action, but any magician may attempt
to summon it before it leaves.
10. Multiply the
spirit’s hits
by two. This is the
Drain Damage Value
,
minimum 2.
11. Start a new pool, add your
Willpower
to it.
12. Add the
Drain Resistance Attribute
, according to your tradition.
13. Roll your pool dice. Subtract one from the
Drain Damage Value
for each
hit.
14. If you did not reduce the
Drain Damage Value
to zero, apply the damage
to your Condition Monitor: Physical if the Force was greater than your
Magic
, Stun otherwise.
Spirit’s Hits
Drain Damage Value
VITAL STATISTICS
ATTRIBUTES
Agility
Strength
SKILLS
(Weapon Skill)
MODIFIERS
Weapon Used
Ammo Used
Weapon + Ammo DV
Weapon + Ammo AP
Weapon Fire Mode: (rounds fi red)
SS(1) SA(1) BF/Narrow(3) BF/Wide(3)
FA/Long Narrow(6) FA/Long Wide(6)
FA/Full Narrow(10) FA/Full Wide(10)
Recoil Compensation
Laser Sight/Smartlink Bonus
Wound Modifi er
VARIABLES
Number of rounds fi red this Action Phase
(including this attack)
Range
Recoil Modifi er
Your Hits
Defender’s Hits
Your Net Hits
Modifi ed DV
Other modifi ers (p. 152,
SR4A
; p. 161,
Arsenal
)
WALKTHROUGH
1. Choose the
weapon
and
ammo
you want to use, and note their
DV
and
AP
.
2. Choose a
fi re mode
that you want to use.
3. Add your
Agility
to your pool.
4. Add the correct weapon skill to your pool: Archery, Automatics,
Exotic Ranged Weapon, Heavy Weapons, Longarms, Pistols, or
Throwing Weapons.
5. Add bonus for a laser sight or smartlink to your pool, if applicable.
6. Subtract any
Wound Modifi er
from your pool.
7. Subtract the
Recoil Compensation
from the
number of rounds
fired this Phase
, then subtract one; the difference is the
recoil
modifier
.
8. If the
weapon
is a heavy weapon, double the
recoil modifi er
.
9. If the
weapon
is a shotgun and the
fi re mode
is BF or FA, double the
recoil modifi er
.
10. If the
recoil modifi er
is greater than zero, subtract it from your pool.
11. Subtract from your pool any range modifi ers (based on your
weapon type) from p. 151,
SR4A
.
12. Add to or subtract from your pool any other modifi ers from p. 152,
SR4A
, or p. 161,
Arsenal
.
13. Roll your pool dice, note your
hits
. If you glitch, tell the GM.
14. If your
fi re mode
is one of the wide bursts, tell the gamemaster; the
defender loses defense pool.
15. The defender rolls defense pool and subtracts
their hits
from
your
hits
. If your
net hits
are zero or less, you miss. Stop now.
16. If you are using a grenade or rocket as your weapon, determine
scatter by consulting the Scatter Table and Grenade Scatter
Diagram on p. 155,
SR4A
.
17. Add your
net hits
to your
weapon + ammo DV
; this is your
modifi ed
DV
. If this number is greater than the defender’s armor modifi ed
by your
weapon + ammo AP
, it causes Physical damage, otherwise
it causes Stun damage.
18. If your
fi re mode
is one of the narrow bursts, add one less than the
number of rounds in the burst to your
modifi ed DV
.
19. Tell the gamemaster your fi nal
modifi ed DV
. The defender will
attempt to resist the horrible damage you have just caused.
VITAL STATISTICS
ATTRIBUTES
Agility
Strength
SKILLS
(Weapon Skill)
MODIFIERS
Defender’s Reach
Weapon Used
Weapon DV
Weapon AP
Your Reach
Weapon Reach
Wound Modifi er
VARIABLES
Your Hits
Defender’s Hits
Your Net Hits
Modifi ed DV
Other modifi ers (p. 157,
SR4A
,
and p. 162,
Arsenal
)
WALKTHROUGH
1. Choose the
weapon
you want to use, and note its
DV
and
AP
. If unarmed, the
DV is half your Strength, rounded up.
2. Add your
Agility
to your pool.
3. Add the correct
weapon skill
to your pool: Blades, Clubs, Exotic Melee
Weapon, or Unarmed Combat.
4. Add
your reach
and
your weapon’s reach
together, and compare them to the
defender’s total reach. The higher reach may either add the difference to
their own pool, or subtract it from their opponent’s pool.
5. Subtract any
Wound Modifi er
from your pool.
6. Add to or subtract from your pool any other modifi ers from p. 157,
SR4A
, or p.
162,
Arsenal
.
7. Roll your pool dice, note your
hits
. If you glitch, tell the GM.
8. The defender rolls defense pool and subtracts
their hits
from
your hits
. If your
net hits
are zero or less, stop now.
9. Add your
net hits
to your
weapon DV
; this is your
modifi ed DV
. If this number
is greater than the defender’s armor modifi ed by your
weapon AP
, it causes
Physical damage, otherwise it causes Stun damage.
10. Tell the gamemaster your fi nal
modifi ed DV
. The defender will attempt to
resist the horrible damage you have just caused.
VITAL STATISTICS
ATTRIBUTES
Magic
Willpower
(Drain Resistance Attribute)
SKILLS
Spellcasting
MODIFIERS
Spell Cast
Force
Drain DV (per spell description)
Mentor Spirit Bonus
Power Focus
Spellcasting Focus
Threshold
Visibility Modifi ers
Wound Modifi er
VARIABLES
Your Hits
Actual Hits
Defender’s Hits
Your Net Hits
WALKTHROUGH
DRAIN RESISTANCE ATTRIBUTES
Hermetic:
Logic
Path of the Wheel:
Charisma
1. Choose the
spell
you wish to cast at the target.
2. Choose a
Force
for the spell, up to twice your
Magic
.
3. Add your
Magic
to your pool.
4. Add your
Spellcasting
to your pool.
5. Add or subtract the modifi er for your Mentor Spirit to your pool,
if applicable.
6. Add the Force of a Spellcasting Focus (if it is of the correct
type) and Power Focus to your pool.
7. Subtract any
Wound Modifi er
from your pool.
8. Subtract Visibility Modifers (p. 136,
SR4
A) as necessary.
9. Roll your pool dice, add up
your hits
. If you glitch, tell the GM.
10. Take the lesser of
your hits
and the spell’s
force
; this is your
actual hits
total.
11. If the spell is resisted and your target is living, the gamemaster
will roll resistance pool and subtract from your
actual hits
. If
your target is non-living, the gamemaster will compare your
actual hits
to the threshold. If your
actual hits
is reduced to
zero or less (in the former case), or if your
actual hits
falls
short of the threshold (in the latter case), skip to step 13.
Shamanic:
Charisma
Psionic:
Intuition
Aboriginal:
Charisma
Qabbalistic:
Logic
Aztech:
Charisma
Rastafarian:
Intuition
Black Magic:
Charisma
Shinto:
Charisma
Buddhist:
Intuition
Traditional or
Hedge Witchcraft:
Chaos Magic:
Logic
Intuition
Christian Theurgy:
Charisma
Voodoo:
Charisma
Druidic:
Intuition
Wicca (Goddess):
Intuition
Egyptian:
Intuition
Wicca (Gardnerian):
Logic
Hindu:
Logic
Wuxing:
Logic
Islamic:
Logic
Zoroastrian:
Logic
Norse:
Charisma
12. Tell the gamemaster your actual hits and the Force of the spell.
Your gamemaster will determine the effect of the spell.
13. Start a new pool, add your
Willpower
to it.
14. Add the
Drain Resistance Attribute
, according to your tradition.
15. Roll your pool dice. Subtract one from the
Drain Damage Value
for each hit.
16. If you did not reduce the
Drain Damage Value
to zero, apply the
damage to your Condition Monitor: Physical if the Force was
greater than your
Magic
, Stun otherwise.
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