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
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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
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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.
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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.
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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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