Shadowrun - 3rd Edition - Core Rulebook.pdf

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Shadowrun 3rd Edition
25000
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TABLE OF CONTENTS
INTRODUCTION
6
Dice Pools
43
Cyberware and Social Interaction 93
Armor and Society 93
Negotiation and Leadership 93
Interrogation and Intimidation 93
Etiquette 94
Instruction 95
Using Build/Repair Skills 95
Using Stealth 95
Using Knowledge Skills 96
Using Language Skills 97
Complementary Skills 97
Creating Your Own Skills 97
COMBAT 100
Initiative 100
Determining the Order 102
Combat Turn Sequence 103
1. All Dice Pools Refresh 104
2. Determine Initiative 104
3. Characters Take Action 104
in Their Combat Phase 104
4. Begin a New Combat Turn 104
Using Dice Pools 104
Combat Pool 104
The Combat Phase 104
Declaring Actions 104
Free Actions 105
Simple Actions 105
Complex Actions 107
Movement 108
Movement Rate 108
Walking 108
Running 108
Interception 108
Surprise 108
Ranged Combat 109
Resolving Ranged Combat 109
Range and Base Target Number 109
Situational Target Modifiers
WELCOME TO THE SHADOWS
7
Gear
44
Contacts
45
The Basics
8
What’s New?
8
Lifestyle
46
Condition Monitor
46
What Is a Roleplaying Game?
8
Getting Started
10
Karma
46
Roleplaying Shadowrun
10
Finishing Touches
46
Metahumanity
47
What Runners Do
10
Basic Runner Types
11
Dwarfs
47
Elves
48
Settings
11
Shadow Activity
12
Humans
49
SEE HOW THEY RUN
14
Orks
50
Trolls
50
AND SO IT CAME TO PASS …
22
CREATING A SHADOWRUNNER
52
Slouching Toward
Apocalypse (1999–2010)
24
Sample Characters
52
Building a Shadowrunner
54
The Resource Rush and
Lone Eagle
24
The Priority System
54
Choosing Your Race
54
Japan, Inc.
25
Choosing Magical Abilities
54
VITAS—The New Black Death
25
Choosing Attributes
55
2011—The Year of Chaos
25
Assigning Skills
57
If It’s Tuesday, This Must
Be the UCAS (2012–2018)
26
Assigning Resources
60
Finishing Touches
62
The Indian War and
the Great Ghost Dance
27
Sample Characters
64
Using Sample Characters
64
The Treaty of Denver
28
SKILLS
81
Welcome to Our
World (2018–2029)
28
Base Skills
81
Goblinization
29
Active Skills
81
Knowledge Skills
82
In Other News …
29
The Crash of ’29
30
Language Skills
82
Skill Ratings
82
Secession and War (2030–2037)
30
Corporate
Machinations (2033–2048)
Specialization
82
31
Defaulting
84
The Defaulting Process
84
Humans and Metas—
From Bad to Worse (2036–2046) 33
Life on the Cutting
Edge (2049–2060)
Limits on Defaulting
85
Active Skill Categories
85
33
Build/Repair Skills
85
110
Bug City
33
Combat Skills
85
Attacker Success Test
113
Magical Skills
87
Election Fever
34
Dodge Test
113
Corp War
34
Physical Skills
87
Damage Resistance Test
113
Social Skills
87
2060 and Beyond
35
Determine Outcome
113
GAME CONCEPTS
36
Technical Skills
88
Apply Damage
114
Vehicle Skills
88
Playing Shadowrun
36
About Knowledge Skills
89
Called Shots
114
The Abstract Nature of Rules
36
Choosing Knowledge Skills
89
Damage Codes
114
Making Tests
38
Street Knowledge
90
Firearms
114
Making Dice Rolls
38
Academic Knowledge
90
Single-Shot Mode
114
Different Types of Tests
39
Sixth World Knowledge
90
Semi-Automatic Mode
115
Time
39
Background Knowledge
90
Burst-Fire Mode
115
Combat Turns
39
Interests
90
Full-Auto Mode
115
Actions
40
About Language Skills
91
Ammunition
116
Shadowrunning by the Numbers
40
Lingos
91
Reloading Firearms
117
The Concept
40
Reading and Writing
91
Shotguns
117
Race
40
Using Skills
91
Projectile Weapons
117
Attributes
40
Skill Tests
91
Strength Minimum Rating
117
Initiative
42
Taking the Time
92
Projectile Weapon Types
118
Magic
42
Using Charisma-Linked Skills
92
Grenades
118
Skills
43
Racism
92
Missile Launchers
120
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Resolving Rocket
and Missile Fire 120
Melee Combat 120
Melee Combat Weapons 120
Resolving Melee Combat 122
Attacker’s Success Test 122
Defender’s Success Test 123
Compare Successes 123
Determine Damage 123
Damage Resistance Test 123
Full Defense 123
Knockdown 124
Shock Weapons 124
Barriers 124
Firing Through 124
Breaking Through 125
Damage and Healing 125
Types of Injury 125
Applying Damage 125
Condition Levels 126
Healing 126
Using Biotech 129
Magical Characters and Damage 129
VEHICLES AND DRONES
in Vehicles 150
Vehicles and Natural Domains 150
Riggers and Spirits 151
Casting Magic from Vehicles 151
Astral Projection from Vehicles 151
Vehicle Gunnery
Combat Spells
191
Detection Spells
192
Health Spells
193
Illusion Spells
195
Directed Illusion Spells
195
151
Indirect Illusion Spells
195
Manual Gunnery
151
Manipulation Spells
196
Sensor-Enhanced Gunnery
152
Control Manipulations
196
Using Drones
153
Elemental Manipulations
196
About Drones
153
Telekinetic Manipulations
197
Remote-Control Networks
154
Transformation Manipulations
198
Actions
156
THE MATRIX
199
Issuing Commands
157
Accessing the Matrix
200
MAGIC
158
Jackpoints
200
Mana
158
Icons
200
The Magic Attribute
158
Seeing the Matrix
202
Force
160
Grids and Hosts
202
Magicians
160
Regional Telecommunications
Grids (RTG)
Full Magicians
160
202
Aspected Magicians
160
Local Telecommunications
Grids (LTG)
Magical Skills
160
203
Exclusive Actions
160
Private LTGs
203
Drain
161
Hosts
203
130
Noticing Magic
161
Matrix Topology
203
About Riggers
130
The Shamanic Tradition
161
System Access Nodes
205
Vehicle Attributes
130
Totems
161
Distributed Databases
205
Handling
130
The Shamanic Lodge
166
System Ratings
205
Speed
132
The Hermetic Tradition
167
Intrusion Difficulty
205
Acceleration
132
Hermetic Libraries
167
Security Rating
205
Body
132
The Hermetic Circle
167
Security Codes
205
Armor
132
Adepts
168
Subsystem Ratings
206
Signature
133
Adept Powers
168
Rating Format
206
Autonav
133
The Astral Plane
171
Cyberdecks
206
Pilot
133
Astral Perception
171
Deck Ratings
206
Sensor
133
Astral Projection
172
Hardening
206
Cargo Factor
133
Astral Barriers
174
Active Memory
207
Load
133
Astral Combat
174
Storage Memory
207
Seating
133
Astral Tracking
177
I/O Speed
207
Entry Points
133
Sorcery
177
Response Increase
207
Special Vehicle Ratings
133
Spells
178
Detection Factor
207
The Driving Test
134
Spell Pool
180
The Hacking Pool
207
Sensors
135
Learning Spells
180
Cyberterminals
207
System Components
and Sensor Ratings 135
Sensor Tests 135
Sensor and Remote Deck Ranges 136
Electronic
Countermeasures (ECM) 138
Vehicle Combat 138
The Maneuver Score 138
Vehicle Combat Turn Sequence 140
Vehicle Actions
Spellcasting
181
Accessories
208
Spell Defense
183
Running the Matrix
208
Dispelling
184
Movement in the Matrix
208
Conjuring
184
Matrix Perception
209
Nature Spirits
184
Non-Combat Actions
209
Elementals
186
System Tests
209
Conjuring Drain
188
System Operations on Grids
210
Spirit Forms
188
Security Tally
210
Spirit Combat
188
Security Sheaves
210
141
Controlling
189
Grid Security Tallies
211
Multiple Vehicle Combat
145
Banishing
189
Alerts
211
Passenger Actions
During Vehicle Combat 145
Vehicle Damage 145
Rigger Damage 145
Vehicle Damage from Impact 145
Colliding with Objects 148
Vehicle Damage from Weapons 149
Repairing Vehicles
Astral Conjuring
189
Host/Grid Reset
212
Foci
189
Triggering IC
212
Form
189
Proactive vs. Reactive
212
Bonding
190
Crashing IC
212
Activation
190
IC Ratings
212
Spell Foci
190
Types of IC
212
Spirit Foci
190
System Operations
214
149
Power Foci
190
Interrogations
214
Vehicles and Magic
149
Sustaining Foci
191
Ongoing Operations
214
Elemental Manipulation Spells
150
Weapon Foci
191
Monitored Operations
215
Spells Against Characters
Street Grimoire
191
Operations Descriptions
215
Shadowrun, Third Edition
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Utilities 220
Operational Utilities 220
Special Utilities 220
Offensive Utilities 221
Defensive Utilities 222
Cybercombat 222
Cybercombat Sequence 222
Initiating Combat 223
Initiative 223
Actions 223
Combat Maneuvers 224
Resolving Attacks 226
Intrusion Countermeasures 227
White IC 227
Gray IC 228
Black IC 230
RUNNING THE SHADOWS 231
Perception 231
Security Systems 232
Physical Security 232
Technical Security 234
Maglocks 235
Active Security Measures 236
Magical Security 237
Matrix Security 237
Weapon Detection 237
Fencing the Loot 237
Finding A Fence 237
The Loot 237
The Meet 238
SINless 238
What’s in a SIN? 238
Credsticks and ID 238
Forging Credsticks and IDs 239
Lifestyles of the Rich and Shadowy 239
Luxury
Dice Pools
248
Purchasing Gear
272
NPC Professionalism
248
Availability
272
Toxins and Diseases
249
Street Index and Cost
273
Toxins
250
Legality Codes
273
Diseases
251
Making Legal Purchases
273
Shadowrunning
251
Permits
273
Tips for Less Stressful
Shadowruns 252
CONTACTS 253
Legwork 253
Searching the Matrix 254
Appropriate Contact Restrictions 254
Contact Levels 254
Level 1 Contact 254
Level 2 Contact 256
Level 3 Contact 256
Fleshing Out Contacts 256
Playing Contacts 256
Favor for a Friend 256
Sample Contacts 257
Bartender 257
Fixer 257
Mechanic 257
Mr. Johnson 258
Talismonger 259
Technician 259
Sample Characters as Contacts 259
SPIRITS AND DRAGONS
Hauling the Load
274
Personal Weapons
275
Impact Projectile Weapons
276
Firearms
276
Pistols
276
Taser Weapons
277
Submachine Guns
277
Rifles
277
Heavy Weapons
279
Ammunition
279
Reloading Firearms
280
Firearm Accessories
280
Explosives
282
Armor
283
Armor and Combat Pool
285
Lifestyle
285
Shelter
285
Entertainment
285
Personal Electronics
286
Tools
288
Surveillance and Security
288
260
Vision Enhancers
288
Powers
260
Communications
288
Surveillance Measures
289
Accident
262
Animal Control
262
Surveillance Countermeasures
291
Astral Armor
262
Security Devices
292
Security Countermeasures
293
Binding
262
Concealment
262
Survival Gear
293
Skillsofts and Chips
295
Confusion
262
240
Engulf
262
Source and Object Code
295
High
240
Enhanced Senses
263
Cyberware
296
Alphaware
296
Middle
240
Fear
263
Low
240
Flame Aura
263
Headware
297
Bodyware
300
Squatter
240
Guard
263
Streets
240
Hardened Armor
263
Cyberlimbs
301
Hospitalized
240
Immunity
263
Cyberdecks and Programs
303
Biotech
303
Keeping Up the Payments
240
Influence
263
Buying a Lifestyle
241
Innate Spell
263
Slap Patches
305
Magical Equipment
305
Multiple Lifestyles
241
Magical Skills
264
Team Lifestyles
241
Materialization
264
Vehicles
305
BEYOND THE SHADOWS
242
Movement
264
Vehicle Control Adjustments
305
Rigger Gear
306
Karma
242
Noxious Breath
264
Awarding Karma
244
Psychokinesis
265
Ground Vehicles
306
Boats
306
Improving the Character
244
Search
265
Improving Attributes
244
Venom
265
Aircraft
306
Improving Skills
244
Vulnerability (Weakness)
265
Military and
Restricted-Issue Vehicles
306
Learning New Skills
245
Combat
265
Training
245
Initiative
265
Drones
307
Vehicle Weapon Mounts
307
Karma Pools
246
Actions and Skills
265
Re-rolling Failures
246
Dice Pools
265
Vehicle Weapons
307
SEATTLE AND
THE MODERN NORTHWEST
Avoiding an “Oops”
246
Spirits
266
Open Tests
246
Elementals
266
313
Buying Additional Dice
246
Nature Spirits
266
Seattle
313
Buying Successes
246
Dragons
267
Seattle at a Glance
313
Extended Actions
246
STREET GEAR
270
Getting In and Around
314
The Hooper-Nelson Rule
248
Gear Ratings and Statistics
270
Government
314
Hand of God
248
Racial Modifications
272
Law Enforcement
314
Non-Player Characters
248
Upgrading
272
Corporations
316
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Seattle in the Shadows 317
Medical Facilities 318
Newsnets 319
Tribal Lands and Other Neighbors 319
The Salish-Shidhe Council
319
dell, Fred Hooper, Steve Kenson, Jim Nelson,
Bryan Nystul, Mike Nielsen, Lou Prosperi,
Douglas Quinto Reis and Luis Ricon (and all of
the Brazilian playtesters), Jon Szeto, Sharon
Turner Mulvihill and especially Jill Lucas and
Mort Weisman
Production Staff
Art Director
Jim Nelson
Graphic Design and Layout
Fred Hooper & Jim Nelson
Cover Illustrations
Paul Bonner (front)
Tom Baxa (back)
Sample Character Illustrations
Tom Baxa
Jeff Laubenstein
Jim Nelson
Marc Sasso
Mark Zug
Interior Color Scenes
Tom Baxa (p. 8),
Peter Bergting (pp. 1 & 5),
Clint Langley (pp. 2 & 3),
Jeff Laubenstein (p. 6),
Kevin McCann (pp. 4 & 7)
Black and White Illustrations
Janet Aulisio, Tom Baxa,
Peter Bergting, Paul Bonner,
Doug Chaffee, Tom Fowler,
Fred Hooper, Mike Jackson,
Clint Langley, Jeff Laubenstein,
Larry MacDougall, Dave Martin,
Jim Nelson, Mike Nielsen,
Mark Nelson, Paolo Parente,
Marc Sasso, Steve Prescott,
Ron Spencer, Shane White,
Karl Waller, Matt Wilson.
Salish
319
Sinsearach
319
Makah
320
Playtesters
John Bellando, Russ Bigham, David
Buehrer, George Burke, John Carey, Lisa
Chemleski, Bryan Covington, Wayne DeLisle,
Michael DeVita, Adam Dolsen, Eric Duck-
worth, Daniel Ducret, Christi Ewart Jr., FAT-
GOP, Daniel Felts, Andy Frades, Tony Glinka,
William Gold, Rocky Goodenough, Robert
Habenicht, Mason Hart, Michael Hathaway,
Cary Hill, Lyle Hinkley, Chris Hussey, David
Hyatt, Will Jackson, Jonathan Jacobson, Erik
Jameson, Ricky Jimenez, Matt Johnson, Sean
Johnson, Jim “Loki” Jones, Adam Jury, Mara
Kaehn, Brad Kercher, Lorne Kerlin, Craig Kne-
felkamp, Don Larkin, Seth Levine, Tim Link,
Craig Loos, Eva Marie, Sean Matheis, Tim
Mathena, Mark McKenna, Paul Meyer, Bill
Michie, Dennis Jon Miller, Michael Miller, E.
Mark Mitchell, Daniel Mooneyham, Linda
Naughton, Mike Naughton, Justin Pinnow,
Steven “Bull” Ratkovich, Max Rible, Kenna
Rice, Kenneth Riehle, Cristina Rizen, Asher
Rosenberg, Seth Rutledge, Angela Schaafs-
ma, Shayne Schelinder, Lonnie Schmidt, San-
dra Schmitz, Brian Schoner, Joe Shidle,
Thomas Shook, Chris Siddle, Brian Skipper,
Darci Stratton, Lori Tharp, Steven Tinner,
Daniel Tomalesky, Richard Tomasso, Malik
“Running Wolf” Toms, Ted Turrietta, Thomas
Vielkanowitz, Joe Voelker, Sebastian Wiers,
Jim Wong, Jon Wooley.
Plus all the players the world over who
helped shape Shadowrun over the years.
Cascade Crow
320
Cascade Ork
320
Tsimshian
321
Tir Tairngire
321
THE DEVELOPER’S SAY
322
SOURCEBOOK UPDATES
323
Converting Characters
323
Skills
323
Dice Pools and Threat Ratings
323
Magic
324
Gear
324
Converting Sourcebook Material
324
Rigger 2
324
Virtual Realities 2.0
324
INDEX
326
SHADOWRUN,
THIRD EDITION CREDITS
Shadowrun Created By
Jordan Weisman
Bob Charrette
Paul Hume
Tom Dowd
L. Ross Babcock III
Sam Lewis
Dave Wylie
Shadowrun® is a Registered Trademark and
Trademark of Wizkids LLC in the United
States and/or other countries. The WK
Games logo is a Trademark of WizKids LLC.
Copyright© 1998–2005 WizKids LLC. All
Rights Reserved. No part of this work may
be reproduced, stored in a retrieval system,
or transmitted in any form or by any means,
without the prior permission of the Copy-
right Owner, nor be otherwise circulated in
any form other than that in which it is pub-
lished. Permission granted to photocopy for
personal use only.
Third Edition Design, Writing and Develop-
ment
Michael Mulvihill
with Robert Boyle
Dedication
I would like to dedicate this book to the
man who taught me the importance of read-
ing and thus imagination. He taught me the
importance of words and writing. He taught
me the importance of self-confidence. He
taught me most of all that nothing short of
following my dreams was acceptable.
Thanks, dad—I miss you. MM
Additional Material By
Randall Bills
(Matrix from original
material by Paul Hume)
Diane Piron-Gelman
(See How They Run)
Steve Kenson (Magic, Spirits and
Dragons, Seattle and the Modern
Northwest)
Jon Szeto (Vehicles and Drones)
Version 1.0 (January 2005), based on the Cor-
rected 13th printing (2005), with additional
corrections. Published by FanPro LLC, Chica-
go, Illinois, USA.
Shadowrun Line Developer
Michael Mulvihill
Find us online:
info@shadowrunrpg.com
(email address for Shadowrun questions)
http://www.shadowrunrpg.com
(official Shadowrun web pages)
http://www.fanprogames.com
(FanPro web pages)
http://www.wizkidsgames.com
(WizKids web pages)
http://www.studio2publishing.com
(Studio 2 Publishing—Online Sales)
Second Edition Design and Development
Tom Dowd
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Associate Editor
Diane Piron-Gelman
Assistant Editors
Robert Boyle
Tara Gallagher
First Edition Design
Bob Charrette, Paul Hume and Tom Dowd
The Cool Brigade
Randall Bills, Robert Boyle, John Bride-
groom, Guido Hoelker (and the rest of the
German playtesters … ), Dan “Flake” Gren-
Shadowrun, Third Edition
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