Shadowrun - 4th Edition - 20th Anniversary Corebook.pdf

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Shadowrun 20th Anniversary Corebook
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The year is 2072. Magic has returned and creatures of
myth and legend walk among us as megacorps bleed
the world dry. You’re a shadowrunner—a deniable
asset, a corporate pawn—using bleeding-edge science
and magic to make your meat body and mind better-
than-lesh. Stay on the edge, and you may survive
another ‘run on the mean sprawl streets.
The 20th Anniversary Edition is fully compatible
with all Shadowrun, Fourth Edition books.
Under License From
© 2009 WizKids, Inc. All rights reserved. Shadowrun, Matrix and WK Games are trademarks and/or registered trademarks of WizKids, Inc. in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
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table of contents
WELCOME TO THE SHADOWS
14
TABLE OF CONTENTS
41
Shadowrunning By the Numbers
66
The Basics
15
The Doctor Is In
41
The Concept
66
What is a Roleplaying Game?
15
Welcome to the Machine
42
Metatype
66
Roleplaying Shadowrun
16
Matrix 2.0
42
Attributes
67
What Runners Do
16
The Network is the Consumer
42
Skills
68
Core Supplements
16
Sharing the Love
42
Qualities
68
Basic Runner Types
17
Tagging, 2070’s Style
42
Magic
69
Settings
18
Big Brother is Watching
42
Technomancy
69
Shadow Activity
18
Holes in the System
43
Gear
69
A HISTORY LESSON FOR THE REALITY
IMPAIRED
Get Your Mojo Workin’
43
Augmentations
70
Magic in the Media
43
Contacts
70
24
John Q. Public
44
Lifestyle
71
The Rise of the Megacorps
24
Magic and Religion
44
Condition Monitors
71
Seretech & Shiawase
24
Ghouls and Spirits and Dragons—OH MY!
44
Karma
71
Resource Rush
24
Magic in the Shadows
44
Metahumanity
71
Japanese Imperial State
25
We’re Not Alone
44
Dwarfs
71
Death and Chaos
25
Coming Out
44
Elves
71
VITAS
25
Public Opinion
45
Humans
72
The Awakening
26
Corporate Paranoia
45
Orks
72
Nation Building
26
Sprites, AIs, and Digital Critters
45
Trolls
73
Metamorphoses
27
Takin’ Care of Business
45
Edge
74
Techsplosion
27
Extraterritoriality
45
Spending Edge
74
Goblinization
27
Guarding the Henhouse
45
Regaining Edge
74
Lone Star
27
In the Family
45
Burning Edge
75
Tech, Redux
27
The Big Ten
46
CREATING A SHADOWRUNNER
The Crash of ’29
27
Ares Macrotechnology
46
80
Divided We Stand, United We Fall
28
Strange Bedfellows
49
Building a Shadowrunner
80
North America
28
Livin’ Large
49
Build Points (BP)
80
Euro Wars
29
Nightlife
49
Choose Your Metatype
81
Awakened Nations
29
Music
50
Pick Qualities
81
The Last Wave
29
Sports
50
Purchase Attributes
82
Hate and Brotherhood
29
Simsense
50
Acquire Skills
84
Meta-hate
30
Trideo, Radio, and Cinema
51
Types of Skills
84
Universal Brotherhood
30
Advertising
51
Purchasing Active Skills
84
The Corporate Shufle
30
Fashion
51
Knowledge Skills
85
Ares
31
Sex
52
Language Skills
85
Fuchi
31
The Dark Side
52
Assign Resources
86
Saeder-Krupp
31
Criminal Elements (Other Than You)
53
Gear
86
Yamatetsu
31
Organized Crime
53
Magical Resources
87
Renraku
31
Gangs
54
Technomancer Resources
88
Aztechnology
31
Organleggers
54
Contacts
88
Will to Power
31
He Ain’t Heavy …
54
Finishing Touches
88
President Dunkelzahn
31
The Way It Is
54
Final Statistics
88
Dunkelzahn’s Will
32
Pro-Meta Activist Groups
54
Starting Nuyen
88
Year of the Comet
32
Racist Organizations
55
Gamemaster’s Approval
89
Storms
32
Background and Story
89
GAME CONCEPTS
Ghostwalker
33
60
Quality Descriptions
90
Slash and burn
33
Playing Shadowrun
60
Positive Qualities
90
Matrix Crash 2.0
33
The Abstract Nature of Rules
60
Negative Qualities
93
Deus’ Agenda
34
Dice
60
SAMPLE CHARACTERS
Perfect Storm
34
Making Tests
60
98
It’s a Wireless World
34
Dice Pools
60
Bounty Hunter
98
NeoNET and the WMI
34
Target Number and Hits
62
Combat Mage
99
Winners and Losers
34
Glitches
62
Covert Ops Specialist
100
General Colloton for President
35
Rule of Six
62
Drone Rigger
101
Nation (Re)Building
35
Different Types of Tests
63
Enforcer
102
Times of Emergence
35
Success Tests
63
Face
103
A Second Revelation
35
Opposed Tests
63
Gunslinger Adept
104
Underworld at War
35
Extended Tests
64
Hacker
105
Teamwork Tests
65
Occult Investigator
106
LIFE ON THE EDGE
40
Trying Again
65
Radical Eco-Shaman
107
Day to Day
40
Critical Success
65
Smuggler
108
A Place to Stash Your Gear
40
Time
65
Sprawl Ganger
109
Getting Around
40
Combat Turns
65
Street Samurai
110
You Are What You Eat
41
Actions
65
Street Shaman
111
Show Me the Money
41
Technomancer
112
Weapon Specialist
113
2 TABLE OF CONTENTS
Living in SIN
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SKILLS
118
COMBAT
144
Vehicle Combat
167
Base Skills
118
Combat Turn Sequence
144
Vehicle Attributes
167
Active Skills
118
Initiative
144
Vehicle Tests
168
Knowledge Skills
118
Initiative Score
144
Tactical Combat
168
Language Skills
118
Initiative Passes
145
Chase Combat
169
Using Skills
118
Switching Initiative
145
Attacks Against Vehicles
170
Skill Groups
118
Initiative and Edge
145
Vehicle Damage
170
Skill Ratings
118
Initiative Glitches
145
Gunnery
171
Specializations
121
Delayed Actions
145
Sensor Tests
171
Defaulting
121
Timed Items and Initiative
145
Sensor Targeting
171
Combat Active Skills
121
The Action Phase
146
THE AWAKENED WORLD
Magical Active Skills
122
Free Actions
146
176
Physical Active Skills
124
Simple Actions
147
The Basics
176
Resonance Active Skills
125
Complex Actions
148
Awakened Attributes
176
Social Active Skills
125
Interrupt Actions
148
Magic Use
177
Technical Active Skills
126
Movement
148
Sorcery
177
Vehicle Active Skills
128
Movement Rate
149
Conjuring
177
Special Active Skills
128
Resolving Combat
149
Arcana
177
Knowledge Skills
128
Opposed Combat Test
149
Enchanting
178
Choosing Knowledge Skills
128
The Combat Sequence
149
Drain
178
Street Knowledge
129
Ranged Combat
150
Magical Lodges
178
Academic Knowledge
129
Ranged Attack Modiiers
150
Noticing Magic
179
Professional Knowledge
129
Defending Against Ranged Combat
153
Magic Actions
179
Interests
129
Firearms
153
Street Magic
179
Language Skills
129
Single-Shot Mode
153
Traditions
180
Language in 2070
129
Semi-Automatic Mode
153
Creating a Tradition
180
Lingos
130
Burst-Fire Mode
153
Concept
180
Using Speciic Skills
130
Full-Auto Mode
154
Magic and Spirits
180
Using Arcana
130
Ammunition
154
Drain Attribute
180
Using Astral Perception
130
Shotguns
154
Example Traditions
180
Using Astral Combat
130
Projectile Weapons
155
Sorcery
181
Using Biotech
130
Projectile Weapon Types
155
Spells
181
Using Build Or Repair
130
Grenades
155
Spellcasting
182
Using Charisma-Linked skills
130
Rockets and Missiles
156
Ritual Spellcasting
184
Using Chemistry
132
Resolving Rocket and Missile Fire
156
Counterspelling
185
Using Climbing
132
Rocket and Missile Scatter
156
Conjuring
186
Using Con
133
Melee Combat
156
Summoning
188
Using Conjuring
133
Melee Attack Modiiers
156
Banishing
188
Using Disguise
133
Defending Against Melee Attacks
156
Binding
188
Using Enchanting
133
Melee Modiiers
157
Enchanting
190
Using Escape Artist
133
Melee Modiier Table
157
The Astral World
190
Using Etiquette
133
Melee Combat Weapons
159
Auras and Astral Forms
191
Using Forgery
134
Defending in Combat
159
Astral Perception
191
Using Iniltration
134
Defense Modiiers
159
Astral Signatures
191
Using Instruction
134
Full Defense
160
Astral Projection
192
Using Intimidation
134
Other Combat Factors
160
Astral Combat
193
Using Jumping
134
Armor
160
Astral Tracking
193
Using Knowledge Skills
135
Called Shots
161
The Metaplanes
193
Using Language Skills
135
Interception
161
Mana Barriers
194
Using Leadership
135
Knockdown
161
Mana Lodges
194
Using Locksmith
135
Subduing (Melee Only)
161
Wards
194
Using Navigation
135
Damage
162
Passing Through Barriers
194
Using Negotiation
135
Types of Injury
162
Spells and Mana Barriers
194
Using Palming
135
Damage Codes
162
Adepts
194
Using Perception
135
Damage Resistance Tests
162
Mystic Adepts
195
Using Piloting
136
Applying Damage
162
Adept Powers
195
Using Resonance
136
Wound Modiiers
163
Initiation
197
Using Running
136
Dead Man’s Trigger
163
Initiate Powers
198
Using Shadowing
136
Special Types of Damage
163
Foci
198
Using Sorcery
136
Surprise
165
Bonding
199
Using Stealth Skills
136
Surprise and Perception
165
Activation
199
Using Survival
137
Surprise Tests
165
Spell Foci
199
Using Swimming
137
Effects of Surprise
165
Spirit Foci
199
Using Technical Skills to Build or Repair
138
Barriers
166
Weapon Foci
199
Using Tracking
138
Barrier Ratings
166
Power Foci
199
Using Attributes
138
Shooting Through Barriers
166
Mentor Spirits
200
Destroying Barriers
166
Roleplaying a Mentor Spirit
200
Mentor Spirit Modiiers
200
Mentor Spirit Archetypes
200
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