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Shadowrun: Rebuild

A Cyberpunk Fantasy Roleplaying Game

Attributes All skill checks are made by first, stating what


you want to happen (an Outcome) and how
your character is going to try to make that
Shadowruns normal set of attributes have
happen (an Action), and then rolling the
been replaced with a broader set similar to
relevant d6 dice pool against an opposing
whats found in World of Darkness. The 9 difficulty determined by the GM. The rules for
attributes are: skill checks are as follows:

Physical: Dexterity, Strength, and Vitality All skill checks must be expressed in the
Social: Expression, Appearance, and form of Action and Outcome.
The dice pool for any given skill check is
Composure
formed by adding a character's base
Mental: Perception, Intellect, and Wits
Attribute for the check to the relevant Skill
and then adding any other relevant
Action Points bonuses.
[Attribute] + [Skill] (+ Bonuses)
In order to do anything, you must The difficulty pool for any given skill check
spend action points. is determined by the GM.
All characters start with 3 action points The difficulty of any check opposed by
another character is determined by that
per turn, but this may be augmented
character's stats in the same way the
in various ways.
Action points may only be spent on attacker's pool was formed.
The difficulty pool of unopposed checks is
your turn.
You also have 1 reaction point that determined by the DM based on the
may be spent for various actions circumstances and the difficulty of
accomplishing the desired outcome, and
between your turns.
This is essentially the same as 5e D&D. may be expressed as a dice pool or a flat
value equal to the average outcome of
that pool (i.e a dice pool of 6d6 has an
Skill Checks average outcome of 21).

Skill checks are a character's primary means


Sample difficulty for unopposed
of interacting with the game world. Any time
checks:
you want to do something that has a major
impact on someone else, has a chance of 2d6 (7) - A regular person with no training
failure, or otherwise has a meaningful effect whatsoever should still be able to succeed
on the story or the game world, they have to often.

make a skill check. In short, any goal that you 5d6 (18) - A regular person with a little training
want to accomplish, from swinging a sword to should be able to succeed often.
throwing a fireball to impressing a cute stable 8d6 (28)- Someone experienced at this task
boy, is going to require at least one skill should be able to succeed half of the time.
check. 11d6 (39) - An expert should be able to
succeed half of the time.

1
14d6 (49) - Only an absolute master of the A glitch occurs whenever a character
craft is likely to accomplish this task. rolls less than the median value of her
17d6 (60) - Only the greatest practitioner on dice pool AND fails to meet the
the planet is likely to accomplish this task. objectives DT.
Glitches are spectacular failures. The
20d6 (70)+ - Only by the grace of the gods or
character should typically feel the
incredible fortune could someone accomplish
this task.
impact terribly and immediately.
Glitches cannot occur with dice pools
of 2d6 or fewer, or against thresholds
Aid
of 12 or lower.
Aid is using a character's knowledge and
expertise in one skill to help accomplish a Combat
related task with a different skill. The rules for
using aid are as follows: At a basic level combat is just a series of
opposed skill checks just like any other action
Any relevant skill with at least 4 ranks
may be used for Aid, providing a +1d6 you might take. However, it does get a little
bonus to the roll. more complicated than that.
Whether or not a skill is relevant is entirely
up to the GM. In order to be considered All attacks come in two types melee and
relevant a skill should have an obvious ranged. Both types follow the same basic
connection based on close relation or rules with a few variations for special
circumstance. circumstances.
Knowledge skills provide double bonuses
when used for Aid. Melee Attacks
Allies who can provide relevant support for
a task can also grant Aid. Melee Attacks are made by spending 2
Action Points and declaring how you want to
Complications and Glitches hit what. Then you make the attack by adding
A complication is when a character succeeds your [Strength] or [Dexterity] attribute to your
at a skill checks, but does so in a startlingly [Weapon Skill], and rolling that dice pool
poor fashion such that things dont go quite against your opponents [Reaction]1 + [Wits].
right. If your total is higher than your targets, you
hit! If its not, you miss. (Remember, ties
A complication occurs whenever a always go to the defender.)
character rolls less than the median - Some weapons typically use [Strength]
value of her dice pool, but still meets and others use [Dexterity], but final say is
the objectives DT. up to the GM.
Complications should typically take the - Defenders have quite a few options to
form of Yes, but, and not hinder avoid damage besides this basic reaction
the character immediately or terribly. check. Well cover those a little later.
Under most circumstances a character
should know about the complication Once youve hit something its time to roll for
immediately. Damage. Damage is calculated by
subtracting your opponents soak ([armor
A glitch is when a character botches a skill
check so badly that they make the situation
worse. 1 [Reaction] is a derived statistic equal to
([Speed]+[Dexterity])/2.

2
rating] + [vitality]) from your weapon's - Full Cover is whenever a character is
damage rating. Your target suffers any almost completely obscured (84-99%),
remaining damage as wounds. and grants a +8d6 bonus to all defensive
- For example, if your weapon deals 6 checks.
damage and your target only has an
Armor Rating of 3 and vitality of 1, they Aim
would suffer 2 wounds.
When making a ranged attack you can take
- Each additional degree of success you
an extra second to Aim, reducing the
score on an attack roll reduces your
effectiveness of Cover and Armor. To take the
opponents soak by one point to a
aim action simply spend 1 extra Action Point
minimum of 0.
and declare what youre aiming at.
- Aiming reduces the effectiveness of cover
Ranged Attacks
by 1 tier.
- Aiming allows you to use Observe as Aid
Ranged Attacks are made in much the same on relevant checks.
way as melee attacks. First you spend 2
Action Points and declare how you want to hit Wounds and Fatigue
what. Then roll your attacking dice pool
([Hand-Eye Coordination]** + [Weapon Skill) Wounds are a reflection of any serious injury
against your target's defense, and if you hit from a concussion to a severed limb. Each
roll and calculate damage. character can only suffer so much serious
- There's more to consider when making injury before succumbing to unconsciousness
ranged attacks than when making and death.
melee attacks. Cover, distance, line-of-
By default a characters maximum wound
sight, and aim are just a few of the
threshold is 10. This may be increased
basic elements to consider when
through racial choices, backgrounds, and
making a ranged attack.
- You MUST have line-of-sight on a qualities, and every characters wound
target to make a ranged attack against thresholds increase by +1 with each level.
them.
There are three tiers of wounds. Each
character can only suffer so many wounds
Cover before they pass into the next tier.
A character is considered to have cover any
- Light Wounds are the first tier. A
time something other than their armor
character in this range has only
obscures more than half of their body, making
suffered a few serious cuts or bruises.
it more difficult to hit them with a projectile.
Theyre in pain and probably bleeding,
Cover comes in 3 tiers: Cover, Cover, but it doesnt affect their combat
and Full Cover. effectiveness and can be readily
- Cover is whenever a character is healed by any medicine or rest. A
partially obscured (50-66%), and grants a character is considered lightly
+2d6 bonus to all defensive checks. wounded if theyre injured in anyway
- Cover is whenever a character is mostly
but have taken fewer than 6 wounds.
obscured (67-83%), and grants a +4d6 - Critical Wounds are the second tier.
bonus to all defensive checks. A character in this range has suffered

3
repeated blows or one major blow that (i.e. bleeding stopped, toxins removed,
has left them seriously injured. These airways cleared, etc.).
injuries
threatening,
arent
but
likely
may
to
have
be life
lasting
Magic
effects if not promptly treated. Force
Characters in this range suffer a -1d6
A spells force determines its damage and
dice pool modifier to all checks, and
difficulty. Extra degree of success may not be
may fall unconscious if theyre
used increase the damage or effectiveness of
severely fatigued or suffer another
a spell cast, but instead reduce the potential
major blow. A character is considered
drain of the cast.
critically wounded if theyve suffered 5
or more wounds.
Spell Modifiers
- Fatal Wounds are the third and final
tier of wounds. These injuries are The minimum threshold for casting any spell
severe and likely to kill the character if is 10.
they arent treated immediately.
Characters with fatal wounds suffer a Type: Spells come in two types, physical and
-3 Dice Pool modifier to all checks, gain mana.
an additional wound at the start of
- Mana spells do not cause the
each turn, and must make a [Wits] +
destruction, enhancement, or
[Vitality] check against their [Wounds]
alteration of physical things in any
or fall unconscious immediately. A
way.
character is considered fatally - Physical spells can damage, destroy, or
wounded once they reach 100% of alter physical things as well as create
their fatal wounds threshold. things from the appropriate materials.

Death Target: Spells come in 6 target categories

A character who has reached Fatal Wounds Self: Spells that only target the caster
must make a death save at the end of each and do not conjure or evoke physical
turn. A character who fails their check will die manifestations of things into existence
at the end of the following turn unless theyre have a DT modifier of +0.
stabilized immediately. Individual/Cube: Spells that target a
discrete object such as a person or a
A death save is made by rolling their chair, or an area no larger than 5 cubic
maximum [Wounds] against a difficulty feet, are easy to cast and have a DT
threshold of 25. modifier of +5.
Each negative wound increases the Part: Spells that target a specific piece
difficulty by +5. of a discrete object like a persons
A character who is stabilized within 3
hand or the button on a keyboard have
combat rounds (10 seconds) of dying
a DT modifier of +10.
may be resuscitated with the proper Room: Targeting a specific room of a
equipment (adrenaline/daredrenaline, larger complex and everything in it has
and a defibrillator) on a DT 40 a DT modifier of +20.
Emergency treatment check.
In order to stabilize a character all
major complications must be resolved

4
Structure: Targeting an entire building sentient being with which he makes I
or structure and everything in it contact. This category also includes in-
imposes a DT modifier of +30. hand conjurations. These spells impose
Boundary: Targeting everything within a DT modifier of +5.
a well-defined boundary larger than an - Line of sight spells affect anything the
individual structure (i.e. city walls, the caster can see without the aid of
edge of town, an entire orchard, etc.) electronic or microphotonic devices.
increases the DT modifier by +50. These spells impose a DT modifier of
+10, or +15 if the character is using a
Special Targeting Rules
magnifying lens or mirror to enhance
- The more technologically refined their nature visual range.
something is the more difficult it is to - Arcane Connection spells are ritual
affect and manipulate through magic, spell casts that allow the caster to
and thus the higher the DT. target a place or thing based on some
- Some examples include, Steel +5, kind of personal magical link to the
Plastic +10, Watch +10, non-digital location, creature, or object in
camera, +20, digital tech, +25, highly question. These spells require extra
advanced tech +50. materials and a lot of time, and are
often cast by magical groups or lodges
Duration: Spells come in 5 duration
instead of by an individual. They
categories.
impose a DT modifier between +20
- Momentary spells are cast instantly and +50 depending on the nature of
and dissipate shortly after theyre cast. the link, the nature of the target, and
These impose a DT modifier of +0. the distance from the caster(s).
- Concentration spells last for as long as
the character can maintain Projectile Spells
concentration (10. min. maximum),
Projectile spells that conjure the basic
and impose a DT modifier of +5.
- Duration spells last for a set duration elements like lightning, a shard of ice, a
without concentration beginning at 1 fireball, or raw force, can be cast and hurled
minute. These impose an initial DT immediately as momentary spells for the cost
modifier of +10 and increase by +0 for of 2 AP. The first point conjures the element
each additional minute desired. and the second is a ranged attack.
- Day spells last until dawn and impose
The standards versions of these
a DT modifier of +25.
- Year spells last until the new year and attacks can be made at Force 2
impose a DT modifier of +50. without taking time to roll the
evocation to create the element by
Range: Spells come in 4 range categories. anyone capable of using magic. Just
- Personal spells are those which only make the ranged spell attack. Extra
target the caster or items she is degrees of success cannot be used to
wearing. They impose a DT modifier of increase the damage
+0. If a character seeks to modify these
- Touch/Eye spells are those which affect spells in any way they must make a
only the caster or something he separate check to create the element
touches, be it a person or a thing, or a in question.

5
Summoning

When summoning, the force determines the


strength of the spirit and extra degrees of
success determine your maximum duration of
compelled control before needing to bind the
spirit or negotiate for services.

Healing

While Fatigue subsides with rest, most


Wounds dont heal themselves overnight, and
some wont heal themselves at all. Thankfully,
there are a few ways to treat wounds and
speed up the process: Magic, Emergency
Treatment, and First Aid.

- All healing checks are determined by


rolling the relevant dice pool against
the targets [Wounds]*5.

Magical Healing is the strongest form of


healing and the only form that can heal both
critical and fatal wounds on the fly, but it is
also very difficult and thus the least widely
available. Healing with magic is a simple
matter of casting Theurgy as if a normal skill
based healing check.