Runner's Toolkit, Shadowrun, 4th Edition
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. . . PACKS . . .
INTRODUCTION
Also listed with the attribute kit is the number of free Knowledge Skill
points granted by the kit. A character can select only one attribute kit.
e
nal step a
er an attribute kit has been selected is to assign
extra points into Edge (if desired). Edge starts at 1 with not cost
and can be increased at a cost of 1 point per 10 BP up to a value of 5.
Raising it to 6 costs 25 BP. Don’t underestimate the value of a decent
Edge attribute for your overall character success! For more on Edge,
see p. 74,
SR4A
.
The Pre-generated Auxiliary Character Kit System (PACKS)
is an alternate character creation system for
Shadowrun, Twentieth
Anniversary Edition
that speeds up and simplifies the process of
creating characters for players and gamemasters. PACKS breaks down
character creation into a series of selections of pre-generated “kits”
for Attributes, Skills, Gear, and optional kits for Spells, Powers, and
Complex Forms. Each kit has its cost calculated in Build Points (BP),
simplifying the calculations required during character creation. With
a strong character concept in mind, character creation with PACKS
is simply a matter of selecting a handful of kits and adding up the
Build Point cost.
PACKS is intended to be used in conjunction with (but not
replace) the rules for Skills, Attributes, and metatypes as described in
the
Shadowrun, Twentieth Anniversary Edition
core rulebook
.
Kevin is making a new character using PACKS. His GM tells him
that he has 400 BP to build the character. The fi rst thing Kevin
needs to do is select an attribute kit. Kevin wants to make a
character that packs a big punch, so he looks over the list and
picks out the Heavy Weapons Expert attribute kit. The kit costs
190 BP, leaving Kevin with 210 BP (400 – 190). Kevin notes that
the kit gives him the following Attribute values
CREATING A CHARACTER
Body: 5
Agility: 5
Reaction: 3
Strength: 4
Charisma: 3
Intuition: 2
Logic: 3
Willpower: 2
Creating a character with PACKS consists of the following steps:
1. Select an Attribute Kit
2. Select a metatype
3. Select one or more Skill Kits
4. (Optional) Select one or more Spell Kits
5. (Optional) Select one or more Adept Kits
6. (Optional) Select one Complex Form Kit
7. Select one or more Gear Kits
8. Finishing Touches
He also notes the 15 free Knowledge Skill Points from the kit.
ADVANCED RULE:
TWEAKING ATTRIBUTE VALUES
After selecting an Attribute Kit and applying
metatype adjustments, a player may still adjust their
individual Attribute values. For each attribute that
they adjust down they get 10 BP per point, and each
attribute adjusted up costs 10 BP per point, except for
the racial maximum. No attribute can be adjusted lower
than the racial minimum or higher than the maximum
for the metatype. See the Metatype Attribute Table for
racial minimum and maximum values.
Before starting to build a character, players should con
rm with
their GM the Build Point (BP) total for starting characters for the
campaign. A typical value for a starting
Shadowrun
character is 400 BP.
1. SELECT AN ATTRIBUTE KIT
e
rst step in creating a character is selecting an attribute kit.
Each attribute kit contains values for all of the character’s Physical,
Mental, and Special attributes.
e name and description of the kit
gives the player a general idea of the kind of character that the attribute
kit is best suited for. Some attribute kits also include
ualities if they
are required for the attributes, such as the Magician (note that these
qualities sometimes push the total BP cost of an attribute kit over 200
BP; the BP costs tied to the Attributes themselves, however, is never
more than 200 BP, in keeping with standard character creation rules).
Somewhat concerned about his low Charisma and
Intuition scores, Kevin decides to bump them both up
to 2, costing 10 BP each, for a total of 20 BP. He would
have 200 BP remaining.
2
PACKS
Urgent Message...
METATYPE ATTRIBUTE ADJUSTMENTS TABLE
Metatype
BP BOD AGI REA STR CHA
INT LOG WIL EDG
Human
0
0
0
0
0
0
0
0
0
+1
Ork
0
+3
0
0
+2
–1
0
–1
0
0
Dwarf
15
+1
0
–1
+2
0
0
0
+1
0
Elf
30
0
+1
0
0
+2
0
0
0
0
Troll
–10 +4
–1
0
+4
–2
–1
–1
0
0
Urgent Message...
METATYPE ATTRIBUTE TABLE
(minumum–maximum)
Metatype
BOD AGI REA
STR
CHA
INT
LOG WIL
Human
1–6
1–6
1–6
1–6
1–6
1–6
1–6
1–6
Ork
4–9
1–6
1–6
3–8
1–5
1–6
1–5
1–6
Dwarf
2–7
1–6
1–5
3–8
1–6
1–6
1–6
2–7
Elf
1–6
2–7
1–6
1–6
3–8
1–6
1–6
1–6
Troll
5–10
1–5
1–6
5–10
1–4
1–5
1–5
1–6
2. SELECT A METATYPE
e second step in character creation with PACKS is selecting a
metatype: human, dwarf, ork, elf, or troll. Each metatype has a Build
Point cost associated with it that can be positive (meaning it costs Build
Points), zero, or negative (meaning you get build points back for selecting
that metatype). Each metatype also has a series of
attribute adjustment
values.
ese values are adjustments (positive or negative) that need to
be made to the previously selected Attribute values when that metatype
is selected. Once a metatype is selected and Attribute values are adjusted,
this produces the
nal Attribute values for the character.
Now that his attribute values are all set, Kevin is moving on to
selecting skill kits for his character. Before Kevin makes his selec-
tion, his gamemaster recommends that he think about what he
wants his character to do really well, in order to guide his skill
selection. Kevin imagines his troll as the kind of guy who solves
problems through excessive force and not much else. He has 200
BP left to spend for skills, gear, and contacts.
Looking over the skill kits, Kevin immediately picks the Heavy
Weapons Expert skill kit for 34 BP. Knowing his character won’t
always be able to use his “big guns,” Kevin also selects Automatics
Veteran (28 BP) and Blade Trainee (16 BP) to round out his combat
abilities. Looking over the other skill kits, Kevin decides that
Explosive Hobbyist (22 BP) sounds like a fun, and then takes Skilled
Driver (16 BP), and Intimidator (31 BP) to round out his character. In
total, Kevin has spent 147 BP and has received the following skills:
Having already selected the Heavy Weapons Expert attribute kit,
Kevin now needs to select the metatype for his character. Looking
over his choices, he decides that a troll would be a good choice
for a big gun-toting maniac. Selecting the troll metatype costs
–10 BP. Kevin had 210 BP left after selecting an attribute kit, and
the Troll metatype gives him 10 BP back, bringing his total to
220 BP. Looking at the Metatype Attribute Adjustments Table he
applies the Attribute Adjustments to the attribute values from
his attribute kit as follows:
Heavy Weapons Expert:
Heavy Weapons 5
Armorer (Heavy Weapons) 3 (+2)
Automatics Veteran:
Automatics (Submachine Guns) 4 (+2)
Dodge (Ranged Combat) 2 (+2)
Blade Trainee:
Blades 2
First Aid 1
Unarmed Combat 1
Explosive Hobbyist:
Demolitions 3
Throwing Weapons (Lobbed) 2 (+2)
Skilled Driver:
Pilot Ground Craft 3
Pilot Watercraft 1
Intimidator:
Intimidation (Mental) 4 (+2)
Leadership 2
Body: 5 + 4 = 9
Agility: 5 – 1 = 4
Strength: 4 + 4 = 8
Charisma: 3 – 2 = 1
Intuition: 2 – 1 = 1
Logic: 3 – 1 = 2
3. SELECT SKILL KITS
Next, a player should select one or more skill kits to apply to their
character. Selecting more than one skill kit is encouraged, but care
should be taken to not select multiple skill kits that have the same
skill(s) repeated in them. Players should look to select skill kits that are
complimentary and
t with the character concept. All skill kits have a
cost listed in Build Points.
Finally, he notes that the Intimidator skill kit has also given him
the Guts quality. Kevin has 53 BP left.
3
PACKS
2. SELECT A METATYPE
Now that his attribute values are all set, Kevin is moving on to
4. SELECT SPELL KITS
If the character has the Magician or Mystic Adept quality, a player
can select one or more spell kits. Each spell kit contains a short list of
spells that the character knows. More than one spell kit can be selected,
but care should be taken not to select spell kits with the same spell. Also
remember that a starting character cannot know more spells than their
Spellcasting skill x 2. All spell kits have a cost listed in Build Points.
6. SELECT COMPLEX FORM KITS
If the character has the Technomancer quality, the player can select
a complex form kit. Each complex form kit has a cost listed in Build
Points and lists the complex forms included in the kit. Since the rating
of a complex form cannot exceed the character’s Resonance rating, each
complex form kit lists the minimum Resonance rating required.
Tom is a building a magician character for his next
Shadowrun
game. He has already selected his attribute kit, metatype, and
skill kits, and he is ready to select spell kits. He selected the Mage
Extraordinaire skill kit, which gave his character a Spellcasting
skill of 5, so he can select up to 10 (5 x 2) spells.
Brandy is creating a character and has already selected the
Resonance Prophet attribute kit, giving her character the
Technomancer quality and a Resonance of 5. Now she needs
to select Complex Form kits for her character. Before selecting,
Brandy thinks about the abilities she wants her technomancer to
have and decides that her character is more about silently gliding
through nodes, grabbing vital pieces of data, and leaving without
engaging in heavy-handed Matrix combat.
First, he selects the Light Mana Combat kit for 9 BP to get some
basic combat spells. Next he selects Light Healer for 6 BP to be
the magical medkit for his group. From those two kits, Tom’s
character now knows 5 spells. Looking over the remaining list he
thinks that Deceiver (12 BP) looks interesting, bringing his spell
total to 9. Tom’s character knows the following spells from his
Spell Kits:
Looking over the kits that fit that theme, she first selects
the Solid Essentials kit for 15 BP, giving her character a good
grounding in the basics of the Matrix. To give her character the
data theft abilities she wants, she selects Hacking Focus for 10
BP and Data Theft for 6 BP. Finally, realizing that her character
may not always be able to slip through unnoticed, she selects
Self-Defense for 5 BP. All told, Brandy has spent 36 BP and
receives the following complex forms:
Light Mana Combat:
Death Touch
Manabolt
Stunbolt
Light Healer:
Detox
Heal
Deceiver:
Analyze Truth
Detect Magic, Extended
Increase Charisma
Infl uence
Solid Essentials:
Analyze 4
Browse 4
Command 3
Edit 4
Hacking Focus:
Exploit 5
Stealth 5
Data Theft:
Decrypt 3
Defuse 3
Self Defense:
Armor 3
Attack 2
5. SELECT ADEPT KITS
If the character has the Adept or Mystic Adept quality, the player
can select one or more adept power kits.
ese kits represent groups
of adept powers that can be selected. Each adept power kit has a cost
listed in Power Points.
e maximum number of power points that
can be taken is equal to the character’s Magic attribute. Having unused
Power Points is allowed.
7. SELECT GEAR KITS
Every character should select several gear kits for character starting
equipment. Each gear kit has a cost listed in Build Points and nuyen.
No more than 50 BP can be spent on gear kits.
Mireille has decided to make an adept for her next
Shadowrun
game. She has already selected the Melee Adept attribute kit,
giving her character a Magic of 5. Now she needs to select adept
kits and she wants to select powers that continue the theme of
an adept that fi ghts foes up close and personal.
Kevin is continuing to build his heavy-weapon-wielding troll
character and now is going to select gear kits. After selecting
all his previous kits, Kevin has 53 Build Points left, but can only
spend a maximum of 50 BP on gear kits. Looking over the gear
kits, Kevin begins to select some, starting with The Basics (1 BP)
and Emergency Identity (1 BP) for some basic gear. He selects
Machine Gun Fighter (4 BP) to take care of his primary weaponry.
Next Kevin looks to loading up his troll with some augmentations
to make him faster and tougher, so he selects Light Augmented
Speed Boost Option 2 Alphaware (11 BP, and 1.8 Essence),
Smartlinked Augmentation (1 BP and 0.4 Essence), and Heavy
Augmented Defense 1 (21 BP and 2.25 Essence). In total, Kevin
spent 39 BP on gear kits and has the following gear:
After reading the adept kits, Mireille quickly decides that the
Arnisador kit is a perfect for her character, and picks it using 3
Power Points. With 2 Power Points left, she decides that Core
Defense would be a good choice since her character is likely to
get shot at while rushing into melee range. Mireille has used all 5
Power Points and gained the following adept powers:
Arnisador:
Improved Ability (Blades) 2
Improved Refl exes 1
Quick Draw
Core Defense:
Combat Sense 2
Mystic Armor 2
The Basics
Armor jacket
5 thermal smoke grenades
10 plastic restraints
4 datachips
20 standard RFID tags
Radio signal scanner
White noise generator
Respirator (Rating 4)
Mireilee did not need to use all her points. She could have
selected Stealth (1.5 Power Points) instead of Core Defense and
saved the extra 0.5 Power Point for later.
4
PACKS
Medkit (Rating 4)
Fake SIN (Rating 3)
Emergency Identity
Sony Emperor commlink w/ Vector Xim (Response 1, Signal 2,
Firewall 1, System 1)
Nanopaste disguise (Small Container)
Fake SIN (Rating 3)
Certifi ed credstick w/ 600 ¥
Machine Gun Fighter
2 Ingram White Knight
Stoner-Ares M202 (with Gas Vent 3, Gyro Stabilization, and
Tripod)
1,650 rounds of Regular Ammo
540 rounds of Explosive Ammo
2 Armor Jackets
Light Augmented Speed Option 2 (all alphaware)
Wired Refl exes 1
Muscle Toner 2
Fake cyberwear license (Wired Refl exes, Rating 5)
Fake bioware license (Muscle Toner, Rating 5)
Smartlinked Augmention (all alphaware)
Cybereyes Rating 4
Smartlink
Heavy Augmented Defense 1
Aluminum Bone Lacing
Dermal Sheath Rating 2
Damage Compensators Rating 3
Platelet Factories
TANK (195 BP)
e Tank character is built to soak large amounts of damage and
keep on
ghting. Body is the most important attribute for this arche-
type. Agility is important to allow the Tank character to be able to be
e
ective in attacking his opponents, and high Strength makes him
e
ective in melee combat.
Body: 6
Agility: 4
Reaction: 3
Strength: 4
Charisma: 3
Intuition: 2
Logic: 2
Willpower: 2
Free Knowledge Skill Points: 12
HEAVY WEAPONS EXPERT (190 BP)
The Heavy Weapons Expert works with bulky and extremely
dangerous weapons, such as machine guns, grenade launchers, and
missile launchers. Agility is an important attribute for using these
weapons. Strength and Body help the runner li
and carry heavy items,
and they come in handy when lugging those weapons as well as other
gear around.
Body: 5
Agility: 5
Reaction: 3
Strength: 4
Charisma: 3
Intuition: 2
Logic: 3
Willpower: 2
8. FINISHING TOUCHES
A
er selecting all of the above kits, the character is nearly complete.
First, Contacts should be selected and given a Connection and Loyalty
rating, costing (Connection + Loyalty) BP, exactly as described in
SR4A
(p. 88). Once contacts have been selected and completed, there
should be no Build Points le
to spend. A
er all BP are spent, perform
all of the steps under
Finishing Touches
(p. 88,
SR4A
) including : calcu-
late
nal statistics, condition monitors, and starting nuyen.
Free Knowledge Skill Points: 15
Kevin is nearly done completing his hulking troll character. After
all of the kits, he has 14 BP left to spend on contacts. Kevin decides
that his troll will need a supplier for those heavy weapons, so he
picks a Heavy Weapons Arms Dealer contact with Connection
4 and Loyalty 3 for 7 BP. Thinking about his character’s past he
decides that he should have a buddy in the old go-gang he used
to run with, so he picks Troll Go-Ganger as another contact with
Connection 2 and Loyalty 5 for the last 7 BP.
RANGED SHOOTER (195 BP)
Ranged Shooters are characters that hone their skills with a
variety of
rearms or other projectile weapons, providing their team
the option of killing from a distance. Ranged Shooters emphasize
Agility, as
rearms are based o
this attribute. Some ranged weapons
call for Strength, which can help determine how much damage those
weapons can in
ict on a target, as well as the distance they can travel.
is kit also includes good Reaction to help the character dodge
incoming attacks.
ATTRIBUTE KITS
BRAWLER (200 BP)
e Brawler is all about
ghting the good
ght.
is character
specializes in close-quarters combat, preferably hand-to-hand.
is
character is no idiot, but simply chooses to concentrate on physical
attributes rather than mental ones. When combat comes a callin, the
Brawler is more than ready to join the
ght.
Body: 3
Agility: 6
Reaction: 4
Strength: 4
Charisma: 3
Intuition: 2
Logic: 2
Willpower: 2
Body: 5
Agility: 4
Reaction: 3
Strength: 5
Charisma: 3
Intuition: 3
Logic: 2
Willpower: 3
Free Knowledge Skill Points: 12
BLADESMAN (195 BP)
e Bladesman specializes in close-quarters combat with bladed
weapons. Agility is an important attribute, as it allows the wielder of
the weapon to e
ectively strike their target.
e Strength attribute
determines how much damage a melee attack does to an opponent and
is also important for physical skills, such as running and climbing, that
might be used in connection with this kit. In close-quarters combat,
Free Knowledge Skill Points: 15
5
PACKS
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