SR5 Karilap 1.8 Zoey Banshee ALAP
SR5 Karilap 1.8 Zoey Banshee ALAP
SR5 Karilap 1.8 Zoey Banshee ALAP
POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 29 QUALITIES (max 25) 25 QUALITIES (max 30) 30 QUALITIES (max 30) 30
Exceptional Attribute 14 Code of Honor (Shaman) 15 Metagenic CHA Improvem 15 Impaired BOD 8
Friends in High Places 8 Poor S.C: Trhill-Seeker 4 Glamour (+2 Soc L & skill) 12 Impaired AGI 8
Mentor Spirit (Phoenix) 5 (Comp (2) or risky option) Vom Org (+2 Perc, +1 Soc) 3 Impaired STR 8
(+2 Leadership, +1 Summ Did You Just Call Me Dumb 3 Critter Spook 5
DP; Comp (3) to avoid Consummate Prof (Str Cred 3 Unusual Hair (3) 1
responding to an insult) incr /2, +2 soc vs employ)
Immunity (Age, Toxins) Allergy (Sunlight, Severe)
Distinct Style (+2 to trace, 0 Infected Phys attr +2 (BOD) Vulnerabil (Silver) (+3 DV)
25-ön felüli többlet 2 -1 Memory Test Thresh) Infected Phys attr +2 (CHA) Vulnerabil (Wood) (+3 DV)
LIFE MODULES: #1: COST #2: COST #3: COST #4: COST #5/1: COST #5/2: COST
FULL COST: 0
CONTACTS FREE CONTACT UNSPENT KARMA COST CONN LOYAL LIFESTYLE #1 MONTHS: 1 ¥ COST: 1,505
Name (misc info) POINTS: 24 0 0 (max 12) (max 6) Pókerbár feletti tetőtéri lakás, Low (Renton) 1,505
Helen, dwarf female (infobroker), hobbi: betting 5 2 Options/Qualities (CRB p. 370, RF p.213, HT p.139)
John, ork male (BloodWorksNW sec.guard), hobbi: piping 2 5 C&N: 3; Sec: 3; Neighb: 3 Grid Subscription (Local)
Brienne, human female (fixer), hobbi: cooking 4 3 Cramped (-2 Limits)
Limited Building Space
Garage Obsc/D to Find (-2 Sneak)
Friends in High Places (CHA x 4 = 32 extra points) -32
LIFESTYLE #2 MONTHS: 1 ¥ COST: 1,500
Svindler, elf male (decker), hobbi: ??? 8 4 Romos ház "pánikpince", Bolt Hole (Auburn) 1,500
Nahimana, human female (talismonger), hobbi: animals 8 4 Options/Qualities (CRB p. 370, RF p.213, HT p.139)
Matthews, human male (Knight Errant Captain), hobbi: yachts 8 3 C&N: 2; Sec: 4; Neighb: 2 Dug a H (+2 Track Thresh)
Used: Household Gremlins
Not A Home (D6: on 5-6, -1 C&N)
Initiation: Masking (13 karma) Cramped (-2 LOG Limits) Safehouse (-4 Tracking)
Fetish: Nyaklánc bőrpántján lógó vörös ásványkő.
15% elf; 6% changeling; 0,8% awakened; 10% mystic adept; 0,00072%-a a népességnek
Seattle-ben 43 ilyen van összesen LIFESTYLE #3 MONTHS: 1 ¥ COST: 0
VEHICLE #2 NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
95 0
MODIFICATIONS COST (¥)
Vehicle base price
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
ARMOR NAME BOD ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY
M of Lond - Argentum Coat 3 12/+4 14 Berwick Dress 3 8 4
MODIFICATION CAP Social Limit +1 × MODIFICATION CAP Social Limit +1 ×
Fire Res (R6), Noncond (R6) 12 -3 Concealability × -2 Concealability ×
Wireless: +1 Social Tests × Wireless: +1 Social Tests ×
(+2 Soc Lim for Intimid) × (+1 Soc Lim for Intimid) ×
ARMOR NAME BODY ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY
PP COST
ADEPT POWERS
7.00
Att Boost (REA) (LV1) (act: S A; MAG+LV: hits=incr=2x CT;
0.25
Drain=LV)
Authoritative Tone (LV1) (+1 social skills) 0.50
Body Sculpt (+2 Disg, act: 1min; change 1h; dur=MAG hrs) 1.00
Combat Sense (LV1) (+1 Def Test, always all Perc to surpr) 0.50
Facial Sculpt (LV1) (+1 Disg; act: C A; change: 1min; dur=MAG hrs) 0.25
Improved Reflexes (LV3) (+3 REA, +3D6 Initiative Dice) 3.50
Melanine Control (activation: C A; dur=MAG hrs) 0.50
Voice Control (LV1) (Imperson + LV + CHA vs Rx2 or Perc + INT) 0.50
ENVIRONMENTAL MODIFIERS (CRB p.175) (RANGE TABLE: CRB p.185) ENVIRONMENTAL COMPENSATION (CRB p.175)
VISIBILITY LIGHT/GLARE WIND RANGE MOD Flare Compensat Glare conditions shift 2 rows up
Clear Full Light/No Glare None/Breeze Short 0 Image Magnificat Range conditions shift 1 row up
Light Rain/Fog/Sm Partial L/Weak G Light Winds Medium -1 Low-Light Vision Treat Partial and Dim Light as Full Light
Moderate R/Fog/S Dim L/Moderate G Moderate W Long -3 Thermogr Vision Visibility and Light conditions shift 1 row up
Heavy R/F/Smoke D.ness/Blinding G Strong W Extreme -6 Tracer Rounds (FA) Wind & Range below Light & Short shift 1 row up
Combination of two or more conditions at the -6 level row -10 Smartlink Wind shifts 1 row up
Thermographic, Low-Light, Sunglass, Trac Rounds, Image Magnif, Sunglasses Glare/Light conditions shift 1 row up/down
Ultrasound Thermogr, U-sound Smartlink Tracer Rounds Ultrasound Visibil shift 1 row up, ignore Light cond (max 50m)
SITUATIONAL MODIFIERS (CRB p.176) MELEE MODIFIERS (CRB p.187) DEFENSE MODIFIERS (CRB p.189)
Attacker firing from cover w/ imag devic -3 Attacker making charging attack +2 Defender inside a moving vehicle +3
Attacker firing from a moving vehicle -2 Attacker prone -2 Defender prone (only melee or 5m or less) -2
Attacker in melee combat -3 Attacker has superior position +2 Defender unaware of attack NO
Attacker running -2 Attacker using off-hand weapon -2 Attacker has longer Reach (per net Reach) -1
Attacker using off-hand weapon -2 Attacker has friends in melee +1 Defender has longer Reach (per net Reach) +1
Blind fire -6 Attacker's target prone +1 Defender receiving a charge +1
Take Aim (/Round) +1 Touch-only attack +2 Defender has defended other attack (per att) -1
Defender in melee & targeted by ranged att -3
HEALING MODIF (CRB p.208) Bad c (combat, swamp) -3 Remote (through a.doc) -2 Defender running +2
Good condit (steril) +0 Terrible c (fire, storm) -4 Uncooperative patient -2 Defender sprinting (CRB p.162-3) +4
Average cond (indoors) -1 No medical supplies -3 Awak or Emerg patient -2 Def has Partial (25-50%)/Good(50+%) Cover +2/+4
Poor cond (street/wild) -2 Improvised med suppl -1 Implants (/2 ESS loss) -1 Defender targeted by area-effect attack -2
First Aid (Stun or Phys): F Aid + LOG [Ment] (2) Test, +/- Healing Mods; Net hits = Healed boxes = Comb Turn to finish; spend Compl Act in every C Turn
Stabilize: First A/Medic + LOG (3); Nat Recov: Stun: BOD + WILL (1 hour) Extended Test. Hit = 1 box heal; Phys: BOD x2 (1 day) Ext Test. Hit = 1 box heal
COMBAT MANEUVER SUCC DESCRIPTION (R&G p.99)
Crossfire 6 +3 to attack; leader identify positions (solo SUT Test, Simp A); then team SUT Test
Diamond Formation 4 +1 against surprise/ambush, +2 on Initiative roll
Dog Pile var +1 to attack for every 3 SUT succ (rounded down) of the leader
Marching Fire 6 +4 for semi-auto, burst fire and full auto weapon attacks VEHICLE DAM (CRB p.205)
Slicing the Pie var +1 def bonus/SUT succ; until char moves & enemies stay generally where they were if mod DV < Armor: FAIL
BARRIER RATINGS (CRB p.197) STRU ARM Barrier Cond Monitor: Struct × 10 cm thickness (per m2)
Fragile (standard glass) 1 2 SHOOTING THROUGH BARRIERS: (Blind Fire & target
Cheap Material (drywall, plaster, door, regular tire) 2 4 unaware) Structure + Armor to resist
Average Material (furniture, plastiboard, ballistic glass) 4 6 If Stru < unresisted Dam: remain dam transfers to target
Heavy Material (tree, hardwood, dataterm, light post, chain link) 6 8 If modified Damage (+ - AP) < Armor rating: AUTOFAIL
Reinforced Mat (densiplast, sec door, armored glass, Kevlar wallboard) 8 12 DESTROYING BARRIERS: modif Damage (explosive in cont
Structural Material (brick, plascrete) 10 16 with barrier / AC rocket: 2x base DV) vs Structure + Armor
Heavy Structural Material (concrete, metal beam) 12 20 If unres Dam > Struct: 1m2 hole (2m2 if double, etc.)
Armored/Reinforced Material (reinforced concrete) 14 24 If bullet or projectile: 1/2/3/4 Damage to Barrier (per
Hardened Material (blast bunkers) 16+ 32+ 1/3/6/10 bullets) and the rest to target
EDGE COST EDGE EFFECT (CRB p.56, R&G p.126) BUYING & FENCING (CRB p.418)
Push the Limit 1 add Edge to Dice Pool; reroll every 6; ignore limits Negotiat+CHA [Soc+Conn] vs Avail
Second Chance 1 reroll all dice that did not hit; can't negate a glitch or a critical glitch +25% price = +1 DP on the test
Seize the Initiative 1 move to the top of the initiative order; lasts for the entire Combat Turn
Selling to contact: Loy×5% value
Blitz 1 roll five Initiative Dice for a single Combat Turn By self: Extended Etiq+CHA [Soc]
Close Call 1 negate the effects of a glitch or turn a critical glitch into a glitch vs 10, interval = deliv times; then
Dead Man’s Trigger 1 BOD + WILL (3) test; if success, do a single action before you black out Opposed Negot + CHA [Soc], 25%
orig value + - 5% /net hits
Smackdown 1 burn automatically succeed in an action with 4 net hits (must have ranks)
Not Dead Yet 1 burn not dying (very) Cost (¥) Deliv time
Lucky Move 1 use a Martial Arts technique once per Combat Turn 1 - 100 6 hours
Miracle Shot 1 remove 4 points of Called Shot penalties for any Called Shot 101 - 1 000 1 day
Lucky Duck 2 make the attack miss a teammate 1 001 - 10 000 2 days
Sixth Sense 1 unaware character can roll a Defense Test 10 001 - 100 000 1 week
Lucky Cover 1 can find cover More than 100 000 1 month
Matrix Spotting Table (CRB p.241) Fail an Attack action: Net hits on target's defense test: 1 box unresistable Matrix damage.
Target is... ...Not Run Silent ...Run Silent Fail a Sleaze action: The target detects the intrusion and places a mark on you. (CRB p.231)
...a Host Automatic Comp + INT [D]
...within 100m Automatic vs Device Mental attribute = owner's or Device Rating
...outside 100m Comp + INT [D] LOG + S Illegally change owner: Hardware kit & Extended Hardware + Logic [Mental] (24, 1 hour)
MATRIX PERCEPTION can reveal: (CRB p.235) HOST RATINGS (CRB p.247) & FREQUENCY OF MATRIX PERCEPTION TESTS (DT p.86)
Grid: if an icon is running silent within 100m 1-2 Personal sites, pirate archives, public education 1 C Turn
Host: if there is an icon runs silent in the host 3-4 Low-end commercial, private business, public libraries, small policlubs 1D6 CT
Spot a target icon you’re looking for 5-6 Social media, small colleges/universities, local police, internat policlubs 1D6+2 CT
Spot an icon running silent if you know about it 7-8 Matrix games, local corp hosts, large universities, low-level government 2D6 CT
The target’s commcode 9-10 Affluent groups, regional corporate hosts, major government, secure sites 2D6+2 CT
The target’s device rating 11-12 Megacorporate headquarters, military command, clandestine head office 3D6 CT
One of the target’s Matrix attribute rating Host Matrix attributes, in any order: Rating+0, R+1, R+2, R+3
Matrix damage on the target A Host can launch one IC per Combat Turn; Max number of IC = Host R ÖSSZEFOGL. TÁBL.:
The programs being run by a persona IC Matrix attributes = Host Matrix attributes & 4D6 Initiative Dice CRB p.474
The last Matrix action an icon did, and when
The marks on an icon, but not their owners INITIATIVE (CRB p.159, 231) SUCC TEST (CRB p.45) EXT TEST (CRB p.48)
The type of icon (host, persona, device, file) Physical REA+INT +1D6 Easy 1 Easy 6
The most recent edit date of a file Matrix AR / Rigging AR REA+INT +1D6 Average 2 Average 12
The presence of a data bomb on a file Matrix: cold-sim VR D+INT +3D6 Hard 4 Hard 18
Whether a file is protected, and at what rating Matrix: hot-sim VR D+INT +4D6 Very Hard 6 Very H 24
The grid a persona, device, or host is using Astral INT×2 +2D6 Extreme 8-10 Extreme 30 / 30+
NOTICING MAGIC (CRB p.280) Perception + INT [Mental]; Tresh: Skill Rating-F (or 6-F if no skill involved) INTERVALS
MOD: Spotter has mag-relat skill: +2 Caster Mentor's Mask: Thresh -3 Adept Ment. Mask (FA p.182): Thresh = 6-(PP x 4) Fast 1 C Turn
Quick 1 min
SPELLS & RESISTING (CRB p.282) Physical (affects Living & Non-living); Mana (affects Living & Astral) Short 10 mins
COMBAT Direct: vs BOD (Physical) / WILL (Mana); DV = net hits Indirect: vs REA + INT; DV = F + net hits; AP = -F Average 30 mins
DETECTION Active: vs WILL + LOG (+Counterspelling) [Ment] / F × 2 / Object Resistance Long 1 hour
ILLUSION Mana: vs LOG + WILL Physical: vs LOG + INT / Object Resistance Consum 1 day
MANIPULAT Damaging: vs BOD + Armor; DV = F Physical: vs BOD + STR / Object Resistance Exhaust 1 week
Mental: vs LOG + WILL (Compl Act: LOG + WILL - Force on their turn to continue resist; every hit = -1 caster’s net hits; 0 = end Mammot 1 month
ATTRIBUTES METATYPES MAGRES
BOD - 0 Nope 0
AGI Human 0 Adept 20
REA Dwarf 50 Aspected Magician 15
STR Elf 40 Magician 30
WILL Ork 50 Mystic Adept 35
LOG Troll 90 Technomancer 15
INT Centaur 60
CHA Cyclops 100
MAG Dryad 90 SURGES
RES Fomorian 100 Nope 0
Giant 90 Class I 10
RECCOMP Gnome 50 Class II 20
× Hanuman 100 Class III 30
0 Hobgoblin 40
1 Koborokuru 70
2 Menehune 50
3 Minotaur 100
4 Naga 95
5 Nartaki 40
6 Nocturna 60
7 Ogre 40
8 Oni 50
9 Pixie 70
10 Sasquatch 90
11 Satyr 50
12 Wakyambi 70
13 Xapiri Thëpë 80
14 Shapeshifter [Bovine] 100
15 Shapeshifter [Canine] 110
Shapeshifter [Equine] 120
Shapeshifter [Falcon] 110
Shapeshifter [Leonine] 160
Shapeshifter [Lupine] 120
Shapeshifter [Panth] 150
Shapeshifter [Tigrine] 150
Shapeshifter [Ursine] 160
Shapeshifter [Vulpine] 100
+ Cyclopean (S.shift) 15
+ Dryad (S.shift) 2
+ Dwarf (S.shift) 8
+ Elf (S.shift) 5
+ Fomorian (S.shift) 18
+ Giant (S.shift) 20
+ Gnome (S.shift) 0
+ Hanuman (S.shift) 13
+ Hobgoblin (S.shift) 10
+ Human (S.shift) 0
+ Koborokuru (S.shift) 8
+ Menehune (S.shift) 10
+ Minotaur (S.shift) 20
+ Nartaki (S.shift) 0
+ Nocturna (S.shift) 5
+ Ogre (S.shift) 13
+ Oni (S.shift) 10
+ Ork (S.shift) 10
+ Satyr (S.shift) 20
+ Troll (S.shift) 20
+ Wakyambi (S.shift) 15
+ Xapiri Thëpë (S.shift) 3
+ Bandersnatch (Inf) 22
+ Banshee (Inf) 32
+ Dzoo-noo-qua (Inf) 43
+ Fomóraig (Inf) 22
+ Ghoul (Inf) 29
+ Gnawer (Inf) 35
+ Goblin (Inf) 27
+ Grendel (Inf) 32
+ Harvester (Inf) 29
+ Loup-garou (Inf) 30
+ Mutaqua (Inf) 54
+ Mutaqua (Aw) (Inf) 44
+ Nosferatu (Inf) 48
+ Nosferatu (Aw) (Inf) 38
+ Vampire (Hum) (Inf) 27
+ Vampire (N-h) (Inf) 37
+ Wendigo (Inf) 47
+ Wendigo (Aw) (Inf) 37
LINKED ATTRIBUTE
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
#N/A 0
#N/A 0
#N/A 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
#N/A
#N/A
#N/A