Quelle, en: Shadowrun Companion Revised/Inhaltsverzeichnis
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- INTRODUCTION
- CHARACTER CREATION
- The Concept
- More than an Archetype
- Start with the Story
- The Sky’s the Limit
- Something to Consider
- Finishing Touches
- Twenty Questions
- Point-Based Character Design System
- Race
- Magic
- Attributes
- Skills
- Resources
- Edges and Flaws
- Purchasing Edges and Flaws
- Limitations
- Eliminating Flaws
- Designing Edges and Flaws
- Attribute Edges
- Skill Edges and Flaws
- Physical Edges and Flaws
- Mental Edges and Flaws
- Social Edges and Flaws
- Magical Edges and Flaws
- Matrix Edges and Flaws
- Miscellaneous Edges and Flaws
- New Character Types
- Ghouls
- Shapeshifter Characters
- Metahuman Variants
- SKILLS AND TRAINING
- Using Athletics
- Climbing
- Escape Artist
- Jumping
- Lifting/Throwing
- Running
- Swimming
- Optional Training Rules
- Skill Training Time
- Learning a New Skill
- Training Days
- Improving Attributes
- The Concept
- HOW TO HIRE A SHADOWRUNNER
- CONTACTS AND ENEMIES
- Maximizing Contacts
- Contact Upkeep
- Improving Contact Levels
- Friends of a Friend
- Using FOFs
- Waiting for the Goods
- The Walls have Ears
- Special Contacts
- Members of Clubs and Organizations
- Fixers
- International Contacts
- Shadowland
- Contact Knowledge
- Spilling the Beans
- Enemies
- Creating Enemies
- Enemy Charactersistics
- Using Enemies
- Death at the Enemy’s Hand
- Killing Enemies
- New Contacts
- Corporate Contacts
- Government Contacts
- Street Contacts
- Underworld Contacts
- Media Contacts
- Amerindian Tribesperson
- Arms Dealer
- Bounty Hunter
- Company Man
- Corporate Wage Slave
- Gang Leader
- Mob Soldier
- Paramedic
- Plainclothes Cop
- Reporter
- Snitch
- Street Cop
- Street Doc
- ADVANCED RULES
- Karma
- Balancing Karma and Nuyen
- Karma and the Amoral Campaign
- Favors and Markers
- Karma Pools
- Team Karma
- Creating Prime Runners
- Inferior
- Equal
- Superior
- Superhuman
- Ultimate
- State of the Art
- How it Works
- Determining the Field of SOTA Advancement
- SOTA Advancements 85
- Falling Behind the SOTA Curve
- Roleplaying the SOTA
- Dead-end Tech Option
- Retirement
- Second Careers
- Integrating New Team Members
- Additional Security Systems
- DocWagon
- Contracts
- Karma
- RUNNING THE GAME
- The Role of the Gamemaster
- Breaking the Rules
- Keys to a Good Adventure
- The Premise
- The Goal
- The Opposition
- Complications
- Plotting a Shadowrun Adventure
- Getting Started
- Choosing the Cast
- The Decision Tree
- When the Drek Hits the Fan
- Aftermath
- Payment and Reward
- Archetypal Adventure Plots
- Assassination
- Blackmail
- Bodyguard
- Courier/Smuggling
- Datasteal
- Distraction
- Destruction
- Encryption/Decryption
- Enforcement
- Hoax/Counterfeit
- Investigation
- Extraction (Kidnapping)
- Plant
- Retrieval of Object
- Security
- Tailchaser
- War
- Wild Things
- Campaign Considerations
- Player Characters
- Themes
- Morality
- Scope
- Location, Location, Location
- The First Run
- Character Advancement
- Keeping it Fresh
- Bluebooking
- Ending the Campaign
- Solutions to Common Problems
- Power-gaming
- Obnoxious Characters
- Maintaining Game Balance
- Incorporating Deckers
- Avoiding Information Overload
- The Secrets of FASA
- The Role of the Gamemaster
- ALTERNATE CAMPAIGN CONCEPTS
- Where Does it Hurt?
- Smile, You’re on Camera!
- Trained to be Ghosts
- I am the Law
- Double, Double, Toil and Trouble
- This is our Turf, Meat
- Gang Creation
- Character Creation
- Adventure Ideas
- Campaigning with Gangs
- Special Rules
- Gangs in Shadowrun
- The Halloweeners
- The Spiders
- The Spikes
- The Red Hot Nukes
- The Night Hunters
- LIST OF ACTIONS
- SHADOWRUN CHARACTER SHEETS
- INDEX