Quelle, en: Shadowrun Third Edition/Inhaltsverzeichnis

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  • INTRODUCTION
  • WELCOME TO THE SHADOWS
    • The Basics
    • What’s new?
    • What is a Roleplaying Game?
    • Getting started
    • Roleplaying Shadowrun
      • What Runners do
      • Basic Runner Types
      • Settings
      • Shadow Activity
  • SEE HOW THEY RUN
  • AND SO IT CAME TO PASS...
    • Slouching toward Apocalypse (1999–2010)
      • The Resource Rush and Lone Eagle
      • Japan, Inc.
      • VITAS — The New Black Death
    • 2011 — The Year of Chaos
    • If it's Tuesday, this must be the UCAS (2012–2018)
      • The Indian War and the Great Ghost Dance
      • The Treaty of Denver
    • Welcome to our World (2018–2029)
      • Goblinization
      • In Other News...
      • The Crash of '29
    • Secession and War (2030–2037)
    • Corporate Machinations (2033–2048)
    • Humans and Metas — From Bad to Worse (2036–2046)
    • Life on the Cutting Edge (2049–2060)
      • Bug City
      • Election Fever
      • Corp War
      • 2060 and beyond
  • GAME CONCEPTS
    • Playing Shadowrun
    • The abstract Nature of Rules
    • Making Tests
      • Making Dice Rolls
      • Different Types of Tests
    • Time
      • Combat Turns
      • Actions
    • Shadowrunning by the Numbers
      • The Concept
      • Race
      • Attributes
      • Initiative
      • Magic
      • Skills
      • Dice Pools
      • Gear
      • Contacts
      • Lifestyle
      • Condition Monitor
      • Karma
      • Finishing Touches
    • Metahumanity
      • Dwarfs
      • Elves
      • Humans
      • Orks
      • Trolls
  • CREATING A SHADOWRUNNER
    • Sample Characters
    • Building a Shadowrunner
      • The Priority System
      • Choosing your Race
      • Choosing Magical Abilities
      • Choosing Attributes
      • Assigning Skills
      • Assigning Resources
      • Finishing Touches
    • Sample Characters
      • Using Sample Characters
  • SKILLS
    • Base Skills
      • Active Skills
      • Knowledge Skills
      • Language Skills
    • Skill Ratings
    • Specialization
    • Defaulting
      • The Defaulting Process
      • Limits on Defaulting
    • Active Skill Categories
      • Build/Repair Skills
      • Combat Skills
      • Magical Skills
      • Physical Skills
      • Social Skills
      • Technical Skills
      • Vehicle Skills
    • About Knowledge Skills
      • Choosing Knowledge Skills
      • Street Knowledge
      • Academic Knowledge
      • Sixth World Knowledge
      • Background Knowledge
      • Interests
    • About Language Skills
      • Lingos
      • Reading and Writing
    • Using Skills
      • Skill Tests
      • Taking the Time
    • Using Charisma-linked Skills
      • Racism
      • Cyberware and Social Interaction
      • Armor and Society
      • Negotiation and Leadership
      • Interrogation and Intimidation
      • Etiquette
      • Instruction
    • Using Build/Repair Skills
    • Using Stealth
    • Using Knowledge Skills
    • Using Language Skills
    • Complementary Skills
    • Creating your own Skills
  • COMBAT
    • Initiative
      • Determining the Order
    • Combat Turn Sequence
      • 1. All Dice Pools refresh
      • 2. Determine Initiative
      • 3. Characters take Action
        • In their Combat Phase
      • 4. Begin a new Combat Turn
    • Using Dice Pools
      • Combat Pool
    • The Combat Phase
      • Declaring Actions
      • Free Actions
      • Simple Actions
      • Complex Actions
    • Movement
      • Movement Rate
      • Walking
      • Running
      • Interception
    • Surprise
    • Ranged Combat
      • Resolving Ranged Combat
      • Range and Base Target Number
      • Situational Target Modifiers
      • Attacker Success Test
      • Dodge Test
      • Damage Resistance Test
      • Determine Outcome
      • Apply Damage
      • Called Shots
      • Damage Codes
    • Firearms
      • Single-Shot Mode
      • Semi-Automatic Mode
      • Burst-Fire Mode
      • Full-Auto Mode
      • Ammunition
      • Reloading Firearms
      • Shotguns
    • Projectile Weapons
      • Strength Minimum Rating
      • Projectile Weapon Types
      • Grenades
    • Missile Launchers
      • Resolving Rocket and Missile Fire
    • Melee Combat
      • Melee Combat Weapons
      • Resolving Melee Combat
      • Attacker's Success Test
      • Defender's Success Test
      • Compare Successes
      • Determine Damage
      • Damage Resistance Test
      • Full Defense
    • Knockdown Shock
    • Weapons Barriers
      • Firing Through
      • Breaking Through
    • Damage and Healing
      • Types of Injury
      • Applying Damage
      • Condition Levels
      • Healing
      • Using Biotech
      • Magical Characters and Damage
  • VEHICLES AND DRONES
    • About Riggers
    • Vehicle Attributes
      • Handling
      • Speed
      • Acceleration
      • Body
      • Armor
      • Signature
      • Autonav
      • Pilot
      • Sensor
      • Cargo Factor
      • Load
      • Seating
      • Entry Points
      • Special Vehicle Ratings
    • The Driving Test
    • Sensors
      • System Components and Sensor Ratings
      • Sensor Tests
      • Sensor and Remote Deck Ranges Electronic Countermeasures (ECM)
    • Vehicle Combat
      • The Maneuver Score
      • Vehicle Combat Turn Sequence
      • Vehicle Actions
      • Multiple Vehicle Combat
      • Passenger Actions During Vehicle Combat
    • Vehicle Damage
      • Rigger Damage
      • Vehicle Damage from Impact
      • Colliding with Objects
      • Vehicle Damage from Weapons
    • Repairing Vehicles
    • Vehicles and Magic
      • Elemental Manipulation Spells
      • Spells Against Characters in Vehicles
      • Vehicles and Natural Domains
      • Riggers and Spirits
      • Casting Magic from Vehicles
      • Astral Projection from Vehicles
    • Vehicle Gunnery
      • Manual Gunnery
      • Sensor-Enhanced Gunnery
    • Using Drones
      • About Drones
      • Remote-Control Networks
      • Actions
      • Issuing Commands
  • MAGIC
      • Mana
      • The Magic Attribute
      • Force
    • Magicians
      • Full Magicians
      • Aspected Magicians
      • Magical Skills
      • Exclusive Actions
      • Drain
      • Noticing Magic
    • The Shamanic Tradition
      • Totems
      • The Shamanic Lodge
    • The Hermetic Tradition
      • Hermetic Libraries
      • The Hermetic Circle
    • Adepts
      • Adept Powers
    • The Astral Plane
      • Astral Perception
      • Astral Projection
      • Astral Barriers
      • Astral Combat
      • Astral Tracking
    • Sorcery
      • Spells
      • Spell Pool
      • Learning Spells
      • Spellcasting
      • Spell Defense
      • Dispelling
    • Conjuring
      • Nature Spirits
      • Elementals
      • Conjuring Drain
      • Spirit Forms
      • Spirit Combat
      • Controlling
      • Banishing
      • Astral Conjuring
    • Foci
      • Form
      • Bonding
      • Activation
      • Spell Foci
      • Spirit Foci
      • Power Foci
      • Sustaining Foci
      • Weapon Foci
    • Street Grimoire
      • Combat Spells
      • Detection Spells
      • Health Spells
      • Illusion Spells
      • Directed Illusion Spells
      • Indirect Illusion Spells
      • Manipulation Spells
      • Control Manipulations
      • Elemental Manipulations
      • Telekinetic Manipulations
      • Transformation Manipulations
  • THE MATRIX
    • Accessing the Matrix Jackpoints Icons Seeing the Matrix
    • Grids and Hosts
      • Regional Telecommunications Grids (RTG)
      • Local Telecommunications Grids (LTG)
      • Private LTGs
      • Hosts
      • Matrix Topology
      • System Access Nodes
      • Distributed Databases
    • System Ratings
      • Intrusion Difficulty
      • Security Rating
      • Security Codes
      • Subsystem Ratings
      • Rating Format
    • Cyberdecks
      • Deck Ratings
      • Hardening
      • Active Memory
      • Storage Memory
      • I/O Speed
      • Response Increase
      • Detection Factor
      • The Hacking Pool
      • Cyberterminals
      • Accessories
    • Running the Matrix
      • Movement in the Matrix
      • Matrix Perception
      • Non-Combat Actions
    • System Tests
      • System Operations on Grids
    • Security Tally
      • Security Sheaves Grid
      • Security Tallies
      • Alerts
      • Host/Grid Reset
    • Triggering IC
      • Proactive vs. Reactive
      • Crashing IC
      • IC Ratings
      • Types of IC
    • System Operations
      • Interrogations
      • Ongoing Operations
      • Monitored Operations
      • Operations Descriptions
    • Utilities
      • Operational Utilities
      • Special Utilities
      • Offensive Utilities
      • Defensive Utilities
    • Cybercombat
      • Cybercombat Sequence
      • Initiating Combat
      • Initiative
      • Actions
      • Combat Maneuvers
      • Resolving Attacks
    • Intrusion Countermeasures
      • White IC
      • Gray IC
      • Black IC
  • RUNNING THE SHADOWS
    • Perception
    • Security Systems
      • Physical Security
      • Technical Security
      • Maglocks
      • Active Security Measures
      • Magical Security
      • Matrix Security
      • Weapon Detection
    • Fencing the Loot
      • Finding A Fence
      • The Loot
      • The Meet
    • SINless
      • What’s in a SIN?
      • Credsticks and ID
      • Forging Credsticks and IDs
    • Lifestyles of the Rich and Shadowy
      • Luxury
      • High
      • Middle
      • Low
      • Squatter
      • Streets
      • Hospitalized
      • Keeping Up the Payments
      • Buying a Lifestyle
      • Multiple Lifestyles
      • Team Lifestyles
  • BEYOND THE SHADOWS
    • Karma
      • Awarding Karma
    • Improving the Character
      • Improving Attributes
      • Improving Skills
      • Learning New Skills
      • Training
    • Karma Pools
      • Re-rolling Failures
      • Avoiding an “Oops”
      • Open Tests
      • Buying Additional Dice
      • Buying Successes
      • Extended Actions
      • The Hooper-Nelson Rule
      • Hand of God
    • Non-Player Characters
      • Dice Pools
      • NPC Professionalism
    • Toxins and Diseases
      • Toxins
      • Diseases
    • Shadowrunning
      • Tips for Less Stressful Shadowruns
  • CONTACTS
    • Legwork
      • Searching the Matrix
      • Appropriate Contact Restrictions
    • Contact Levels
      • Level 1 Contact
      • Level 2 Contact
      • Level 3 Contact
    • Fleshing Out Contacts
    • Playing Contacts
      • Favor for a Friend
    • Sample Contacts
  • SPIRITS AND DRAGONS
    • Powers
      • Accident
      • Animal Control
      • Astral Armor
      • Binding
      • Concealment
      • Confusion
      • Engulf
      • Enhanced Senses
      • Fear
      • Flame Aura
      • Guard
      • Hardened Armor
      • Immunity
      • Influence
      • Innate Spell
      • Magical Skills
      • Materialization
      • Movement
      • Noxious Breath
      • Psychokinesis
      • Search
      • Venom
      • Vulnerability (Weakness)
    • Combat
      • Initiative
      • Actions and Skills
      • Dice Pools
    • Spirits
      • Elementals
      • Nature Spirits
      • Dragons
  • STREET GEAR
    • Gear Ratings and Statistics
      • Racial Modifications
      • Upgrading
    • Purchasing Gear
      • Availability
      • Street Index and Cost
      • Legality Codes
      • Making Legal Purchases
      • Permits
    • Hauling the Load
    • Personal Weapons
    • Impact Projectile Weapons
    • Firearms
      • Pistols
      • Taser Weapons
      • Submachine Guns
      • Rifles
      • Heavy Weapons
    • Ammunition
      • Reloading Firearms
    • Firearm Accessories
    • Explosives
    • Armor
      • Armor and Combat Pool
    • Lifestyle
      • Shelter
      • Entertainment
      • Personal Electronics
    • Tools
    • Surveillance and Security
      • Vision Enhancers
      • Communications
      • Surveillance Measures
      • Surveillance Countermeasures
      • Security Devices
      • Security Countermeasures
    • Survival Gear
    • Skillsofts and Chips
      • Source and Object Code
    • Cyberware
      • Alphaware
      • Headware
      • Bodyware
      • Cyberlimbs
    • Cyberdecks and Programs
    • Biotech
      • Slap Patches
    • Magical Equipment
    • Vehicles
      • Vehicle Control Adjustments
      • Rigger Gear
      • Ground Vehicles
      • Boats
      • Aircraft
      • Military and Restricted-Issue Vehicles
      • Drones
      • Vehicle Weapon Mounts
      • Vehicle Weapons
  • SEATTLE AND THE MODERN NORTHWEST
    • Seattle
      • Seattle at a Glance
      • Getting In and Around
      • Government
      • Law Enforcement
      • Corporations
      • Seattle in the Shadows
      • Medical Facilities
      • Newsnets
    • Tribal Lands and Other Neighbors
  • THE DEVELOPER’S SAY
  • SOURCEBOOK UPDATES
    • Converting Characters
      • Skills
      • Dice Pools and Threat Ratings
      • Magic
      • Gear
    • Converting Sourcebook Material
      • Rigger 2
      • Virtual Realities 2.0
  • INDEX