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Zeile 1.075: | Zeile 1.075: | ||
****Criminal Syndicates | ****Criminal Syndicates | ||
**SECURITY IN THE SIXTH WORLD | **SECURITY IN THE SIXTH WORLD | ||
***High Threat Response | ***[[High Threat Response]] | ||
****HTR Team Response Time | ****HTR Team Response Time | ||
***Countering Physical Threats | ***Countering Physical Threats |
Version vom 12. November 2014, 10:21 Uhr
|
- ANOTHER NIGHT, ANOTHER RUN
- INTRODUCTION
- THE BATTLE FOUGHT
- LIFE IN THE SIXTH WORLD
- EVERYTHING HAS A PRICE
- Magic: Paying with Your Mind
- MegaCorps: Paying with Your Self
- 'Wares: Paying with Your Soul
- Shadows: Paying with Your Blood
- WHERE TO RUN
- North America
- Central America
- South America
- Asia
- Europe
- Africa
- Australia and Oceania
- A DAY IN YOUR LIFE
- People You Know
- Doing the Dirty Work
- The Meet
- Legwork
- The Plan
- Do It
- Wrap It Up
- WHAT YOU MIGHT BE DOING THE OPPOSITION
- The Corps
- Organized Crime
- Gangs
- Academics
- Mana Chasers
- Politicos
- The Law
- Beneath the Surface
- Off the Job
- Money
- The Matrix
- Music
- Trideo
- Sports
- Food
- Sex
- Staying Healthy
- Getting Around
- EVERYTHING HAS A PRICE
- SHADOWRUN CONCEPTS
- THE GAME & YOU
- The Gamemaster & You
- HOW TO MAKE THINGS HAPPEN
- Hits & Thresholds
- Buying Hits
- Glitches
- Tests and Limits
- Success Tests
- Opposed Tests
- Extended Tests
- Extended Tests & Glitches
- Teamwork Tests
- Trying Again
- Time Passing
- Combat Turns
- Actions
- YOUR CHARACTER
- EDGE
- Edge Effects
- Regaining Edge
- Burning Edge
- THE GAME & YOU
- GIRLS WITH GUNS
- CREATING A SHADOWRUNNER
- STEP ONE: CHOOSE CONCEPT
- STEP TWO: CHOOSE METATYPE
- Metatype & Special Attributes
- Mental and Physical Attributes
- STEP THREE: CHOOSE MAGIC OR RESONANCE
- STEP FOUR: PURCHASE QUALITIES
- POSITIVE QUALITIES
- NEGATIVE QUALITIES
- STEP FIVE: PURCHASE SKILLS
- What the Numbers Mean
- Restricted Skills
- Knowledge and Language Skills
- STEP SIX: SPEND YOUR RESOURCES
- Cyberware and Bioware
- Lifestyle
- Starting Nuyen
- Step Seven: Spending Your Leftover Karma
- Contacts
- STEP EIGHT: FINAL CALCULATIONS
- STEP NINE: FINAL TOUCHES
- CHARACTER ADVANCEMENT
- Attribute and Skill Tables
- Learning complex forms
- Learning Magic
- Qualities
- SKILLS
- SKILL TYPES
- Active skills
- Knowledge skills
- Language skills
- Using Skills
- SKILL GROUPS
- SKILL RATINGS
- Specializations
- Defaulting
- Combat Active Skills
- Archery
- Automatics
- Blades
- Clubs
- Exotic Ranged Weapon
- Heavy Weapons
- Longarms
- Pistols
- Throwing Weapons
- Unarmed Combat
- Physical Active Skills
- Disguise
- Diving
- Escape Artist
- Free-Fall
- Gymnastics
- Palming
- Perception
- Running
- Sneaking
- Survival
- Swimming
- Tracking
- Using Gymnastics
- Climbing
- Rappelling
- Climbing Failures and Glitches
- Jumping
- Using Escape Artist
- Using Perception
- Using Running
- Using Stealth Skills
- Using Disguise and Impersonation
- Using Survival
- Using Swimming
- Holding Your Breath
- Treading Water
- Using Tracking
- Social Skills
- Con
- Etiquette
- Impersonation
- Instruction
- Intimidation
- Leadership
- Negotiation
- Performance
- Using Social Skills
- Social Modifiers
- Using Social Influence Skills
- Using Performance
- Using Etiquette
- Etiquette & Glitches
- Using Instruction
- Using Leadership
- MAGICAL SKILLS
- Alchemy
- Arcana
- Artificing
- Assensing
- Astral Combat
- Banishing
- Binding
- Counterspelling
- Disenchanting
- Ritual Spellcasting
- Spellcasting
- Summoning
- RESONANCE SKILLS
- Compiling
- Decompiling
- Registering
- TECHNICAL SKILLS
- Aeronautics Mechanic
- Animal Handling
- Armorer
- Artisan
- Automotive Mechanic
- Biotechnology
- Chemistry
- Computer
- Cybercombat
- Cybertechnology
- Demolitions
- Electronic Warfare
- First Aid
- Forgery
- Hacking
- Hardware
- Industrial Mechanic
- Locksmith
- Medicine
- Nautical Mechanic
- Navigation
- Software
- Building & Repairing
- Using Forgery
- Using Navigation
- Vehicle Skills
- Gunnery
- Pilot Aerospace
- Pilot Aircraft
- Pilot Walker
- Pilot Exotic Vehicle
- Pilot Ground Craft
- Pilot Watercraft
- Devising New Active Skills
- KNOWLEDGE SKILLS
- Choosing Knowledge Skills
- Knowledge Skill Specializations
- Street Knowledge
- Academic Knowledge
- Professional Knowledge
- Interests
- Using Knowledge Skills
- Language Skills
- Language
- Lingos
- Using Language Skills
- Social Skills and Language
- Choosing Knowledge Skills
- USING ATTRIBUTES
- Attribute-Only Tests
- Composure
- Judge Intentions
- Lifting/Carrying
- Memory
- Attribute-Only Tests
- SKILL TYPES
- WHERE THERE’S SMOKE
- COMBAT
- The Basics
- Combat Turn Sequence
- 1. Roll Initiative
- 2. Begin Initiative Pass
- 3. Begin Action Phase
- 4. Declare & Resolve Actions of Remaining Characters
- 5. Begin New Combat Turn
- Initiative
- Initiative Attribute
- Initiative Score
- Initiative Passes
- Changing Initiative
- Initiative and Edge
- Delaying Actions
- Timed Items & Initiative
- Movement
- Standard Movement
- Sprinting
- Running Modifiers
- Action Phase
- Matrix Actions
- Free Actions
- Call a Shot
- Change Linked Device Mode
- Drop Object
- Drop Prone
- Eject Smartgun Clip
- Gesture
- Multiple Attacks
- Run
- Speak/Text/Transmit Phrase
- Simple Actions
- Activate Focus
- Call Spirit
- Change Device Mode
- Change Gun Mode
- Command Spirit
- Dismiss Spirit
- Fire Bow
- Fire Semi-Auto, Single-Shot, Burst Fire or Full-Auto
- Insert Clip
- Observe in Detail
- Pick Up/Put Down Object
- Quick Draw
- Ready Weapon
- Reckless Spellcasting
- Remove Clip
- Shift Perception
- Stand Up
- Take Aim
- Take Cover
- Throw Weapon
- Use Simple device
- Complex Actions
- Astral Projection
- Banish Spirit
- Cast Spell
- Fire Full-Auto Weapon
- Fire Long Burst or Semi-Auto Burst
- Fire Mounted or Vehicle Weapon
- Load and Fire Bow
- Matrix Actions
- Melee Attack
- Reload Firearm
- Rigger Jump In
- Sprint
- Summoning
- Use Skill
- Interrupt Actions
- Block
- Dodge
- Hit the Dirt
- Intercept
- Parry
- Full Defense
- Accuracy
- Armor
- Armor and Encumbrance
- Specialized Protection
- Armor Penetration
- Damage
- Types of Injury
- Physical Damage
- Stun Damage
- Wound Modifiers
- Exceeding the Condition Monitor
- Special Damage Types
- Elemental Damage
- Acid Damage
- Cold Damage
- Electricity Damage
- Fire Damage
- Falling Damage
- Fatigue Damage
- Fatigue from Running
- Fatigue from Environments
- Hunger, Thirst, and Sleep Deprivation
- Combat Resolution
- Combat Sequence
- Grazing Hit
- Combat Turn Sequence
- RANGED COMBAT
- Ranged Attack Modifiers
- Environmental Modifiers
- Environmental Modifiers Compensation
- Visibility
- Light/glare
- Wind
- Range
- Recoil
- Progressive Recoil
- Single Shots
- Vehicle and Drone Mounted
- Weapons
- Situational Modifiers
- Attacker Firing from Cover with Imaging Device
- Attacker Firing From a Moving Vehicle
- Attacker in Melee Combat
- Attacker Running
- Attacker Using Image Magnification
- Attacker Using Off-Hand Weapon
- Attacker Wounded
- Blind Fire
- Called Shot
- Previously Aimed with Take Aim
- Wireless Smartgun
- FIREARMS
- Firing Modes
- Single Shot
- Semi-Automatic
- Semi-Automatic Burst
- Burst Fire
- Long Burst
- Full-Auto
- Suppressive Fire
- Shotguns
- Choke Settings
- Firing Modes
- PROJECTILES
- Thrown weapons
- Shuriken
- Throwing Knife
- Grenades
- Grenade Launchers, Rockets & Missiles
- Projectile Triggers
- Determine Scatter
- Blast Effects
- Blasts in a Confined Space
- Multiple Simultaneous Blasts
- Thrown weapons
- BOWS
- Crossbows
- Gunnery
- Drone Gunnery
- Sensor Attacks
- Sensor Targeting
- The Basics
MELEE COMBAT
- Reach
- Attacker Making Charging Attack
- Attacker Prone
- Called Shot
- Character Has Superior Position
- Character Using Off-Hand Weapon
- Environmental Modifiers
- Friends in Melee
- Opponent Prone
- Touch-Only Attack
- Melee Damage
- Multiple Aattackers
- Simple Bonus
- Melee Teamwork
- Reach
- DEFENDING IN COMBAT
- Ranged defense
- Melee Defense
- Defender Inside a Moving Vehicle
- Defender Prone
- Defender Unaware of Attack
- Defender Wounded
- Attacker has longer Reach
- Defender has longer Reach
- Defender Receiving a Charge
- Defender has Defended Against Previous Attacks
- Firing Flechette on Narrow Spread
- Firing Flechette on Medium Spread
- Firing Flechette on Wide Spread
- Attacker Firing Full Auto Burst
- Attacker Firing Long Burst or Full-Auto
- Attacker Firing Burst or Semi-auto Burst
- Defender in Melee Target of Ranged Attack
- Defender Running
- Defender/Target Has Good Cover
- Defender/Target Has Partial Cover
- Targeted by an Area-Effect Attack
- Cover
- Active defenses
- Full Defense
- Dodge
- Parry
- Block
- SPECIAL ACTIONS
- Surprise
- Surprise and Perception
- Surprise Tests
- Ambushing
- Surprise in Combat
- Effects of Surprise
- Interception
- Knockdown
- Subduing
- Called Shots
- Multiple Attacks
- Dead Man’s trigger
- Surprise
- BARRIERS
- Shooting Through Barriers
- Destroying Barriers
- Penetration Weapons
- Body Barriers
- VEHICLES
- Vehicle Combat
- Vehicle Stats
- Vehicle Tests
- Modifiers
- Pilot has Impaired Visibility
- Piloting in Limited Light Conditions
- Pilot Unaware of Event
- Pilot Wounded
- Piloting a Damaged Vehicle
- Piloting Using AR/VR
- Crashes
- VEHICLE COMBAT
- Tactical Combat
- Movement Rates
- Actions
- Free Actions
- Change Linked Device Mode
- Simple Actions
- Use Sensors
- Use Simple Device
- Complex Actions
- Control Vehicle
- Fire a Vehicle Weapon
- Make Vehicle Test
- Ramming
- Chase Combat
- Chase Ranges
- Determine Chase Environment
- Chase Actions
- Catch-Up/Break Away
- Cut-Off
- Ram
- Stunt
- Passenger Actions
- Attacks Against Vehicles
- Vehicle Damage
- Evasive Driving
- Called Shot on Vehicles
- Damage and Passengers
- HEALING
- First Aid
- Natural Recovery
- Stun Damage
- Physical Damage
- Glitches & Healing
- Medicine
- Medkits and Autodocs
- Magical Healing
- Physical Damage Overflow
- Stabilization
- ROOFTOPS & RAINBOWS
- THE MATRIX
- Wireless World
- Matrix Basics
- Virtual Visions
- The Population of the Matrix
- Personas
- Devices
- Files
- Hosts
- Matrix Authentication Recognition Keys
- The Matrix: For You and Against You
- Grids
- Looking Down: Grid Overwatch Division
- Augmented World
- Life with a Commlink
- Shadowrunning with a Commlink
- The Digital Underground
- Deckers
- Technomancers
- (MIS)USING THE MATRIX
- CRACKING THE MATRIX SPINE
- Matrix Skills
- Using Computer
- Using Cybercombat
- Using Electronic Warfare
- Using Hacking
- Using Hardware
- Using Software
- Using Resonance
- Matrix Attributes
- Attack
- Sleaze
- Data Processing
- Firewall
- Files & Matrix Attributes
- Cyberdecks
- Deck Configuration
- Reconfiguring Your Deck
- Matrix Damage
- Bricking
- Repairing Matrix Damage
- Non-Devices and Matrix Damage
- Biofeedback Damage
- Dumpshock & Link-Locking
- User Modes
- Augmented Reality
- Cold-Sim Virtual Reality
- Hot-Sim Virtual Reality
- Making Connections
- Noise
- Illegal Actions
- Overwatch Score and Convergence
- Direct Connections
- PANs and WANs
- Grids
- Grids on a Run
- The Public Grid
- Local Grids
- Global Grids
- Devices and Personas
- Devices
- Persona
- Matrix Perception
- Spotting Duration
- Running Silent
- Noticing Hackers
- Recognition Keys
- Owners
- Matrix Actions
- Brute Force
- Change Icon
- Check Overwatch Score
- Control Device
- Crack File
- Crash Program
- Data Spike
- Disarm Data Bomb
- Edit File
- Enter/Exit Host
- Erase Mark
- Erase Matrix Signature
- Format Device
- Full Matrix Defense
- Grid Hop
- Hack on the Fly
- Hide
- Invite Mark
- Jack Out
- Jam Signals
- Jump Into Rigged Device
- Matrix Perception
- Matrix Search
- Reboot Device
- Send Message
- Set Data Bomb
- Snoop
- Spoof Command
- Switch Interface Mode
- Trace Icon
- Matrix Skills
- PROGRAMS
- Program Listing
- Common Programs
- Hacking Programs
- Agents
- Program Listing
- HOSTS
- Host Archives
- Host Attributes
- Host Convergence
- Intrusion Countermeasures
- Security Response
- Types of IC
- Acid
- Binder
- Black IC
- Blaster
- Crash
- Jammer
- Killer
- Marker
- Patrol
- Probe
- Scramble
- Sparky
- Tar Baby
- Track
- TECHNOMANCERS
- Technomancer Life
- Resonance
- Resonance Signatures
- Resonance Actions
- Call/Dismiss Sprite
- Command Sprite
- Compile Sprite
- Decompile Sprite
- Kill Complex Form
- Register Sprite
- Thread Complex Form
- Living Persona
- Rebooting Your Living Persona
- Using Mundane Electronics
- Threading
- Killing Complex Forms
- Fading
- Resonance Library
- Cleaner
- Diffusion of [Matrix Attribute]
- Editor
- Infusion of [Matrix Attribute]
- Static Veil
- Pulse Storm
- Puppeteer
- Resonance Channel
- Resonance Spike
- Resonance Veil
- Static Bomb
- Stitches
- Transcendent Grid
- Tattletale
- Sprites
- Compiling a Sprite
- Compiled Sprite Tasks
- Registering a Sprite
- Registered Sprite Tasks
- Sprite-Technomancer Link
- Decompiling Sprites
- Sprite Powers
- Camouflage
- Cookie
- Diagnostics
- Electron Storm
- Gremlins
- Hash
- Stability
- Suppression
- Watermark
- Submersion
- Increased Resonance
- Access to the Resonance Realms
- Echoes
- Sprite Database
- Courier Sprite
- Crack Sprite
- Data Sprite
- Fault Sprite
- Machine Sprite
- Wireless World
- THE DANGER OF SIDER JOBS
- RIGGERS
- FREE AS A BIRD
- The Game is Rigged
- Riggers in the Shadows
- The Game is Rigged
- BEING THE MACHINE
- More than Metahuman
- The Control Rig
- Complete Control
- Control Override
- Rigging Skills
- Rigging and You
- Taking the Jump
- VR and Rigging
- Rigging and Limits
- Noise and Rigging
- Physical Damage
- Matrix Damage
- Jumping Out
- Riggers and Deckers
- Rigger Command Console
- Noise Reduction & Sharing
- Data Processing & Firewall
- Group Command and Jumping Around
- PANs & WANs (Rigger Style)
- Electronic Warfare for Riggers
- Getting Hacked
- Getting Dumped
- Drones
- Drones in the Matrix
- Pilot Programs
- Autosofts
- Drone Combat
- Drone Perception
- Drone Infiltration
- Drone Initiative
- Repairing Drones
- FREE AS A BIRD
- A LITTLE SHADOW MUSIC
- MAGIC
- INTRODUCTION
- MAGIC BASICS
- Magic
- Magical Skills
- Force
- Inherent Limit: Astral
- Drain
- Power Points
- TRADITIONS
- The Hermetic Mage
- The Shaman
- MAGICAL LODGES
- PERCEIVING MAGIC
- SORCERY
- Spellcasting
- Step 1: Choose Spell
- Step 2: Choose the Target
- Step 3: Choose Spell Force
- Step 4: Cast Spell
- Step 5: Determine Effect
- Step 6: Resist Drain
- Step 7: Determine Ongoing Effects
- Glitches
- Spellcasting
- SPELL CHARACTERISTICS
- Combat Spells
- Acid Stream
- Toxic Wave
- Punch
- Clout
- Blast
- Death Touch
- Manabolt
- Manaball
- Flamethrower
- Fireball
- Lightning Bolt
- Ball Lightning
- Shatter
- Powerbolt
- Powerball
- Knockout
- Stunbolt
- Stunball
- Detection Spells
- Analyze Device
- Analyze Magic
- Analyze Truth
- Clairaudience
- Clairvoyance
- Combat Sense
- Detect Enemies
- Detect Enemies, Extended
- Detect Individual
- Detect Life
- Detect Life, Extended
- Detect [Life Form]
- Detect [Life Form]
- Detect Magic
- Detect Magic, Extended
- Detect [Object]
- Mindlink
- Mind Probe
- Health Spells
- Antidote
- Cure Disease
- Decrease [Attribute]
- Detox
- Heal
- Increase [Attribute]
- Increase Reflexes
- Oxygenate
- Prophylaxis
- Resist Pain
- Stabilize
- Illusion Spells
- Agony
- Mass Agony
- Bugs
- Swarm
- Confusion
- Mass Confusion
- Chaos
- Chaotic World
- Entertainment
- Trid Entertainment
- Invisibility
- Improved Invisibility
- Mask
- Physical Mask
- Phantasm
- Trid Phantasm
- Hush
- Silence
- Stealth
- Manipulation Spells
- Animate
- Mass Animate
- Armor
- Control Actions
- Mob Control
- Control Thoughts
- Mob Mind
- Fling
- Ice Sheet
- Ignite
- Influence
- Levitate
- Light
- Magic Fingers
- Mana Barrier
- Physical Barrier
- Poltergeist
- Shadow
- Combat Spells
- COUNTERSPELLING
- Spell Defense
- Dispelling
- RITUAL SPELLCASTING
- Step 1: Choose Ritual Leader
- Step 2: Choose Ritual
- Step 3: Choose the Force of the Ritual Spell
- Step 4: Set Up the Foundation
- Step 5: Give the Offering
- Step 6: Perform the Ritual
- Step 7: Seal the Ritual
- Ritual Failure
- Glitches
- RITUALS
- Curse
- Prodigal Spell
- Remote Sensing
- Ward
- Circle of Protection
- Circle of Healing
- Renascence
- Watcher
- Homunculus
- Learning Spells
- CONJURING
- Summoning
- Step 1: Choose Spirit Type & Force
- Step 2: Attempt Summoning
- Step 3: Resist Drain Glitches
- Binding
- Banishing
- Spirit Basics
- Spirit-Summoner Link
- Spirit Range
- Spirit Services
- Unbound Spirit Services
- Bound Spirit Services
- Spirits and Edge
- Summoning
- ENCHANTING
- Alchemy
- Step 1: Choose a Spell
- Step 2: Choose Spell Force
- Step 3: Choose the Lynchpin for the Preparation
- Step 4: Choose Preparation Trigger
- Step 5: Create the Preparation
- Step 6: Resist Drain
- Glitches
- The Finished Preparation
- Using a Preparation
- Artificing
- Step 1: Choose Focus Formula
- Step 2: Obtain the Telesma
- Step 3: Prepare the Magical Lodge
- Step 4: Spend Reagents
- Step 5: Craft the Focus
- Step 6: Resist Drain
- Artifact Assensing
- Disenchanting
- Disjoining
- Alchemy
- ADEPTS
- Using Powers
- Adept Powers
- Adrenaline Boost
- Astral Perception
- Attribute Boost
- Combat Sense
- Critical Strike
- Danger Sense
- Enhanced Perception
- Enhanced Accuracy
- Improved Ability
- Improved Physical Attribute
- Improved Potential
- Improved Reflexes
- Improved Sense
- Killing Hands
- Kinesics
- Light Body
- Missile Parry
- Mystic Armor
- Natural Immunity
- Pain Resistance
- Rapid Healing
- Spell Resistance
- Traceless Walk
- Voice Control
- Wall Running
- THE ASTRAL WORLD
- Auras & Astral Forms
- Astral Signature
- Astral Perception
- Astral Projection
- Astral Movement
- Manifesting
- Staying Astral
- Astral Detection
- Astral Combat
- Astral Tracking
- MANA BARRIERS
- Getting Around Mana Barriers
- Astral Intersections
- Getting Around Mana Barriers
- REAGENTS
- Harvesting Reagents
- FOCI
- Focus Types
- Enchanting Foci
- Metamagic Foci
- Power Foci
- Qi Foci
- Spell Foci
- Spirit Foci
- Weapon Foci
- Focus Types
- MENTOR SPIRITS
- Mentor Spirit Archetypes
- Bear
- Cat
- Dog
- Dragonslayer
- Eagle
- Fire-Bringer
- Mountain
- Rat
- Raven
- Sea
- Seducer
- Shark
- Snake
- Thunderbird
- Wise Warrior
- Wolf
- Mentor Spirit Archetypes
- INITIATION
- Initiate Powers
- Increased Magic
- Metaplanar Access
- Metamagic
- Initiate Powers
- ALL THE ANGLES
- GAMEMASTER ADVICE
- ROLE OF THE GAMEMASTER
- PRE-GAME CONSIDERATIONS
- Know Your Players
- Know Yourself
- Group Rules and Boundaries
- Group Template
- Final Thoughts
- DESIGNING A RUN
- The Hook
- Background
- Scenes
- Scene Types
- Social
- Investigation
- Action
- Build Backward
- Transitions
- Write the Background
- Opposition
- Be Appropriate
- Give Equal Opportunities
- Have Stats For Easy Access
- Plot Hole Check
- Game Extras
- Document Hand-Outs
- Maps
- Props
- Music
- Run Templates
- DataSteal
- Assassination or Destruction
- Extraction or Insertion
- Misdirection
- Protection
- Delivery
- Random Run Tables
- Job Type
- Meet Locations
- MacGuffins
- Employers
- Twists
- NON-PLAYER CHARACTERS
- Description
- Personality
- Background
- Motivations
- Stats
- Full Build
- Story Build
- Improvised Build
- Roleplaying the NPC
- Know Their Purpose
- Stay Focused on Players
- Let Them Go
- GAME MANAGEMENT
- Shadowrun’s Three Worlds
- Spotlight Time
- Character Skills
- Player Personality
- Step In
- Pace
- Handling surprises
- Relocate
- Replace
- Remove
- Running Scenes
- Investigation
- Social
- Action
- CAMPAIGNS
- Campaign Plots
- Plot Pacing
- Plan to Finish
- Data Management
- Campaign Time and Character Advancement
- Alternate Campaigns
- Street Scum
- High Life
- Military or Mercenary
- DocWagon
- Criminal Syndicates
- SECURITY IN THE SIXTH WORLD
- High Threat Response
- HTR Team Response Time
- Countering Physical Threats
- Cover
- Suppression
- Ambushes
- Traps
- Countering Matrix Threats
- Access Limitation
- PANs and WANs
- Hosts and IC
- GODs and Spiders
- Wired Security
- Countering Magic Threats
- Tactics for Mundanes
- Contracted Magical Security
- Magical Barriers
- Critters and Spirits
- Drones
- Security Devices
- Landscaping
- Barriers
- Doors, Windows, & Locks
- Sensors and Scanners
- Automated Defenses
- High Threat Response
- IDENTIFICATION
- System Identification Number (SIN)
- Issuing a SIN
- Licenses
- Fake SINs
- Checking a Fake SIN
- Burned SINs
- System Identification Number (SIN)
- DROP-IN LOCATIONS
- Hell-Hole Bar
- Secret Research Station
- Nova-Hot Club
- Mom-and-Pop Shop
- No-Tell Motel
- Large Corp Office
- Hospital or Clinic
- High-End Residential
- Derelict Building
- REPUTATION
- Street Cred
- Notoriety
- Public Awareness
- LIFESTYLES
- Luxury
- High
- Middle
- Low
- Squatter
- Streets
- Hospitalized
- Lifestyle Options
- Special Work Area
- Extra Secure
- Obscure/Difficult to Find
- Cramped
- Dangerous Area
- Paying the Bills
- Buying a Lifestyle
- Team Lifestyles
- RUN REWARDS
- Cash
- Sample Run Cost Calculations
- Karma
- Cash
- HELPS AND HINDRANCES
- NON-PLAYER CHARACTERS
- Grunts
- Condition Monitors
- Professional Rating
- Group Edge
- Lieutenants
- Sample Grunts
- Professional Rating 0
- Professional Rating 1
- Professional Rating 2
- Professional Rating 3
- Professional Rating 4
- Professional Rating 5
- Professional Rating 6
- Prime Runners
- Building Prime Runners
- The Hand of God
- Contacts
- Contacts by the Numbers
- Using Contacts
- Glitches
- Favor for a Friend
- Sample Contacts
- Grunts
- CRITTERS
- Attributes and Skills
- Movement
- Powers
- Accident
- Animal Control
- Armor
- Astral Form
- Binding
- Compulsion
- Concealment
- Confusion
- Corrosive Spit
- Dragonspeech
- Dual Natured
- Elemental Attack
- Energy Aura
- Engulf
- Enhanced Senses
- Essence Drain
- Fear
- Guard
- Hardened Armor
- Hardened Mystic Armor
- Immunity
- Infection
- Influence
- Innate Spell
- Materialization
- Mimicry
- Mist Form
- Movement
- Mystic Armor
- Natural Weapon
- Noxious Breath
- Paralyzing Howl
- Paralyzing Touch
- Petrification
- Psychokinesis
- Regeneration
- Sapience
- Search
- Venom
- Weather Control
- Weaknesses
- Allergy
- Dietary Requirement
- Essence Loss
- Induced Dormancy
- Reduced Senses
- Uneducated
- Vulnerability
- Critter Combat
- Mundane Critters
- Dog
- Great Cat
- Horse
- Shark
- Wolf
- Paracritters
- Dracoforms
- Attributes and Skills
- TOXINS, DRUGS, AND BTLS
- SUBSTANCE ABUSE AND ADDICTION
- Addiction Tests
- Role-Playing Addiction
- Getting a Fix
- Withdrawal and Staying Clean
- Overdosing
- NON-PLAYER CHARACTERS
- STREET GEAR
- GEAR RATINGS
- BUYING GEAR
- Standard Goods
- Starting Gear
- Black Market Goods
- Contacts and Availability
- Standard Goods
- FENCING GEAR
- Contacts and Fencing
- (IL)LEGALITY
- Jurisdiction
- CONCEALING GEAR
- Noticing hidden Gear
- Actively Hiding Gear
- Noticing hidden Gear
- CARRYING GEAR
- Carrying Capacity
- Encumbrance
- SIZE COSTS
- Using Unadapted Gear
- WIRELESS FUNCTIONALITY
- Wireless Bonuses
- Turning It Off
- Throwbacks
- Incompatibility
- GEAR LISTING
- Melee Weapons
- Blades
- Clubs
- Other Melee Weapons
- Projectile and Throwing Weapons
- Firearms
- Tasers
- Hold-Outs
- Light Pistols
- Heavy Pistols
- Machine Pistols
- Submachine Guns
- Assault Rifles
- Sniper Rifles
- Shotguns
- Special Weapons
- Machine Guns
- Cannons & Launchers
- Firearm Accessories
- Ammunition
- Grenades, Rockets, and Missiles
- Grenades
- Rockets and Missiles
- Explosives
- Clothing and Armor
- Armor
- Armor Modifications
- Helmets and Shields
- Melee Weapons
- ELECTRONICS
- Commlinks
- Cyberdecks
- Electronics Accessories
- RFID Tags
- Communications and Countermeasures Software
- Skillsofts
- ID and Credit
- Tools
- Optical and Imaging Devices
- Optical Devices
- Vision Enhancements
- Audio Devices
- Audio Enhancements
- Sensors
- Housings
- Sensor Functions
- Security Devices
- Breaking and Entering Gear
- Industrial Chemicals
- Survival Gear
- Grapple Gun
- Biotech
- DocWagon Contract
- Slap Patches
- Augmentation
- Cyberware/Bioware Grades
- Cybersurgery/Recovery Time
- Headware
- Eyeware
- Earware
- Bodyware
- Cyberlimbs
- Cyberlimb Enhancements
- Cyberlimb Accessories
- Cyber Implant Weapons
- Bioware
- Cultured Bioware
- MAGICAL EQUIPMENT
- VEHICLES and DRONES
- Bikes
- Cars
- Trucks and Vans
- Boats
- Submarines
- Fixed-Wing Aircraft
- Rotorcraft
- VTOL/VSTOL
- Microdrones
- Minidrones
- Small Drones
- Medium Drones
- Large Drones
- INDEX
- RANDOM RUN GENERATOR
- RECORD SHEETS