Quelle, en: Shadowrun Companion Revised
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Nummer: 25010 | |
Edition: 3 | |
Sprache: englisch | |
Übersetzung:
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Seitenanzahl: 136 | |
Dateigröße: 6.2 MB | |
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ISBN: | |
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Shadowrun Companion (Revised for Third Edition) ist ein Quellenbuch für die dritte Edition von Shadowrun.
Das Buch ist der Nachfolger von "
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", und versorgt Spielleiter und Spieler mit einer ganzen Reihe von zusätzlichen Charakteroptionen und -konzepten, die es etwa erlauben, einen Gestaltwandler oder Ghul als Spielercharakter zu spielen. Hinzu kommen ergänzenden und optionalen Regeln, Tipps für den Spielleiter und alternativen Kampagnenkonzepten, um statt eines Runnerteams etwa ein DocWagon HTR-Team, Lone Star Cops, Regierungsagenten, Reporter oder eine Straßengang zu spielen.
Das Buch wurde von FASA 1999 in englischer Sprache veröffentlicht.
Rückseitentext
Been There. Run That.
For Players:
- Expanded character creation rules allow you to customize your character's background with Edges and Flaws and play ghouls or shapeshifters. Also includes rules for running, jumping and even being an escape artist!
For Gamemasters:
- Provides expanded contact rules and introduces Enemies--the evil side of contacts. Plus campaign and scenario creation, prime runners, training rules and security rules for gas traps, trip wires and sensor plates!
For New Campaigns:
- Play a street gang or a government covert ops team, a DocWagon high-threat response team or even the cops!
The Shadowrun Companion offers advanced and alternate rules for players and gamemasters. This indispensable book includes a guide to creating adventures and campaigns, and suggests step-by step techniques to help gamemasters get the most out of the Shadowrun universe. The Shadowrun Companion is revised for use with Shadowrun, Third Edition, and is compatible with all Shadowrun sourcebooks.
Inhaltsverzeichnis
- 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
Siehe auch
Weblinks
Previews
- Preview S. 1-5 + Rückseitencover (PDF)