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® FASA
Verlag: FASA / Nachdruck: FanPro USA / WK Games
Nummer: 7000 (Hardcover), 7001 / 25000 (Softcover)
Edition: 3
Erschienen: November 1998 / 1. Februar 2004
Sprache: englisch
Übersetzung:
Vorgänger: Shadowrun Second Edition
Nachfolger: Shadowrun Fourth Edition
Format: Print / eBook
Einband: Hardcover / Softcover
Seitenanzahl: 336
Preis: 30,00 $
ISBN:
7000:
ISBN-10: keine ISBN
ISBN-13: keine ISBN
7001:
ISBN-10: 1-55560-371-8
ISBN-13: 978-1555603717
25000:
ISBN-10: 1-932564-46-2
ISBN-13: 978-1932564464
Credits:
  • Line Developer: Vorlage:Impressum
  • Spieltester: John Bellando, Russ Bigham, David Buehrer, George Burke, John Carey, Lisa Chemleski, Bryan Covington, Wayne DeLisle, Michael DeVita, Adam Dolsen, Eric Duckworth, Daniel Ducret, Christi Ewart Jr., FATGOP, Daniel Felts, Vorlage:Impressum, Tony Glinka, William Gold, Rocky Goodenough, Robert Habenicht, Mason Hart, Michael Hathaway, Cary Hill, Lyle Hinkley, Vorlage:Impressum, Vorlage:Impressum, Will Jackson, Jonathan Jacobson, Vorlage:Impressum, Ricky Jimenez, Matt Johnson, Sean Johnson, Jim "Loki" Jones, Vorlage:Impressum, Mara Kaehn, Brad Kercher, Lorne Kerlin, Craig Knefelkamp, Don Larkin, Seth Levine, Tim Link, Craig Loos, Eva Marie, Sean Matheis, Tim Mathena, Mark McKenna, Paul Meyer, Bill Michie, Dennis Jon Miller, Michael Miller, E. Mark Mitchell, Daniel Mooneyham, Vorlage:Impressum, Mike Naughton, Justin Pinnow, Steven "Bull" Ratkovich, Max Rible, Kenna Rice, Kenneth Riehle, Cristina Rizen, Asher Rosenberg, Seth Rutledge, Angela Schaafsma, Shayne Schelinder, Lonnie Schmidt, Sandra Schmitz, Vorlage:Impressum, Joe Shidle, Thomas Shook, Chris Siddle, Brian Skipper, Darci Stratton, Lori Tharp, Steven Tinner, Daniel Tomalesky, Richard Tomasso, Malik "Running Wolf" Toms, Ted Turrietta, Thomas Vielkanowitz, Joe Voelker, Vorlage:Impressum, Jim Wong, Jon Wooley

Shadowrun Third Edition ist das englischsprachige Grundregelwerk für die Dritte Edition von Shadowrun.

Rückseitentext

Where Man Meets Magic & Machine

The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged -- the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner -- a street operative.

You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner -- a professional. You don't just survive in the shadows -- you thrive there ... for now.

Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.

Inhaltsverzeichnis

  • 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

Illustrationsverzeichnis

Seite Künstler Beschreibung In anderen Quellen Link
S. 66 Vorlage:Impressum "Combat Decker", farbig markzug.com
S. 68 Vorlage:Impressum "Covert Ops Specialist", farbig markzug.com
S. 71 Vorlage:Impressum "The Investigator", farbig markzug.com
S. 78 Vorlage:Impressum "Tribal Shaman", farbig markzug.com


Siehe auch