SR5 rules – By Danilo Br – v.: 1.
2
MATRIX
Register Sprites:
Condition Monitor (Device): 8 + (Device Rating/2) o (Sprite Level) hours
Dumpshock: 6S Coldsim o Register + Resonance[Level] v. Sprite Level x2
6P Hotsim o Fading 2DV/hit (min 2DV)
o Sucefull (OS erased, Tasks = Net Hits)
Both: -2 Tests until (10-Willpower) minutes
Resist = Willpower + Firewall
Matrix Actions:
Biofeedback Damage (VR):
Coldsim Stun o Brute Force: Cybercombat + Logic [Attack] v.
Hotsim Physical Willpower + Firewall
Resist = Willpower + Firewall 2 MARKs > -4 3 MARKs > -10
Technomancer Resist: 1DV = 2 Net hits (Resist: Device Rat +_Firewall)
Living Persona’s Device Rating + Firewall
Hop Grid: Defense Dice 4 Public Grid / 6 Global
Matrix Action Fail:
Attack Defense Test Net Hits = 1 Matrix Damage o Data Spike:
Sleaze 1 MARK on you Damage = Attack+(1Box/Net hit)+(2Box/MARK)
Resist: Device Rating + Firewall
Overwatch Score:
= Hits on Defense Tests (attack or sleaze) + 2d6 (each 15 o Full Defense: -10 Initiative
min) Defense Test+Willpower (until end Combat Turn)
40 = Convergence 12 DV, Reboot, erase MARKs, o Hack on the fly: “Brute Force com Sleaze”
Dumpshock, Physical Location Hakcing + Logic [Sleaze] v. Intuition + Firewall
in HOST: 3 MARKs + ICs
o Jack Out: Hardware + Willpower [Firewall] v.
Number of Slave Capacity: Comlink or Deck (Device x3) Logic + Attack
Spotting = Matrix Perception: Computer + Intuition [Data o Jam Signals: Electric Warfare + Logic [Attack]
Processing] (v. Logic + Sleaze) Hits raises Noise
Silent Running (all tests -2): o Data Bomb:
after Spotting test: Computer + Intuituion [Data Software + Logic [Sleaze] v. Device Rating x 2
Processing] v. Logic + Sleaze (tie to defender) Damage = (Rating)d6 – Matrix Damage
IC: Host launch 1 per combat turn (max = Rating)
Attack = Host rating x 2 v. (depends IC type)
Change Owner:
o File: Edit file to copy
Edit file to delete original RIGGER
o Device: Hardware kit + Extended Test Hardware
Initiative:
+ Logic [Mental] (24, 1 hour)
o Jumped: COLD -> 3d6
*Glitch: Report Authorities
HOT -> 4d6 (+1 Matrix Tests)
o Drones: Pilot x2 + 4d6
Threading (Magic):
Max = 3x Resonance
Hits > Resonance = Physical Damage on Fading Jumped:
o Device Rating added in Limits
Fading: Min = 2DV o Vehicle damaged receive ½ Biofeedback Damage
Resist = Resonance + Willpower
RCC:
Compile or Decompile o Qtd Drones = Device Rat x3
Fading = Hits x2 on Sprite Test o Noise reduction: Electronic Warfare + Logic
[Data Processing] => hits reduces noise
Sprites: Level = Device Rating and Resonance
o Condition Monitor = 8 + (Level/2) boxes Drones
o Max Level = Technomancer Resonance x 2 o Matrix Attribute = Device Rat = Pilot Rating
o Net Hit = Number of Tasks o Qtd Autosofts = Device Rat /2 (rounded up)
o Max 1 Sprite non-registered
o Fading 2DV per hit on Def (Physical if Level > MAGIC
Resonance)
Drain: min 2 (+2 on glitch) o Dispelling:
o Hermetic: Logic + Willpower Counterspell + Magic [Astral] v. Spell
o Shamantic: Charisma + Willpower Force + Caster’s Magic + Karma
Quickened = Each hit reduce Force
o (Conjuring): 2x hits on spirit resist test Drain = Spell Drain (P or S)
Ritual: Same test v. Spell Force +
Power Points: if loose Magic loose PP too Magic (of all part.) = reduces seal hits
and Drain = 2x hits opp test (P or S)
Perceiving Magic: Perception + Intuition[Mental](Skill Rat
or 6 – Force) Summoning:
o Optional Power: 1 for every 3 force
Area Spell: Radius = Force (Targets outside your vision o Summoning + Magic [Force or Reagents] v.
aren´t affected) spirit’s force = 1 service/net hit
o Drain: 2x hits on spirit’s test (min 2) (Physical if
Force: MAX = Magic x2 spirti’s force > magic)
o Hits > Magic = Physical Drain
Binding:
Spell Test: Magic + Spellcasting [Force] o 1h/force + (Force x 25) drams of reagents
o Same test but spirti’s force x2
Reckless Spell: Simple Action instead Complex Act = +3 o Same Drain
Drain each (Max 2 spells) o Services = additional net hits beyond the first
o Max = Charisma
Sustain: -2 dice pool o Simple action to call
Combat Spells: Banishing:
o Direct: Spell Test v. Body(P) or Willpower(M) o Banishing + magic [Astral or reagents] v. spirit’s
No resist test force + summoner’s magic if bound = net hits
Damage = Net hits reduces services
o Indirect: Spell Test v. Intuition + Reaction o Same Drain
Damage = Force + Net Hits
Resist = Body + Armor (- Force[AP]) Spirits:
o Area: Grenade (pg181) but add nethits to damage o Astral Atribute = Force
Spellcast + Magic [Force] (3) o Range = Magic x 100 meters
Scatter 2d6 meters (Net hits can be
used to reduce scatter 1m/1hit) Bound spirit:
o Spell Sustaining: -2 dice pool to spirit/spell |
Detection Spells: Duration: Force = combat turns/service
o Range: Force x Magic (meters) o Spell Binding: Duration: -1 Force/day
o Ext-Range: F x M x 10
o Active: Spell Test opposed and either Willpower Enchanting:
+ Logic (+Counterspell) [Mental] or (Force x2 for o Alchemy:
mundane) Recognize: Arcana + Intuition
o Passive: Perception Test [net hits on cast] [Mental]
No Counterspell, only Dispelling Potency: Hours sustained | Full
Potency [Potency x2] | -1 preparation’s
Health Spells: potency/hour
o Dice Mod: Actual Essence – Max Ess., round up Range: (Potency x Force) meters -
Line of sight | Potency = radius – area
Illusion Spells: Test: Potency + Force [Force]
o Mana: Resist = Logic + Willpower
o Physical: Resist = Intuition + Logic (non-living: o Artificing:
Obj. Resist) Focus Formula: max = magic
Create, change trad: pag 306
Manipulation Spells:
o Damage: Force (no net hits) and 0 AP o Disenchanting:
o Resist: Body + Armor Disench + magic [Astral] v. target’s
o Mental: force + owner’s magic = more success
Resist: Logic + Willpower deactivate
Sustained: Target Complex Action to If destroy, can transfer to reagents:
Resist: Logic + Willpower – Force = -1 Alchemy + Magic [Astral] = 1
caster’s hits reagent /success (force hours) | max 1/3
o Physical: used to create
Resist: Body + Strength or Obj Resist Drain: 1S/net hit on defense test
If force is 2x Magic cannot attempt
Counterspelling
o Disjoining:
o Spell Defense:
Same as dispelling
Free Action or -5 Init
Disench + Magic [Astral] v. prep’s
Dice Pool = Counterspell Skill
force + alchemist’s magic (+karma
(Magic) Qtd Players can add these
from fixation) = -1 Potency/net hits
dices to Defense Test
Test Drain
o -4 to Ranged Attacks against running targets
Powers: Resist Drain : Body + Willpower
Simple Action:
Astral signature: o Fire: Only 1 attack per Initiative Pass
o Duration: (Magic Force) hours after the effect o Quick Draw: (Weapon skill) + Reaction
ends [Physical] (3) (2 if quick draw holster)
o Recognize: Assensing + Magic [Astral] (3) (if o Take Aim: +1 Accuracy or Dicepool (max ½
succefull make Memory test) Willpower)
o Erase: Complex Action reduces 1h (no test)
Encumbrance: Each 2 points armor exceeds Strengh = -1
Interpreting aura: Assensing. + Intuition [Astral] Agility & Reaction
Manifesting: Magic x 5 min/astral projection session Exceed Damage Boxes:
o Stun: 2 DV S = 1 DV P
Astral Project: magic x 2 h (reset staying on body for the o Death:
same hours Overflow physical box more than Body
Nor Overflow: 1 Box each (Body) min
Astral Detection: Percep + Intuition [Mental] (4) + 2 if
awakened Elemental Damage:
o Acid (P): -1 Armor | Each turn applies DV-1
Combat: Astral Combat + Willpower [look table] o Cold (P): Armor Test: No hits = Break
o Damage: Charisma | +1/net hits (P or S, attackers o Electric: -1 Dicepool for 1 Combat Turn (unless
chooses) damage resist) and -5 IS (more damages increase
Combat Turns) | Drones: Always P + ½ DV in
Astral tracking: Assensing + Intuition (5, 1 hour) [Astral] - Matrix
Look table o Fire (P): Armor value + Fire resist – Fire
AP(table) (Attack Net hits) | Fail = 3DV at the
Mana Barriers: end of combat turn & increases 1DV each CTurn
o Armor & Structure: Force each (always regain | Agility + Intuition = Each hit -1DV
structure at the end of combat turn
o Pass through: Magic + Charisma [Astral] v. Damage: DV + Attack Net Hits | Armor Mod: Armor – AP
barrier’s force x2 = bring one more person/net hit o (P): DV > Armor Mod | (S): DV < Armor
o Resist: Armor Mod (if positive) + Body = Hits
Reagents: 20 nuyen/drams reduces DV
Foci:
o Max Force in qtd = Magic x5 Defense Test: Reaction + Intuition
o Only 1 focus/test
Recoil: 1 free point at start
o +Strengh/3(up) + recoil comp. + Body (vehicle) –
num bullets
CONCEPT
o Simple Action: Burst 3 bullets | Full Auto 6 bull.
Buying Hits: 4 dices = 1 hit o Complex Action: Full Auto 10 bullets
Edge:
o Effects: choose just one Image Magnification: needs Take Aim action
Push the limit: Add Edge rat to test
before or after the roll + Rule of six (if SA Burst: Complex Action
after only in Edge dices) + Ignore
limits. Supressive Fire: Others get penalty = hits on attack test
Second chance: Re-roll dices that not o Targets: Reaction + Edge +Full Defense if using
score a hit. Doen`t ignore glitchs (Attack Hits)
Seize the Initiative: Move to top until o Many Supressions: Defend each (only hightest
next Combat turn threshold) | -1 dicepool each successful test
Blitz: Roll maximum Init Dices of 5 in
single Combat Turn Shotgun chokes:
Close Call: Negates glitch. Turn o Narrow: - Def test
critical on normal glitch o Medium:
Dead Man`s Trigger: Body + Short: -1DV, -3 Def test, 2 targets (2m)
Willpower (3) make 12 single action Medium: -3DV, -3 Def, 3 targets (4m)
before blacks out Long: -5DV, -1 Acc, -3 Def, 4 tar (6m)
o Burn: Extreme: -7DV, -1 Acc, -3 Df, 6 t (8m)
Smackdown: Auto success with 4 hits o Wide:
on capable action (No limits) Short: -3DV, -5 Def test, 2 targets (3m)
Not dead yet: “just survive” Medium: -5DV, -5 Def, 3 targets (6m)
Long: -7DV, -1 Acc, -5 Def, 4 tar (9m)
COMBAT
Extreme: -9DV,-1 Ac,-5 Df, 12 t (12m)
Run: Cost Free Action
Thrown Weapons:
Sprinting: Test Hits: 1m (Dwarfs, Trolls) / 2m (Others) o Little ones: qts ready = Agility/2
o Grenade: Thrown Weap + Agility [Physical] (3)
Charge: +2 Dicepool (-2 Running, +4 Charge) No threshold = SCATTER TABLE
Built in: Detonates nxt (IS-10) CTurn 3 bullets = 2 DV
Motion: Scatters if fail in ranged attack 6 Bullets = 3 DV
test 10 Bullets = 4 DV
o Launchers: Heavy Weap + Agility [Acc] (3)
Multiple Simultaneous Blast: Vehicles:
Lower DV/2 + Hightest DV o Handling: Maneuver tests Limit
= DV for Resist test o Speed: Speed tests Limit
Ap = Best AP, -1/Explosion o Resist: Body + Armor | DV < Amor: fail | ignores
Stun
Sensors: o Condit. Monitor:12 +½Body | Drone: 6 +½Body
o Caract: Perception + Intuition [Sensor] o AR / VR:
o Vehicles: Pilot + Clearsight [Sensor] AR +1 dicepool
Metah, Critt: v. Infilt + Agility [Phys] VR +2 dicepool
Driv Vehic: v. Infilt (Veh) + React Control Rig: Threshold – Rating (min1)
[Handl] o Crashes:
Drones: Pilot + [Model] + Evasion Damage (Vehicle Body)S DV if
[Handl] Vehicle body > Player Armor = P
Resist: Body + Amor – 6 AP
Targeting: Composure (4) Test = hits missed
o Passive: Change All for Sensor on Limit threshold will be penalty to actions for
o Active: Sensor test = net hits mod Def tests same combat turns
o Ramming:
Melee DV: (Strengh)S Damage: Body + Speed table + Net hits
(Rammer resist ½ DV up)
Multiple Attackers: Maintain Control: Vehicle test (2
o Simple Action: +1 Dice pool rammer, 3 rammed)
o Complex Action: Combat Skill + Agility [Acc] o Defense: Reaction + Intuition
v. Opponent’s Intuition | Net hit = Attacker Drone: Pilot + Autosoft [Handling]
dicepool (max 3 actions) Evasive: -10IS | + Intuition on tests
Surprise: Reaction + Intuition (3) Healing:
o +3 if alerted o First Aid + Logic [Mental] (2)
o Fail: -10 IS and no defense tests 1 box/hit > Threshold (max skill rating)
(during (box healed) Combat turns)
Ambush: +6 on Surprise test Mod: -1 each -2 full points of Essence
Medkits: Complex Action to apply
Interception: -5 IS +rating on dicepools, or
o Melee Combat (firearms can be used as a Club) +rating x2 (wireless) (only
patient)
o Stops movement if DV = Body
Magical: Spellcasting Test
o Avoid: Complex Act: Agility + Gymnastics
1 box/hit (max Force)
[Phys] (1), each hit past one opponent
Stabilization:
Test: Threshold (3)
Knockdown: DV > Physical limit or 10 (-2 if gel rounds)
Not: 1 box each (Body) min
Subduing: Strength + Net hits on Attack > Def Phys limit
o Break out: Complex Action: Unarmed Combat +
Strengh [Phys] (net hits on grappling test) ADVICES
o Complex Actions (choose one):
Additional test +2 to increase net hits Street Cred (Positive): 10 Karma = 1 Street Cred. Social
Stun damage = Strengh Limits Mod when reputation would be know.
Called Shot to knockd. (+2 Sup Posit)
Notoriety (Negative): Some Qualities que add or subtract
Called Shot (choose one): costs: -4 mod, free action and points. Can sacrifice 2 points of Street Cred to reduce one
can choose one: Notoriety.
o Change Stun to Physical Public awareness: No rules, gamemaster judges effects.
o -5 IS to target
HELPS
o Trick Shot: Net hits adds to Intimidation tests
o Vitals: +2 DV Contacts:
o Costs: Connection x 100 nuyen for information
Multiple: Cost free Action od expertise. Connection x 1000 nuyen for goods
o Just Split Pool or services rendered. Lop off up to Loyalty x 10%
o Max targets = 1,5 x Combat Skill o Availability (optional): 2d6 (connection)
o Legwork: Negotiation test + Loyalty dices
Barriers: [Social affected by Street Cred] + 1 dice per 100 x
o Shots trough: (7-Loyality) nuyen
Resist Test: Structure + Armor o Networking/Swag: Contacs rolls Etiquette +
DV > Structure = Remaing DV to Charisma + Connection rating [Social]
Target (Connection rating)
DV < Armor = attack fail o Favors: if Favor rating (table) > Loyalty ->
o Penetration: 1 DV goes to barrier | ignores Stun Negotiation opposed test needed
Resonance actions. These actions only operate in the
Matrix, but they’re not Matrix actions and don’t follow
those rules. The bad news is that you don’t get the bonus
dice for being in VR (those only come with Matrix
Actions), but the good news is that none of it counts
against your Overwatch Score. Resonance actions
don’t require marks. You can still perform normal Matrix
actions, with all the rules that apply to them (including
Overwatch Scores).
Almost all Resonance actions cause Fading, a mental
drain on the technomancer (see p. 251).
call/dismiss sprite
(Simple Action)
Test: n/a
You call a registered sprite you have waiting in the
Resonance, which appears at the beginning of the next
Combat Turn. You can also use this action to send a sprite
back to the Resonance, releasing it from any tasks it still
owes you, which it does on its next action.
command sprite
(Simple Action)
Test: n/a
You command a sprite to do something for you, using
up one of its tasks.
compile sprite
(complex Action)
Test: Compiling + Resonance [Level] v. Sprite Level
You compile a sprite (p. 254).
decompile sprite
(complex Action)
Test: Decompiling + Resonance [Level] v. Sprite Rating
(+ compiler’s Resonance)
You attempt to decompile a sprite (p. 254).
kill complex form
(complex Action)
Test: Software + Resonance [Level] v. Complex Form
Level + Resonance
You attempt to kill a complex form (p. 251).
Register Sprite
(Complex Action)
Test: Registering + Resonance [Level] v. Sprite Level x 2
You register a sprite (p. 254).
thread complex form
(complex Action)
Test: Software + Resonance [Level] v. special
You thread a complex form (p. 251).
There’s also Erase Matrix Signature (p. 239), which
is a Matrix Action, not a Resonance Action. We thought
we’d mention it here so you remember it’s there.
Tar Baby
Attack: Host Rating x 2 [Attack] v. Logic + Firewall
The Tar Baby IC link-locks you when it hits. If you’re
already link-locked, it puts a mark on you, up to a maximum
of three marks.
Track
Attack: Host Rating x 2 [Attack] v. Willpower + Sleaze
Track IC follows the datastreams between your icon
and your deck. If this IC hits and the host has two marks
or more on you, the host (and its owners) discover your
physical location, which is usually reported to real-world
authorities immediately.
Resonance Actions
Some actions you can perform as a technomancer are