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La percepción de la transparencia en las ONL: imagen y confianza

Comunicación y transparencia en las organizaciones no lucrativas

4.3. La percepción de la transparencia en las ONL: imagen y confianza

Uses: Underworld rumors, Chinese culture, gang identification Places to Meet: Chinese restaurant, gambling den, monastery Similar Contacts: Yakuza soldier, mafia soldato, vory

shes-tiorka

Of all the organized crime syndicates in the world, the Chi-nese Triad mobs have adapted best to the Sixth World, employ-ing magic frequently in their criminal operations. Shadowrunners may cross paths with posses of Triad soldiers if their runs step into the worlds of organized crime or magic. The Triads are big believers in numerology, and posses of Triad soldiers that shad-owrunners encounter in the street will number in groups of two, three, eight, or nine. Likewise, Triad posses will studiously avoid congregating in groups of four and five, as these are considered unlucky numbers in Triad numerology.

Triad Lieutenant: Many Triads count mages among their ranks. Magic is an integral part of Triad operations and practic-es, whereas cyberware is shunned. Triad mages fill a role of wise counselor but often go into the field as enforcers and field com-manders.

B A R S W L I C EDG ESS

3 5 4 3 4 3 4 3 0 6.0

Initiative 8 + 1D6 Condition Monitor 10 / 10

Limits Physical 5, Mental 5, Social 6

Armor 9

Skills Blades 3, Intimidation 3, Firearms Skill group 4, Unarmed Combat 3

Knowledge Skills Local Underworld Knowledge 2, Local Area Knowledge 2, Triad Safehouses 3, Triad Operations 2, Street gang identification 3, Chinese History 1, Triad History 2

Gear Armor vest, commlink (Device Rating 3)

Weapons Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP

—, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds regular ammo]

Survival knife [Blades, Reach —, Acc 5, DV 7P, AP –1]

Sword [Blades, Reach 1, Acc 6, DV 6P, AP -2]

LIEUTENANT

B A R S W L I C EDG ESS

4 6 5 5 3 3 4 3 0 6.0

Initiative 9 + 1D6 Astral Initiative 8 + 2D6 Condition Monitor 10 / 10

Limits Physical 7, Mental 5, Social 5

Armor 9

Skills Athletics skill group 3, Close Combat skill group 5, Con 3, Conjuring skill group 4, Sneaking 3, Perception 3, Pistols 3, Sorcery skill group 5

Knowledge Skills Feng Shui (Academic Knowledge) 4, Magical Theory 3, Street Rumors 2, Triad 3

Spells Armor, Confusion, Improved Invisibility, Manabolt, Stunbolt

Gear Armor vest, Commlink (Device Rating 4)

Weapons Browning Ultra-Power [Heavy Pistol, Acc 5 (6), DV 8P, AP –1, SA, RC —, 10 (c)]

>> NON-PLAYER CHARACTERS <<

<< GRUNTS

75

VORY

Uses: Underworld rumors, Russian culture, Possible first contact for jobs

Places to Meet: Tea rooms, Vory-controlled streets, fight clubs

Similar Contacts: Yakuza soldier, mafia soldato, Triad posse Vory thugs are bruiser trolls looking for better work in secu-rity. They’re heavily armed for street duty, they’re pissed off at their jobs, and they’re looking for any skull whose cracking might mean a promotion.

B A R S W L I C EDG ESS

7 3 3 7 4 3 3 1 0 6.0

Metatype Troll

Initiative 6 + 1D6 Condition Monitor 12 / 12

Limits Physical 8, Mental 5, Social 4

Armor 12

Skills Clubs 3, Intimidation 4, Longarms 3, Unarmed Combat 2

Gear Armor jacket

Weapons Enfield AS-7 [Shotgun, Acc 4(5), DV 13P, AP –1, SA/

BF, RC —, 24(d)]

Baseball bat [Clubs, Reach 1, Acc 4, DV 9P, AP —]

Big Meaty Troll Fist [Unarmed, Reach 1, Acc 8, DV 7S, AP —]

>> NON-PLAYER CHARACTERS <<

76

GRUNTS >>

You live in any sprawl long enough, you’ll find out that there’s a lot more to it than businessmen and soykaf stalls. Any sprawl worth its mettle has its dark corners, its forgotten places, its spots that are just as wild and untamed as the deepest rainforest.

Seattle, the prime metroplex in the world for shadowrunning, is filled with such places, and Sprawl Wilds gives shadowrunners a chance to tour them.

From a fortress-like Barrens farm recovering from a mysterious attack to a dark secret hidden in a clinic, runners have a chance to see the sites most people never encounter, and uncover information that some people want to stay secret at any cost. They’ll meet jaded smugglers, wary police officers, passionate activists, hardened criminals, wounded warriors, and at least one deranged killer. The questions are, will they survive long enough to collect a paycheck—and how much of the sprawl will be nothing more than dust when they’re done with it?

Sprawl Wilds is a collection of Shadowrun Missions developed for major summer gaming conventions. These adventures have been adapted for both Shadowrun, Twentieth Anniversary Edition and Shadowrun, Fifth Edition, and they provide hours of shadowrunning goodness for experienced street veter-ans and new shadowrunners alike. With complete game information, including NPC stats, these adventures are poised to plunge players into urban chaos!

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Shadowrunning can take you all sorts of different places and give you the chance to have all sorts of different guns pointed at you. Wheth-er you’re exploring mystWheth-erious islands off the coast of Seattle, collecting bounties on the tightly guarded streets of Manhattan, or trying to survive the chaos and conflict in Bogotá, you’re likely to find yourself in trouble and in the line of fire. Because that’s where you’re paid to be.

Firing Line collects four Shadowrun Missions developed especial-ly for the large summer gaming conventions, making them available for the first time to the gaming public. The adventures have all the statistics and game information needed for both Shadowrun, Fourth Edition and Shadowrun, Fifth Edition, meaning that a wide range of shadowrunners will have everything they need to dive into the adventures and get them-selves in some high-paying trouble!

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Federal Agent Seth Dietrich has a secret. Actually, multiple secrets.

One of them made him go underground, hiding from the people desperate to learn just how much he knows. And the other is keeping him from surfac-ing, because he’s found he can’t even trust himself.

If Dietrich were in his right mind, he’d cover his tracks like a pro, and no one would find him. Especially not shadowrunners getting their feel for life on the streets. But he’s not in his right mind, which means a group of shad-owrunners finds themselves in possession of some very valuable informa-tion—information the highest powers in Seattle want for themselves. What started as a simple job turns into a scramble for their lives, a scramble that could become profitable if the runners play their cards right.

Splintered State is an introductory adventure for Shadowrun, Fifth Edi-tion. Whether you have played previous Shadowrun editions or are new to the setting, this adventure helps players and gamemasters learn the new rules while wrapping themselves in the intrigue, excitement, and danger of running in Seattle.

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Taser 0–5 6–10 11–15 16–20

Hold-Out Pistol 0–5 6–15 16–30 31–50

Light Pistol 0–5 6–15 16–30 31–50

Heavy Pistol 0–5 6–20 21–40 41–60

AUTOMATICS RANGE IN METERS

Machine Pistol 0–5 6–15 16–30 31–50

SMG 0–10 11–40 41–80 81–150

Assault Rifle 0–25 26–150 151–350 351–550

LONGARMS

RANGE IN METERS

Shotgun (flechette) 0–15 16–30 31–45 45–60

Shotgun (slug) 0–10 11–40 41–80 81–150

Sniper Rifle 0–50 51–350 351–800 801–1,500

HEAVY WEAPONS RANGE IN METERS

Light Machinegun 0–25 26–200 201–400 401–800

Medium/Heavy Machinegun 0–40 41–250 251–750 751–1,200

Assault Cannon 0–50 51–300 301–750 751–1,500

Grenade Launcher 5–50* 51–100 101–150 151–500

Missile Launcher 20–70* 71–150 151–450 451–1,500

BALLISTIC PROJECTILES RANGE IN METERS

Bow 0–STR To STR x 10 To STR x 30 To STR x 60

Light Crossbow 0–6 7–24 25–60 61–120

Medium Crossbow 0–9 10–36 37–90 91–150

Heavy Crossbow 0–15 16–45 46–120 121–180

IMPACT PROJECTILES

* See Launcher Minimum Range, p. 182 P. 185

ASSENSING TABLE HITSINFORMATION GAINED

0None

1The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad, angry, etc.). Whether the subject is mundane or Awakened.

2

The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse ritual, and so on). I f you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations 3The presence and location of alphaware cyber implants. Whether the subject’

s Essence and Magic are higher, lower, or equal to your own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins) the subject suffers. Any astral signatures present on the subject.

4The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject.

The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on).

5+The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis of any disease or toxins which afflict the subject.

The fact that a subject is a technomancer.

P. 313 COMBAT ACTIONS FREE ACTIONS

Call a Shot Eject Smartgun Clip

Change Linked Device ModeMultiple Attacks

Drop Object Run

Drop Prone Speak/Text/Transmit Phrase

SIMPLE ACTIONS

Activate Focus Quick Draw

Call Spirit Ready/Draw Weapon

Change Device Mode Reckless Spellcasting Command Spirit Reload Weapon (see table)

Dismiss Spirit Remove Clip

Fire Bow Shift Perception

Fire Weapon (SA, SS, BF, FA)Take Aim

Insert Clip Take Cover

Observe in Detail Throw Weapon

Pick Up/Put Down Object Use Simple Device COMPLEX ACTIONS

Astral Projection Melee Attack

Banish Spirit Reload Weapon (see table)

Cast Spell Rigger Jump In

Fire Weapon (FA) Sprint

Fire Long or Semi-Auto BurstSummoning Fire Mounted or Vehicle Weapon Use Skill INTERRUPT ACTIONS

Block Hit the Dirt

Dodge Intercept

Full Defense Parry

P. 162 SOCIAL SKILL TESTS

CHARACTER ROLL TARGET ROLL

Con + Charisma [Social] Con + Charisma [Social]

Etiquette + Charisma [Social] Perception + Charisma [Social]

Impersonation + Charisma [Social]Perception + Intuition [Mental]

Intimidation + Charisma [Social] Intimidation + Willpower [Social]

Leadership + Charisma [Social] Leadership + Willpower [Social]

Negotiation + Charisma [Social] Negotiation + Charisma [Social]

Performance + Charisma [Social] Charisma + Willpower P. 141 Attacker making charging attack +2

Attacker prone –1

Attacker making a Called Shot –4

Character attacking multiple targets Split dice pool Character has superior position +2 Character using off-hand weapon –2

Attacker wounded –wound modifier

Environmental modifiers Use the Light and Visibility Attacker has friends in melee +1 or Teamwork

Opponent prone +1

P. 45 EXTENDED TEST THRESHOLDS

DIFFICULTY THRESHOLD INITIATIVE TYPE ATTRIBUTES BASE INITIATIVE DICE

Physical Reaction + Intuition 1D6

Astral Intuition x 2 2D6

Matrix: AR Reaction + Intuition 1D6

Matrix: cold-sim VRData Processing + Intuition 3D6 Matrix: hot-sim VRData Processing + Intuition 4D6

Rigging AR Reaction + Intuition 1D6

P. 159 MATRIX ACTIONS FREE ACTIONS SIMPLE ACTIONS COMPLEX ACTIONS

Load Program Call/Dismiss SpriteBreak File Erase Matrix SignatureSnoop

Switch Two Matrix AttributesChange Icon Brute Force Format Device Spoof Command

Swap Two Programs Command SpriteCheck Overwatch ScoreGrid-Hop Trace Icon

Unload Program Jack Out Crack File Hack on the Fly Compile Sprite

Invite Mark Crash Program Hide Decompile Sprite

VARIABLE ACTIONS Send Message Data Spike Jam Signals Erase Matrix Signature Control Device Switch Interface ModeDisarm Data BombJump Into Rigged DeviceKill Complex Form

Matrix Search Edit File Matrix Perception Register Sprite

Enter/Exit Host Reboot Device Thread Complex Form

Erase Mark Set Data Bomb

P. 164

SOCIAL MODIFIERS

GENERAL MODIFIERS DICE MODIFIERGENERAL MODIFIERS DICE MODIFIER

The NPC’s attitude toward the character is:

Friendly +2 Neutral +0

Suspicious –1 Prejudiced –2

Hostile –3 Enemy

–4 Character’s desired result is:

Advantageous to NPC +1 Of no value to NPC +0

Annoying to NPC –1 Harmful to NPC –3

Disastrous to NPC –4 Control Thoughts/Emotions spell cast on –1 per hit

Character has (known) street reputation + (Street Cred, see p. 372)Subject has (known) street reputation

– (Street Cred, see p. 372) Subject has “ace in the hole” +2†Subject has romantic attraction to character

+2

Character is intoxicated –1§

CON MODIFIERS DICE MODIFIERCON MODIFIERS DICE MODIFIER

Character has plausible-seeming evidence+1 or 2Subject is distracted +1

Subject has time to evaluate situation –1

ETIQUETTE MODIFIERS DICE MODIFIERETIQUETTE MODIFIERS DICE MODIFIER

Character is wearing the wrong attire or doesn’t have the right look

–2 Character is obviously nervous, agitated, or frenzied –2

Subject is distracted –1†

INTIMIDATION MODIFIERS DICE MODIFIERINTIMIDATION MODIFIERS DICE MODIFIER Character is physically imposing +1 to +3Subject is physically imposing –1 to –3

Characters outnumber the subject(s) +2 Subjects outnumber the character(s) –2

Character wielding weapon or obvious magic +2 Subject wielding weapon or obvious magic –2 Character is causing (or has caused)

subject physical pain (torture) +2 Subject is oblivious to danger or doesn’t think

character “would try something so stupid”

+2†

LEADERSHIP MODIFIERS DICE MODIFIERLEADERSHIP MODIFIERS DICE MODIFIER

Character has superior rank +1 to +3Subject has superior rank –1 to –3

Character is an obvious authority figure +1 Character not part of subject’s social strata –1 to –3 Subject is a fan or devoted to character +2 NEGOTIATION MODIFIERS DICE MODIFIERNEGOTIATION MODIFIERS DICE MODIFIER Character lacks background knowledge of

situation

–2§ Character has blackmailed material or heavy bargaining chip +2§

* Unless otherwise noted, these dice pool modifiers apply to the acting character’s dice pool. † These modifiers apply to the target character’s dice pool.

§ These modifiers can apply to either character’s dice pool.

P. 140 ENVIRONMENTAL MODIFIERS

VISIBILITY LIGHT/GLARE WIND RANGE MODIFIER

Clear Full Light/No Glare None or Light Breeze Short

Light Rain/Fog/Smoke Partial Light/Weak Glare Light Winds Medium –1

Moderate Rain/Fog/Smoke Dim Light/Moderate Glare Moderate Winds Long –3

Heavy Rain/Fog/Smoke Total Darkness/Blinding Glare Strong Winds Extreme –6

Combination of two or more conditions at the –6 level row

cover with imaging device –3

Attacker firing

from a moving vehicle –2

Attacker in melee combat –3

Attacker running –2

Previously aimed with Take Aim +1 Dice Pool, +1 Accuracy Wireless Smartgun +1 (gear)/+2 (implanted)

P. 176DEFENSE MODIFIERS TABLE

SITUATION DICE POOL MODIFIERS Defender inside a moving vehicle

+3 Defender prone

–2

Defender unaware of attack No defense possible

Defender wounded –wound modifiers

Attacker has longer Reach –1 defense per point of net Reach

Defender has longer Reach +1 defense per point of net Reach

Defender receiving a Charge +1 Defender has defended against previous attack

–1 per previous attack SITUATION

DICE POOL MODIFIERS Attacker firing flechette shotgun on narrow spread –1 Attacker firing flechette shotgun on medium spread

–3 Attacker firing flechette shotgun on wide spread

–5

Attacker firing full-auto (Complex) –9

Attacker firing long burst or full-auto (Simple) –5 Attacker firing burst or semi-auto burst

–2

Defender in melee targeted by ranged attack –3

Defender running +2 Defender/Target has Good Cover

+4

Defender/Target has Partial Cover +2

Targeted by area-effect attack Directly connected (any distance) 0

Up to 100 meters 0

101-1,000 meters (1 km) 1

1,001-10,000 meters (10 km) 3

10,001-100,000 meters (100 km) 5

Greater than 100 km 8

SITUATION NOISE LEVEL

Dense foliage 1 per 5 meters

Faraday cage no signal,

action blocked

Fresh water 1 per 10 cm

Jamming 1 per hit on Jam Signals actions Metal-laced earth or wall 1 per 5 meters

Salt water 1 per centimeter

Spam zone or static zone Rating

Wireless negation

Highest opposing Dice Pool + (Dice Pool / 4)

Runners were outnumbered three to one in a combat situation +1 Runners were outnumbered two to one in a combat situation by NPCs with Professional Rating 4 or higher (not cumulative with modifier listed above)

+1 Runners faced a pack of at least six critters

+1 Runners encountered at least three different spirits (besides watchers) in a single encounter

+1 Runners accomplished the task with impressive speed and/or subtlety

+1 Runners risked public exposure or a raised profile as a natural part of the run*

+1 Job brings runners into direct contact with a notably dangerous part or element of Sixth World lore (the Red Samurai, a Mitsuhama Zero Zone, etc.)

+1 COST MODIFIERS Standard run

0%

(nothing special, normal work for a runner) Run will make you a cold-hearted bastard

+10-20%

(wetwork, helping corps oppress people, drug running, human trafficking) Run has good feelings as part of its reward

–10-20%

(hooding, helping the little guy, taking some “dys” out of “dystopia”) P. 376

© 2013 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labslogo are trademarks of InMediaRes Productions, LLC.

SCATTER TABLE

TYPE SCATTER

Standard Grenade (1D6 – Hits) meters Aerodynamic Grenade (2D6 – Hits) meters Grenade Launcher (3D6 – Hits) meters Missile Launcher (4D6 – Hits) meters

Rocket Launcher (5D6 – Hits) meters

SCATTER DIAGRAM

Every shadowrunner knows the value of good information. The right fact, the perfect piece of data, can be the difference between success and failure on a run, between life and death.

And in the right hands, information can be more than valuable—it can be powerful.

The Shadowrun Gamemaster Screen provides a collection of useful tables from Shadow-run, Fifth Edition for ease of reference in game play. With range tables, action lists, combat modifiers, social modifiers, and more, this is a critical game aid to make your Shadowrun games faster and more fun. And to provide that all-important secrecy so that the players don’t know what you’re up to.

This screen is for use with Shadowrun, Fifth Edition.

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