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<big>The 4th Edition part of the wiki</big>
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This is a guide for playing Shadowrun on Roll20, and advice is grouped by editions. If your edition doesn't have lots of advice, some tips from the other editions might apply.
Tips on playing Shadowrun 4th Edition on Roll20
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[[File:Shadowrun-character-sheets.png|thumbnail|400px|right|Available Shadowrun Character Sheets on Roll20]]
 +
__TOC__
  
So you’re considering playing Shadowrun on Roll20.
 
Excellent choice - great game and a great table.  But I’m guessing that you’ve come across a problem - Shadowrun has a fair few quirks that other games don’t have, which means it doesn’t always fit snugly into Roll20.
 
  
Fear not, for here are some tips my friends and I have been toying with to make the game run smooth.
+
=Editions=
 +
Here we have some advice that's more useful for specific editions of the game. If you have tips on playing editions that don't have their own section, please contribute.
  
Setting up a new page
+
==Sixth World==
Alright, you’re the GM for a brand new campaign.  You’ve got some excellent ideas to run the players through the paces, now it’s time to set up your first page.  Open the toolbar at the top of the screen (1) and click on the page settings (2).
+
Roll20 doesn't have a character sheet of 6th Edition, but there is at least [https://app.roll20.net/forum/post/7642029/shadowrun-sixth-world one fan-led project ongoing]. Source-code can be found [https://github.com/clevett/roll20-character-sheets/tree/sr6v2/Shadowrun%20Sixth%20World here].
 
+
  
Shadowrun uses the metric system, so set the scale to 1m.  You can set the grid, fog of war and dynamic lighting to suit your preferences.
+
===Advanced Macros for 5th and 6th Edition===
  
Setting up the page in this way means that people can use the measurement tool easily figure out things like weapon ranges and how far a character can move without sprinting.
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Macros for Initiative, Attack, Defense, and Skill Test utilizing the default template of roll20.
I like to setup a title page with the character tokens and the name of the campaign on it too. Partly because it helps set up the mood and partly because it means no matter what the players decide to do, I can just copy and paste them from the title onto the relevant map. I find 2 minutes in Roll20’s image search makes some decent title pages.
+
<br>
 +
Requirements to use this macro successfully:
 +
*A player token must be selected.
 +
*bar1 and bar2 are considered to be physical and stun condition monitors. It does not matter which is which, but they can't be empty. So the red bubble and the blue bubble have to be at least 0.
 +
*Modifiers like damage compensators need to be taken into account manually.
 +
<br>
  
 +
'''Initiative'''<br>
 +
<code>&{template:default} {{name=**@{selected|token_name}** Rolls for **Initiative**}}{{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]])}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]])}} {{Initiative result: = [[+?{Sum of (Reaction+Intuition)|0}+?{Initiative Dices|0}d6-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]]&{tracker}]]}}</code>
  
I also like to set up a token bag (or the GM Stash Page, as I call it) with some handy pre-made NPC tokens for either set pieces or random encounters. I find this particularly useful in something like Shadowrun, because my players have a habit of never doing what I expect them to. 
+
'''Attack'''<br>
 +
<code>&{template:default} {{name=**@{selected|token_name} Attacks!**}} {{Pysical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Successes: = [[(?{Sum of (Attribute+Skill+Modifier)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}</code>
  
Handouts.
+
'''Defense'''<br>
Once you’ve created or uploaded a map, consider creating a handout with that map as an image ready for when a hacker decides to try and find the building plans on city hall or for when a mage decides to do some astral recon.
+
<code>&{template:default} {{name=**@{selected|token_name}** Rolls for **Defense**}} {{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Sucesses:  = [[(?{Sum of (Reaction+Intuition)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}</code>
  
I also like to get some of the more forgettable rules set up as “cheat sheet handouts” - I love Shadowrun, but some of the rules just fall out of my ears between sessions.  That way if a player needs to check exactly what the different fire modes on a weapon mean, or exactly how they can use edge, they just need to open the handout
+
'''Skill Check'''<br>
 +
<code>&{template:default} {{name=**@{selected|token_name}** Rolls for **?{What do you want to roll for?|perception?}**}} {{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Sucesses: = [[(?{Sum of (Attribute+Skill+Modifier)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}</code>
  
Rolling Dice
+
==5th Edition==
Alright, this is Shadowrun. Which means you’re going to need buckets of 6 sided dice. There are two ways to deal with rolling the d6 of doom here; with a formula or with the dice tool. We’ll start with formula first.
+
Roll20 have two Character Sheets for 5th Edition:
 +
* "Shadowrun 5th Edition" by Cassie. The newer and more modern sheet, updated frequently. [https://github.com/Roll20/roll20-character-sheets/blob/master/Shadowrun5thEdition/README.md Sheet readme]
 +
** [https://github.com/Roll20/roll20-character-sheets/tree/master/Shadowrun5thEdition sourcecode]
 +
** [https://github.com/Roll20/roll20-api-scripts/tree/master/Shadowrun%205th%20Edition API Readme]
 +
** [https://app.roll20.net/forum/post/8151780/slug%7D Sheet Forum Thread]
 +
* "Shadowrun 5th Edition (Advanced)" by Jens 'xyro'. It's a solid sheet with many features that have existed since 2016. | (last updated in August 2019)
 +
** [https://github.com/Roll20/roll20-character-sheets/tree/master/Shadowrun5th sourcecode]
 +
** [https://app.roll20.net/forum/post/4003855/shadowrun-5th-edition-advanced/?pagenum=1 Forum Thread]
  
Let’s use Smirky the Orc as our example. 
+
Both have character importers for Chummer, as well as API scripts that further enhances them.
Smirky is trying to outdrive a bunch of unhappy people on a crowded highway.  To make things simple, we’re going to pretend that he has a pilot ground craft skill of 5 and a Reaction of 5.  To make a driving check, we’d add up the skill and the attribute, so 5+5 which gives us a dice pool of 10.  We’re not using the optional Action Movie rules, so a success will be a 5 or a 6.
+
  
All we really need to know is that in Roll 20, > is not “greater than” but “greater or equal to”.  You can use the /roll command, or abbreviate it to /r.  We’re rolling 10 6-sided die and we want to know every value of 5 or greater, So we’re going to type /r 10d6>5.
+
===5th Edition Macros===
 +
Some generic macros that can be used without a character sheet. If either character sheet is used, you can instead use the buttons on them to make your rolls
  
 +
'''Roll only GM sees'''<br>
 +
<code>/gr ?{number|1}d6</code>
  
3 successes? Ew. Something tells me that our boy should have used edge on that roll.  If we’d wanted to use edge and call upon the rule of 6, we’d put a ! next to the number of dice in our formula.  In other words, we’d roll 10 6-sided “exploding” dice while wanting to know every value of 5 or over. So we’re going to type /r 10d6!>5.
+
'''Regular Roll'''<br>
 +
<code>/me rolls [[?{Modifier|1}d6>5]] hits.</code>
  
You’ll notice that we rolled more that 10 dice there - that’s because the ! called upon the rule of 6.  Good thing too - 5 success is a lot healthier.
+
'''Regular Test'''<br>
 +
<code>/me gets [[(?{Attribute|1}+?{Skill|0}+?{Positive Modifiers|0}-?{Penalty|0})d6>5]] hits.</code>
  
If we wanted to, we could use the Dice Rolling tool.  Personally, I prefer to just type the formula, but you might be someone who prefers an interface. So let’s take a looksee.
+
'''Initiative'''<br>
You can ignore the basic dice rolls section and head straight for the advanced section - the chances that you’ll ever have to roll just 1d6 in Shadowrun are slim, and frankly if you’re ever in a situation where you can only roll one dice, you might want to do everything you can to avoid making that roll.
+
<code>/me has a total initiative of [[(?{Reaction|1}+?{Intuition|1}-?{Wound Modifier|0}+?{Initiative Dice|1}d6) ?{tracker}]]</code>
 +
 
 +
'''Defense'''<br>
 +
<code>/me rolls [[(?{Reaction|1}+?{Intuition|1}+?{Positive Modifier|0}-?{Negative Modifiers|0})d6>5]] hits for defense.</code>
 +
 
 +
<code>/me resist [[(?{Body|1}+?{Modified Armor|1})d6>5]] damage.</code>
 +
 
 +
==Anarchy==
 +
There is a character sheet for Shadowrun Anarchy, made by Cassie. Last updated May 2019.
 +
 
 +
* [https://app.roll20.net/forum/post/6609397/shadowrun-anarchy-unofficial-character-sheet-v-dot-1-5 Shadowrun Anarchy: Character Sheet v.1.5]-forum thread
 +
* [https://github.com/Roll20/roll20-character-sheets/tree/master/ShadowrunAnarchy sourcecode]
 +
 
 +
 
 +
==4th Edition==
 +
 
 +
===Character Sheet===
 +
Since April 2020, Roll20 now have a 4th Edition character sheet for Shadowrun, named '''Shadowrun 4th Edition v1'''
 +
* [https://github.com/Roll20/roll20-character-sheets/tree/master/Shadowrun4thEdition sourcecode]
 +
* This message is written in the instructions: ''"This characters sheet is not in active development and will have limited support from original author."''
 +
 
 +
===Without sheet===
 +
There are three ways to deal with rolling dice in Roll20; writing the macro in the text chat, using the dice tool, or pressing buttons on a character sheet. 4th Edition doesn't have a Roll20 character sheet, so here is  some example of how to write the right formulas in the text chat.
 +
 
 +
 
 +
====Rolling Dice====
 +
 
 +
'''Example:''' Smirky the Ork
 +
 
 +
Smirky is trying to outdrive a bunch of unhappy people on a crowded highway.  To make things simple, we’re going to pretend that he has a '''Pilot Ground Craft skill''' of 5, and a '''Reaction''' of 5.  To make a driving check, we’d add up the skill and the attribute, so 5+5 which gives us a dice pool of 10.  We’re not using the optional Action Movie rules, so a success will be a 5 or a 6.
 +
 
 +
All we really need to know is that in Roll20, '''">"''' is not “greater than” but “greater or equal to”.  You can use the <code>/roll</code> command, or the shorter form <code>/r</code>.  We’re rolling ten 6-sided die, and we want to know every value of 5 or greater.
 +
 
 +
This becomes: <code>/r 10d6>5</code>
 +
 
 +
If we’d wanted to use edge and call upon the "Rule of 6", we’d put a <code><nowiki>!</nowiki></code> at the end of our formula. In other words, we’d roll ten 6-sided “exploding” dice, while wanting to know every value of 5 or higher.
 +
 
 +
This becomes: <code>/r 10d6>5!</code>
 +
 
 +
You may notice that you roll more that ten dice there - that’s because the <code><nowiki>!</nowiki></code> called upon the "Rule of 6".
 +
 
 +
If we wanted to, we could use the [https://roll20.zendesk.com/hc/en-us/articles/360039674933-Dice-Rolling-GUI Dice Rolling GUI].  Personally, I prefer to just type the formula in the chat, but you might be someone who prefers an interface.
 +
 
 +
You can ignore the "basic dice rolls"-section and head straight for the "Advanced"-section
  
 
This interface is pretty simple - just fill in the fields as required.  In Shadowrun you’ll not need to use the modifier box (the one to the right of the d6 field), and remember to set the target numbers to >5.
 
This interface is pretty simple - just fill in the fields as required.  In Shadowrun you’ll not need to use the modifier box (the one to the right of the d6 field), and remember to set the target numbers to >5.
Line 47: Line 109:
 
This will ask the rolling player to enter a value for the Total Modifier, with a default value of 0 (See the [[Dice Reference]], section "Roll Queries" for more info). As of yet, though, there doesn't seem to be a way to choose whether to use edge (<code>!</code> roll modifier) or not without making a duplicate macro.
 
This will ask the rolling player to enter a value for the Total Modifier, with a default value of 0 (See the [[Dice Reference]], section "Roll Queries" for more info). As of yet, though, there doesn't seem to be a way to choose whether to use edge (<code>!</code> roll modifier) or not without making a duplicate macro.
  
Rolling initiative
+
====Rolling initiative====
  
 
To calculate your initiative in Shadowrun, you roll your initiative score in d6 and then add your initiative to that value.  So let’s say Smirky the Orc has an initiative score of 10 (What?  I like 10. It’s easy to remember.  When you write a guide you can pick the numbers).  So we’d roll 10d6 and add 10 to it to give us our initiative score.  Luckily, we can do that straight in the command line and avoid doing math during a late night game session!
 
To calculate your initiative in Shadowrun, you roll your initiative score in d6 and then add your initiative to that value.  So let’s say Smirky the Orc has an initiative score of 10 (What?  I like 10. It’s easy to remember.  When you write a guide you can pick the numbers).  So we’d roll 10d6 and add 10 to it to give us our initiative score.  Luckily, we can do that straight in the command line and avoid doing math during a late night game session!
  
/r 10d6>5 + 10
+
<code>/r 10d6>5 + 10</code>
  
 
We can even have our players drag and drop that 13 successes straight into the turn tracker.  Now that is what I call “pretty sweet”.
 
We can even have our players drag and drop that 13 successes straight into the turn tracker.  Now that is what I call “pretty sweet”.
  
How to deal with Initiative Passes
+
====Initiative Passes====
Of course, we can’t talk about initiative in Shadowrun in Roll20 without walking smack into the initiative pass system.  Unlike most games, we’re going to have to track the initiative score in each turn and which initiative pass in each turn we’re in.  A character can have anywhere from one to four passes per combat turn, and after a lot of different attempts with things like using decimals or letters in the initiative tracker, I’ve found that there are two workable solutions;
+
Unlike most games, we’re going to have to track the initiative score in each turn and which initiative pass in each turn we’re in.  A character can have anywhere from one to four passes per combat turn, and after a lot of different attempts with things like using decimals or letters in the initiative tracker, I’ve found that there are two workable solutions:
  
1: Remember the initiative pass.
+
'''1.Use the token markers'''
Not what I’d call foolproof, especially when it gets late in the evening.  But this is the
+
simplest method because you just need your brain.
+
  
2: Use the token markers
+
Unlike games like D&D5e, we’re not going to be tracking a lot of conditions like “prone, blinded”so that frees up the use of [https://roll20.zendesk.com/hc/en-us/articles/360039674573-Token-Features Token Markers].  When combat starts, click on the tokens and select the markers option.  The simply select a color for each initiative pass each character has at that time.  This makes it easy to see how many passes a character has, and all we have to remember now is which pass we’re in.
Unlike games like D&D4e, we’re not going to be tracking a lot of things like “marked by X, bloodied, 5 fire ongoing.” So that frees up the token markers.  When combat starts, click on the tokens and select the markers option.  The simply select a color for each initiative pass each character has at that time.  This makes it easy to see how many passes a character has, and all we have to remember now is which pass we’re in.
+
Setting up a Character Sheet
+
  
You can automate some of the rolls in character sheets now, too. Just use @Attributes and Abilities. For example, a character with a Negotiation Dice Pool of 10 could have a Negotiation Attribute and linked Ability: <code>/r {(@{Negotiation} + ?{Modifier Total|0})d6}>5</code> which, when run, will ask the user for any modifiers to their roll and then pull the value of the Attribute (in this case 10), then roll the dice and display the result. Unfortunately, as with Macros, there does not seem to be a way to set whether to use edge (Exploding Dice (<code>!</code> modifier)) or not without using a second "copy" ability.
+
'''2.Just remember it'''
 +
 
 +
Not what I’d call foolproof, especially when it gets late in the evening. But this is the simplest method because you just need your brain.
 +
 
 +
====Setting up a Journal without sheet====
 +
{{mbox | text = '''Note:''' the following section of this article was written in '''2013''', before Character Sheets existed for Roll20. Some minor cleanup was made on it in 2020, but it might still not be accurate.}}
 +
 
 +
A4th Edition pre-made character sheet now exists so this is pretty redundant Here is some advice on how to set up the [[Journal#Attributes_.26_Abilities_Tab|Attributes & Abilities]]-tab of a Journal if you want to do it the hard way anyway..
 +
 
 +
You can automate some of the rolls in character sheets now, too. For example, a character with a Negotiation Dice Pool of 10 could have a '''Negotiation'''-attribute and linked Ability: <code>/r {(@{Negotiation} + ?{Modifier Total|0})d6}>5</code> which, when used, will ask the user for any modifiers to their roll, and then pull the value of the '''Negotiation'''-attribute, then roll the dice and display the result. A more complicated macro might be able to set whether to use edge (Exploding Dice (<code>!</code> modifier)) or not.
  
 
That being said, here are some character sheet tips that my players and I find really useful.
 
That being said, here are some character sheet tips that my players and I find really useful.
Line 74: Line 141:
 
You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there.
 
You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there.
  
Once we’ve copied the information in, we create three Attributes - Physical, Stun and Init.  Fill these in with your physical and stun track, and put your physical initiative in the Init field.  You could also create a MagicInit or MatrixInit for characters that require them.
+
Once we’ve copied the information in, we create three Attributes - <code>Physical</code>, <code>Stun</code> and <code>Init</code>.  Fill these in with your physical and stun track, and put your physical initiative in the <code>Init</code>-field.  You could also create a <code>MatrixInit</code> or <code>MagicInit</code> for characters that require them.
  
 
+
Once we’ve filled out those fields we can automate the initiative by creating a new ability.  Hit the add button and then the edit pencil and type <code>/r @{Init}d6>5 + @{Init}</code>.  You should end up with this screen: (image missing)
Once we’ve filled out those fields we can automate the initiative by creating a new ability.  Hit the add button and then the edit pencil and type /r @Init d6>5 + @Init.  Then move the cursor to the space between Init and d6 and get rid of the space there.  You should end up with this screen:
+
  
  
Line 85: Line 151:
  
  
 +
I like to have the character initiatives ready to go at the bottom of my screen, so on each character I tick the “show in Macro bar”-box and make sure that “show macro in quick bar” is selected on the settings tab.
  
I like to have the character initiatives ready to go at the bottom of my screen, so on each character I tick the “show in Macro bar” box and make sure that “show macro in quick bar” is selected on the settings tab
 
.
 
  
 
+
It’s worth noting that the "Macro Quick bar" is individual to each person, and shows only the macro buttons they choose to see (by selecting “show in macro bar” and “show macro in quick bar” as above).
It’s worth noting that these buttons only appear on my screen - players see only the macro buttons they choose to see (by selecting “show in macro bar” and “show macro in quick bar” as above)  
+
  
 
When you place a token on the map for the first time, remember to link it to the character sheet. That way the tokens will reflect the correct physical and stun values no matter what map you’re on.  To do that, click on the token and press the cogwheel (1) or double click on the token.  Then select the character sheet to link the token to (2) and select Physical for bar 1 and Stun for Bar 2 (3).  Your character is now linked, and any changes you make to the physical or stun values will be tracked throughout the table.
 
When you place a token on the map for the first time, remember to link it to the character sheet. That way the tokens will reflect the correct physical and stun values no matter what map you’re on.  To do that, click on the token and press the cogwheel (1) or double click on the token.  Then select the character sheet to link the token to (2) and select Physical for bar 1 and Stun for Bar 2 (3).  Your character is now linked, and any changes you make to the physical or stun values will be tracked throughout the table.
  
  
I recommend not linking trash NPCs to the sheet in this way; I’ve tried that in the past, and the result was that every time one biker took damage, the table thought that they all did.
+
Common mook or NPC tokens shouldn't be linked to a character sheet in this way, or it will duplicate all similar NPC tokens to display the same value.
 
+
 
+
Some useful Macros
+
 
+
Roll a regular Test
+
[[(?{Ability|2}+?{Skill|2}-?{penilty|0})d6>5]]
+
 
+
Roll a Test with edge
+
[[{(?{Ability|2}+?{Skill|2}+?{Edge|2}-?{Penalties|0})d6!}>5]]
+
  
Role a strait edge test
+
====Macros====
[[{?{Edge|2}d6!}>5]]
+
  
Initiative tests
+
'''Roll a regular Test'''<br>
/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0})d6}>5]]
+
<code>[[(?{Ability|2}+?{Skill|2}-?{penilty|0})d6>5]]</code>
  
Initiative test with edge
+
'''Roll a Test with edge'''<br>
/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0}+?{Edge|2})d6!}>5]]
+
<code>[[{(?{Ability|2}+?{Skill|2}+?{Edge|2}-?{Penalties|0})d6!}>5]]</code>
  
 +
'''Role a strait edge test'''<br>
 +
<code>[[{?{Edge|2}d6!}>5]]</code>
  
There!  You’re now all set to play Shadowrun.  Enjoy!  And pay your fixers a finders fee, dangit!
+
'''Initiative tests'''<br>
 +
<code>/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0})d6}>5]]</code>
  
 +
'''Initiative test with edge'''<br>
 +
<code>/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0}+?{Edge|2})d6!}>5]]</code>
  
Useful Macros for 5th Edition
 
  
GM Specific
+
==2nd Edition==
/gr ?{number|1}d6
+
Shadowrun 2nd Edition have a character sheet made by Crazion, last updated in 2018.
  
Regular Roll
+
* [https://github.com/Roll20/roll20-character-sheets/blob/master/Shadowrun2e/ReadMe.md Readme & Changelog]
/me rolls [[?{Modifier|1}d6>5]] hits.
+
  
Regular Test
 
/me gets [[(?{Attribute|1}+?{Skill|0}+?{Positive Modifiers|0}-?{Penalty|0})d6>5]] hits.
 
  
Initiative
+
=API=
/me has a total initiative of [[(?{Reaction|1}+?{Intuition|1}-?{Wound Modifier|0}+?{Initiative Dice|1}d6) ?{tracker}]]
+
There are a few Roll20 API that are made specifically for Shadowrun, here are the ones that can be found in the one-click library.
  
Defense
+
* [https://github.com/Roll20/roll20-api-scripts/tree/master/Shadowrun%205th%20Edition Shadowrun 5th Edition]
/me rolls [[(?{Reaction|1}+?{Intuition|1}+?{Positive Modifier|0}-?{Negative Modifiers|0})d6>5]] hits for defense.
+
** API helper to be used with the "Shadowrun 5th Edition"-character sheet by Cassie. To access the menu type !sr5 in the chat.
 +
* [[Script:SR-RollExtender]]
 +
** Designed to be used with the Shadowrun: 5th Edition (Advanced) character sheet.  
 +
* [[Script:SR-NextPass]]
 +
** GM aid to handle moving on to the next initiative pass
  
/me resist [[(?{Body|1}+?{Modified Armor|1})d6>5]] damage.
+
=See Also=
 +
* [[Macros]]
 +
* [[Dice Reference]]
  
[[Category:Guides]]
+
<br />
 
[[Category:Games]]
 
[[Category:Games]]

Latest revision as of 17:51, 21 April 2020

This is a guide for playing Shadowrun on Roll20, and advice is grouped by editions. If your edition doesn't have lots of advice, some tips from the other editions might apply.

Available Shadowrun Character Sheets on Roll20

Contents


[edit] Editions

Here we have some advice that's more useful for specific editions of the game. If you have tips on playing editions that don't have their own section, please contribute.

[edit] Sixth World

Roll20 doesn't have a character sheet of 6th Edition, but there is at least one fan-led project ongoing. Source-code can be found here.

[edit] Advanced Macros for 5th and 6th Edition

Macros for Initiative, Attack, Defense, and Skill Test utilizing the default template of roll20.
Requirements to use this macro successfully:

  • A player token must be selected.
  • bar1 and bar2 are considered to be physical and stun condition monitors. It does not matter which is which, but they can't be empty. So the red bubble and the blue bubble have to be at least 0.
  • Modifiers like damage compensators need to be taken into account manually.


Initiative
&{template:default} {{name=**@{selected|token_name}** Rolls for **Initiative**}}{{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]])}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]])}} {{Initiative result: = [[+?{Sum of (Reaction+Intuition)|0}+?{Initiative Dices|0}d6-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]]&{tracker}]]}}

Attack
&{template:default} {{name=**@{selected|token_name} Attacks!**}} {{Pysical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Successes: = [[(?{Sum of (Attribute+Skill+Modifier)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}

Defense
&{template:default} {{name=**@{selected|token_name}** Rolls for **Defense**}} {{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Sucesses: = [[(?{Sum of (Reaction+Intuition)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}

Skill Check
&{template:default} {{name=**@{selected|token_name}** Rolls for **?{What do you want to roll for?|perception?}**}} {{Physical Damage:= @{selected|bar1} (-[[floor(@{selected|bar1}/3)]]D6)}} {{Stun Damage:= @{selected|bar2} (-[[floor(@{selected|bar2}/3)]]D6)}} {{Sucesses: = [[(?{Sum of (Attribute+Skill+Modifier)|0}-[[floor(@{selected|bar1}/3)]]-[[floor(@{selected|bar2}/3)]])d6>5]]}}

[edit] 5th Edition

Roll20 have two Character Sheets for 5th Edition:

Both have character importers for Chummer, as well as API scripts that further enhances them.

[edit] 5th Edition Macros

Some generic macros that can be used without a character sheet. If either character sheet is used, you can instead use the buttons on them to make your rolls

Roll only GM sees
/gr ?{number|1}d6

Regular Roll
/me rolls [[?{Modifier|1}d6>5]] hits.

Regular Test
/me gets [[(?{Attribute|1}+?{Skill|0}+?{Positive Modifiers|0}-?{Penalty|0})d6>5]] hits.

Initiative
/me has a total initiative of [[(?{Reaction|1}+?{Intuition|1}-?{Wound Modifier|0}+?{Initiative Dice|1}d6) ?{tracker}]]

Defense
/me rolls [[(?{Reaction|1}+?{Intuition|1}+?{Positive Modifier|0}-?{Negative Modifiers|0})d6>5]] hits for defense.

/me resist [[(?{Body|1}+?{Modified Armor|1})d6>5]] damage.

[edit] Anarchy

There is a character sheet for Shadowrun Anarchy, made by Cassie. Last updated May 2019.


[edit] 4th Edition

[edit] Character Sheet

Since April 2020, Roll20 now have a 4th Edition character sheet for Shadowrun, named Shadowrun 4th Edition v1

  • sourcecode
  • This message is written in the instructions: "This characters sheet is not in active development and will have limited support from original author."

[edit] Without sheet

There are three ways to deal with rolling dice in Roll20; writing the macro in the text chat, using the dice tool, or pressing buttons on a character sheet. 4th Edition doesn't have a Roll20 character sheet, so here is some example of how to write the right formulas in the text chat.


[edit] Rolling Dice

Example: Smirky the Ork

Smirky is trying to outdrive a bunch of unhappy people on a crowded highway. To make things simple, we’re going to pretend that he has a Pilot Ground Craft skill of 5, and a Reaction of 5. To make a driving check, we’d add up the skill and the attribute, so 5+5 which gives us a dice pool of 10. We’re not using the optional Action Movie rules, so a success will be a 5 or a 6.

All we really need to know is that in Roll20, ">" is not “greater than” but “greater or equal to”. You can use the /roll command, or the shorter form /r. We’re rolling ten 6-sided die, and we want to know every value of 5 or greater.

This becomes: /r 10d6>5

If we’d wanted to use edge and call upon the "Rule of 6", we’d put a ! at the end of our formula. In other words, we’d roll ten 6-sided “exploding” dice, while wanting to know every value of 5 or higher.

This becomes: /r 10d6>5!

You may notice that you roll more that ten dice there - that’s because the ! called upon the "Rule of 6".

If we wanted to, we could use the Dice Rolling GUI. Personally, I prefer to just type the formula in the chat, but you might be someone who prefers an interface.

You can ignore the "basic dice rolls"-section and head straight for the "Advanced"-section

This interface is pretty simple - just fill in the fields as required. In Shadowrun you’ll not need to use the modifier box (the one to the right of the d6 field), and remember to set the target numbers to >5.

You’ll probably have seen the “Compounded (Shadowrun-style)” option under exploding dice. Well, don’t get too excited, because that doesn’t work with Shadowrun 4th edition. Hit the “Separate” option if you want exploding dice, otherwise it’ll add the extra values to the sixes you roll. That’s fine and all, but it won’t actually count as extra successes.

It’s worth noting that Roll20 has a pretty robust macro system. Unlike when the guide was first written, there is now a way to change the dice pool for a roll in-macro, but it looks a little unwieldy when you look at it. To modify the dice pool you'll put the initial roll value and a Prompt modifier into the macro: /r {(3 + ?{Modifier Total|0})d6}>5 This will ask the rolling player to enter a value for the Total Modifier, with a default value of 0 (See the Dice Reference, section "Roll Queries" for more info). As of yet, though, there doesn't seem to be a way to choose whether to use edge (! roll modifier) or not without making a duplicate macro.

[edit] Rolling initiative

To calculate your initiative in Shadowrun, you roll your initiative score in d6 and then add your initiative to that value. So let’s say Smirky the Orc has an initiative score of 10 (What? I like 10. It’s easy to remember. When you write a guide you can pick the numbers). So we’d roll 10d6 and add 10 to it to give us our initiative score. Luckily, we can do that straight in the command line and avoid doing math during a late night game session!

/r 10d6>5 + 10

We can even have our players drag and drop that 13 successes straight into the turn tracker. Now that is what I call “pretty sweet”.

[edit] Initiative Passes

Unlike most games, we’re going to have to track the initiative score in each turn and which initiative pass in each turn we’re in. A character can have anywhere from one to four passes per combat turn, and after a lot of different attempts with things like using decimals or letters in the initiative tracker, I’ve found that there are two workable solutions:

1.Use the token markers

Unlike games like D&D5e, we’re not going to be tracking a lot of conditions like “prone, blinded”, so that frees up the use of Token Markers. When combat starts, click on the tokens and select the markers option. The simply select a color for each initiative pass each character has at that time. This makes it easy to see how many passes a character has, and all we have to remember now is which pass we’re in.

2.Just remember it

Not what I’d call foolproof, especially when it gets late in the evening. But this is the simplest method because you just need your brain.

[edit] Setting up a Journal without sheet


A4th Edition pre-made character sheet now exists so this is pretty redundant Here is some advice on how to set up the Attributes & Abilities-tab of a Journal if you want to do it the hard way anyway..

You can automate some of the rolls in character sheets now, too. For example, a character with a Negotiation Dice Pool of 10 could have a Negotiation-attribute and linked Ability: /r {(@{Negotiation} + ?{Modifier Total|0})d6}>5 which, when used, will ask the user for any modifiers to their roll, and then pull the value of the Negotiation-attribute, then roll the dice and display the result. A more complicated macro might be able to set whether to use edge (Exploding Dice (! modifier)) or not.

That being said, here are some character sheet tips that my players and I find really useful.

We create and manage our characters on Chummer (which is free and well-supported), then tell the program to print the character sheet as text. This displays a preview window, which we can copy and paste directly into the character sheet. This really helps when a player can’t make a session, as it means another player can float their character, which is why I always make the character appear and be controllable by players.

You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there.

Once we’ve copied the information in, we create three Attributes - Physical, Stun and Init. Fill these in with your physical and stun track, and put your physical initiative in the Init-field. You could also create a MatrixInit or MagicInit for characters that require them.

Once we’ve filled out those fields we can automate the initiative by creating a new ability. Hit the add button and then the edit pencil and type /r @{Init}d6>5 + @{Init}. You should end up with this screen: (image missing)


You can test the macro by hitting the d20 button to the right of the initiative roll - once you’re happy it’s working, press the green tick.

Before we save this character, we just need to scroll to the bottom and press duplicate. This saves a lot of time when we move on to our next character or NPC; paste in the new character sheet, drag a new portrait image in and alter the Physical, Stun and Initiative values.


I like to have the character initiatives ready to go at the bottom of my screen, so on each character I tick the “show in Macro bar”-box and make sure that “show macro in quick bar” is selected on the settings tab.


It’s worth noting that the "Macro Quick bar" is individual to each person, and shows only the macro buttons they choose to see (by selecting “show in macro bar” and “show macro in quick bar” as above).

When you place a token on the map for the first time, remember to link it to the character sheet. That way the tokens will reflect the correct physical and stun values no matter what map you’re on. To do that, click on the token and press the cogwheel (1) or double click on the token. Then select the character sheet to link the token to (2) and select Physical for bar 1 and Stun for Bar 2 (3). Your character is now linked, and any changes you make to the physical or stun values will be tracked throughout the table.


Common mook or NPC tokens shouldn't be linked to a character sheet in this way, or it will duplicate all similar NPC tokens to display the same value.

[edit] Macros

Roll a regular Test
[[(?{Ability|2}+?{Skill|2}-?{penilty|0})d6>5]]

Roll a Test with edge
[[{(?{Ability|2}+?{Skill|2}+?{Edge|2}-?{Penalties|0})d6!}>5]]

Role a strait edge test
[[{?{Edge|2}d6!}>5]]

Initiative tests
/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0})d6}>5]]

Initiative test with edge
/em has a total initiative of [[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0}+?{Edge|2})d6!}>5]]


[edit] 2nd Edition

Shadowrun 2nd Edition have a character sheet made by Crazion, last updated in 2018.


[edit] API

There are a few Roll20 API that are made specifically for Shadowrun, here are the ones that can be found in the one-click library.

  • Shadowrun 5th Edition
    • API helper to be used with the "Shadowrun 5th Edition"-character sheet by Cassie. To access the menu type !sr5 in the chat.
  • Script:SR-RollExtender
    • Designed to be used with the Shadowrun: 5th Edition (Advanced) character sheet.
  • Script:SR-NextPass
    • GM aid to handle moving on to the next initiative pass

[edit] See Also