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Core Mechanics and Using SR5 Gear

Instead of Fudge dice with modifiers, roll d10 pools equaling skill rate -/+ gear and

situational modifiers, with 9-10 exploding and success if n ≥ 6.

Weapons give modifiers to rolls based on their accuracy and damage. Armor Penetration

ignores armor as is standard.

 Accuracy gives (listed value) – 5 bonus to skill roll.

 Damage gives (listed value) – 5 bonus to damage only. I.e., if the roll is a success,

increase the dealt damage by the modifier.

 Armor Rating gives flat DR by (listed value)/4, use mathematical rounding rules

(0.5 and above up).

 Armor Penetration ignores opposed AR by (listed value)/2, round using

mathematical standard.

Aspects and Stunts

Rather than giving +2, invoking an aspect or using a specialization stunt gives one flat

success on the appropriate roll.

Consequences and Stress

Consequences also incur half their damage-reduction value as penalty to all rolls.

Stress values do not reset at the end of combat. Instead, they heal by 2.

Spellcasting

The number of successes required to cast a spell is its Force/2.

Misc. Interactions Between Systems


Via research, the PCs can learn stuff (wow!) about a subject. What they learn can (and

should) be treated as Aspects they can invoke, perhaps freely. For example, Bulut learns from

his contact, Calamity Jane 2.0, that Mr. Johnson is rather vulnerable to womanly charms.

So, he brings a few stunning models with him to the negotiation and get a decent bonus.

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