Flashpoint Rules

Flashpoint Rules

Flashpoints are Shadowrun Denvers oportunity to play with the high and mighty of Shadowrun.
This is one way to get involved into the global spanning archs of Shadowrun Denver. As such there is some rules to follow.

To allow players to get a chance to assess the risk they put their characters into a kind of Astral Quest system is used. To this avail the following rules apply

  1. Description
    Players give an as detailed description of what tey want to achieve as possible. If things are vague staff can and will get creative (not always to the players advantage)
  2. Force Rating
    A player can decide how deeply the character is to be injected into things by giving a Force rating for the Flashpoint Entry of his character.
    This will be, as in an Astral Quests, the characters TN to beat for each Action of the Flashpoint.
  3. Actions
    The Force rating is also an indicator of how many Actions are to be achieved for a flashpoint. As a rule of thumb there is one Action per every two Force rating (rounded up).
    If the aims defined under Description require some more or less activity to achieve then the handling staffer is free to adjust this rule of thumb to fit the actual aim of the player.
  4. Action Handling
    An action will be resolved with a damage resistance roll. For this a pool of dice comming from at all times one skill and one attribute to resist the damage for the task at hand.
    The handling staffer can use the predefined random list or if it is quite clear what needs to be done a self defined quest action.
    No Flashpoint action can be done twice, even if similar or the same skills might be used for another Action.
  5. Karmapool
    As in astral quests Karmapool is used.
  6. Teams
    Groups are allowed to cooperate as a Team in a Flashpoint. A Team will take the best skill and attribute value and add one die per team members attribute and skill for the Action pool for the Action.
    The staffer will list all attributes and skills used for the tasks used during an Action, then select the bigges and add the remaining member dice to it.
    Teams share their Karmapools into one big karmapool used for the entire Teams action rolls during the Flashpoint.
    All of this will be enable teams to face greater challenges.
  7. Items, Spirits, etc.

To keep the Flashpoints more interesting only the players skills and attributes will be used.

  1. Rolls
    Players do not roll anything on a flashpoint. This will be done by the handling staffer, should that be neccessary.

Random Actions List

For those times when a staffer does not want to use a predefined rout of actions (or for those remaining actions he does not find a fitting task for) it can be rolled out on this list.
Two rolls are done. One to determine the action, the other to determine it's danger level (damage to resist).

Action Test Table

3D6 for Action
2D6 for Damage Resistance Levels

roll Action Typical Attributes Damage Resistance
2 force -1 roll again
3 Repair Action INT D Stun
4 Social Action CHA/INT S Stun
5 Martial Arts Action STR/REA L Stun
6 Language Action INT M Stun
7 Background Skill Action INT/QUI M Physical
8 Firearm Action INT/QUI L Physical
9 Melee Action STR/BOD S Physical
10 Athletics/Diving/Parachuting Action BOD/STR D Physical
11 Disguise/Stealth Action INT/QUI force +1 roll again
12 Technical Action INT/QUI force +2 roll again
13 Etiquette Action CHA/WIL
14 Magical Action MAG/WIL
15 Spirit Action CHA/WIL
16 Team Tactics Action INT/REA
17 Hobby Skill Action INT/QUI
18 Rigger/Matrix/Vehicle Skill Action REA/INT

If a result is not applicable for a player then simply reroll on the table.
Do not use the same action twice.
Teams can always get a double action (this means they have to split their pools for this action to achieve both actions)

The Rewards

Of course if you risk losing or damaging your chars in something you want to get something in return.
Use the list to the right for rewards.
Rewards can be:

  • Simple rewards: Standard contacts and rising of contact levels through favours
    Getting items up to Avail 9, to a cost appropriate to the Force level of the Flashpoint
  • Advanced rewards: More valuable contacts and rising of their contact levels through favours
    Getting items up to Avail 19, to a cost appropriate to the Force level of the Flashpoint
  • Prime rewards: More valuable contacts and rising of their contact levels through favours
    Getting items beyond Avail 19, to a cost appropriate to the Force level of the Flashpoint

Treat this like the usual rewards for plots.
This means you can either take the money flat out at face value.
Or you take your rewards in less monetary values so called gear rewards. This doubles the value you can gain, but Street Index values of your rewards are always calculated in. Also, the handling staffer has the last word on what gear can be obtained in this fashion. Usually those have to fit to the things that happened in the Flashpoint action.

Worth of Flashpoint rewards

Nuyen Reward List
Players have to choose one column to use for rewards
Rating Standard or Advanced or Prime
1 5,000 - -
2 10,000 - -
3 15,000 - -
4 20,000 10,000 -
5 25,000 12,500 -
6/7 30,000 15,000 -
8 35,000 17,500 -
9 40,000 20,000 -
10 45,000 22,500 -
11 50,000 25,000 10,000
12/13 55,000 27,500 12,500
14 60,000 30,000 15,000
15 65,000 32,500 17,500
16 70,000 35,000 18,000

Team Example

Razor (the Samurai), Donkey Kong (the Decker), Miraculix (the Druid) and Josh (the Rigger) join up as a team in a flashpoint.
They want to help out a rich mans son who got into trouble during a flashpoint.
They decide that they want to take a Rating 10 quest, which makes for 5 Actions (through the rule of thumb).

First Action:

The handling staffer rolls 3D6 for team efforts and subtracts 3.
The result is 1 1 1 = 0 results in a Rigger/Matrix Action = (Rating)S Stun to resist

The Staffer decides that the runners are getting into a problem on their way into the target area, their Rigger has to move fast while the Decker tries to de-establish Satellite cover.
The mage is using a spirit to speed up their vehicle, while the Samurai shoots the bejeebus out of the guys following them.

The Group is at 6 KP each, so has a team KP Pool of 24.

Pools:
The Rigger Car skill (6) + Vehicle Reaction (8/4[Reaction] + 4[VCR]).
The Mage Conjuring skill (6) + Magic (7).
The Samurai Gunnery (4) + Quickness (12).
The Decker Computer (6) + Intelligence (10).

This makes the pool for this Action: 6 + 12 + 3 x 2 = 24 dice
Target Number is 10.

The GM rolls:
1 2 3 3 4 4 4 5 5 9 10 11 = 2 Successes = 2 successes versus TN 10.
This is not enough to fully soak the damage. But the team has still 24 Karma left, so he rolls a reroll, subtracting 1 Karma, leaving them with 23 KP left
This time he rolls :
1 1 3 3 3 4 4 5 5 10 = One more success versus TN 10 = 3 accumulated successes
Another Reroll is in order as this still is not enough (KP spent now 3/24):
1 1 3 3 3 4 4 5 5 10 = One more success versus TN 10 = 3 accumulated successes
Staffer rerolls again (KP 6/24):
1 1 3 3 4 4 5 5 9 = 0 additional Successes
Staffer rerolls again (KP 10/24):
4 4 4 4 5 5 10 11 17 = 3 additional Successes and thus the required S Stun is soaked with 6 cumulative successes

Second Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 6 6 6 = 13 which means this willl be a Double Action. The GM rerolls twice.

1 3 4 and 3 6 6 = 5 and 12 which means a

  • Break Action (Rating)L Stun and
  • a Spirit Action (Rating)(S) Physical happen at the same time.

The staffer decides a spirit surprises the Group as they are breaking into a lock. The have to share their pools like this:

Pools:
Mage, Rigger and Samurai fight the Spirit (as the most dire problem):
The Mage Conjuring skill (6) + Magic (7).
The Samurai Willpower (4) x 2. (An exception to the rule, the Samurai may use his Willpower also as skill fighting the Spirit.)
The Rigger Willpower (5) x 2. (An exception to the rule, the Rigger may use his Willpower also as skill fighting the Spirit.)

Pool: 6 + 7 + 2 x 2 = 17 dice

The Decker tries to beat the lock.
The Decker Electronics (6) + Intelligence (10).
Pool: 6 + 10 = 16 dice
TN is still 10

Spirit Sub-Action:
Staffer rolls:
1 1 1 1 1 2 2 3 3 3 3 3 4 4 5 5 9 = 0 Successes
Reroll (KP 11/24):
1 1 1 1 1 2 3 4 4 4 5 5 5 5 10 11 13 = 3 Successes
Reroll (KP 13/24)
2 2 2 2 2 3 3 4 4 5 7 9 11 11 = 5 cumulative Successes
The staffer team decides the team takes the chances with the slightly increased TN from L stun

Break In Sub-Action:
Staffer rolls:
1 1 2 2 2 2 3 3 3 4 5 5 5 8 10 11= 2 Successes vs. 10
The damage of this Action is also soaked.

Third Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 4 5 6 = 12 which had already been used, so he rerolls.
This time the staffer rolls 1 4 9 = 11 which is Magical Action (Rating S Stun to resist)

The staffer decides the team has to fight an enemy mage.

Pool:
The Rigger gunnery skill (5) + Quickness (4).
The Mage Sorcery skill (6) + Magic (7).
The Samurai SMG.HK 227 (7) + Quickness (12).
The Decker Pistols (3) + Quickness (5).
Pool: 7 + 12 + 3 x 2 = 25 dice
TN is now 11 (10 base pus +1 for L stun)

Staffer rolls:
1 1 1 1 1 1 2 2 3 3 3 4 4 4 4 4 5 5 7 9 9 10 11 15 15 = 3 Successes vs TN 11.
Staffer rerolls: (KP 14/24)
1 1 1 2 2 2 2 2 2 2 2 2 3 4 4 4 4 4 5 5 7 10 = 0 additional Successes vs TN 11.
Staffer rerolls: (KP 16/24)
1 1 2 2 2 2 3 3 4 4 4 4 4 5 8 8 9 10 10 11 11 16 = 3 Successes vs TN 11.
And again the team soaked the Actions damage, with quite a calming KP pool left for them.

The runners reading the queue will now slowly get nervous. Most of their karma pool spent and still two actions to go.

Fourth Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 1 4 8 = 9 which means a face action (M Stun to soak).
The Rigger Etiquette (2) + Cha (2).
The Mage Etiquette (5) + Cha (6).
The Samurai Etiquette.Street (4) + Cha (2).
The Decker Etiquette (3) + Cha (3).
Pool: 5 + 6 + 3 x 2 = 17 dice
TN is still 11 (10 base pus +1 for L stun)

Staffer rolls:
1 1 2 2 3 3 3 3 3 3 4 4 4 4 5 7 7 = 0 Successes
Staffer rerolls: (KP 15)
1 1 1 2 3 3 3 3 4 4 4 4 4 5 5 8 11 = 1 Success
Staffer rerolls: (KP 17)
1 2 2 2 3 3 4 4 4 4 5 5 5 5 5 7 = 0 Successes
Staffer rerolls: (KP 20)
1 1 1 1 1 1 2 2 3 4 4 4 5 5 5 5 5 9 10 = 4 cumulative Successes
And again the Team was able to soak their damage.
1 1 2 3 3 3 3 4 4 4 4 5 7 9 10 11 = 2 cumulative successes
The staffer decides the runners can live with two boxes of damage which does not increase their TN for the last test and leaves them with at least some KP for their last action.

Fifth Action:
The handling staffer again rolls 3D6 for team efforts and subtracts 3.
This time the staffer rolls 2 3 4 = 6 which means a Investigate Action (L Physical to soak) Which will probably make the players cheer.
The Rigger Vehicle Background(5) + Intelligence (5).
The Mage Magic Background (5) + Intelligence (5).
The Samurai Guns Background (4) + Intelligence (5).
The Decker Computer (6) + Intelligence (10).
Pool: 6 + 10 + 3 x 2 = 22 dice
TN is still 11 (10 base pus +1 for L stun)

Staffer rolls:
1 1 1 1 1 1 2 2 3 3 3 4 4 4 5 5 5 5 5 8 9 10 = 0 Successes
Staffer rerolls: (KP 21)
1 1 1 1 1 2 2 2 3 3 3 4 4 4 4 5 5 5 9 9 10 14 = 1 Success
Staffer rerolls: (KP 21)
1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 5 5 8 9 13 16 = 2 Successes
And there is much rejoicing among the players. No wounds and a Flashpoint at Force 10 managed with only a light stun damage, which is basically no more than being slightly fatiqued.
The players can now enjoy the rewards they earned with their daring move.

Single Player Example

Brawler the Troll Ex-Ganger is on a revenge quest as part of a Flashpoint.
He dares himself with a Rating 4 quest. Which for him means 2 Actions.
TN for those actions will be 4.

The handling staffer decides that he will include the Battle Action under all circumstance (Rating)D Physical.
The second action will be rolled randomly.

Brawler has a KP of 6.

First Action
The Staffer decides that Brawler will be using Body (10) and His brawling Skill (6) for the first test.
So the pool for this Action is 16 dice.

The Staffer rolls:
1 2 2 2 3 3 3 3 3 3 4 5 5 8 9 10 = 6 Successes at TN 4
The staffer rerolls (KP 1):
1 1 2 2 3 3 4 4 9 9 = 10 cumulative Successes at TN 4
And thus the D Physical is soaked.

Second Action
The staffer now determines the next activity.
For Brawler that means rolling 2D6 -1 (for being no decker or rigger, but a non-mage)

Staffer rolls:
3 6
So the result is an 8 Disguise/ Stealth Action Damage code (Rating)S Physical

Seems Brawler needs to sneak away to escape some troubles, not his best skillset.
Stealth (3) + Quickness (4) = 7 Pool dice.

Staffer rolls:
1 1 3 3 4 5 5 = 3 successes at TN 4
The staffer rerolls (KP 2):
1 3 4 23 = 5 cumulative successes
The staffer rerolls again (KP 4):
3 4 = 6 cumulative successes, enough to soak the S damage threatening him.

And it seems our friend Brawler came out of this Flashpoint unharmed.

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