Hey is my framework. Since my framework is better than 5mb, the max size the forums will allow to be added I decided to just send my library.mtprops and some tokens over. You will have to open MAptool and put my mtprops in and then bring the tokens I have sent over on the map you start.
library.mtprops [1.91 MiB]
Downloaded 127 times
Blank.rptok [119.62 KiB]
Downloaded 89 times
Spirit of Air.rptok [1.92 MiB]
Downloaded 70 times
Spirit of Beast.rptok [188.64 KiB]
Downloaded 72 times
Spirit of Earth.rptok [1.32 MiB]
Downloaded 69 times
Spirit of Fire.rptok [1.93 MiB]
Downloaded 67 times
Spirit of Man.rptok [86.41 KiB]
Downloaded 65 times
Spirit of Water.rptok [201.73 KiB]
Downloaded 65 times
I hope this works LOL
Here are some simple instructions on how to use what I have added to veggies stuff and how to use them
Some simple ideas for using the additions I added to Veggie’s framework. I love what Veggie has done, but I wanted more so I started adding and adding. I though other people might find some, if not all of what I have done useful as well. I started out using Maptool to run Champions 5th edition. I used Brad’s fifth edition frame work for that. Now that I have decided to run Shadowrun 5th edition I have found Veggie’s work. I should also mention and thank CoveredInFish and Wolph42 for their help when I got stuck on something. You can find these discussions under the Macro thread.Creating a character:
Use the token called Blank; and open the campaign window. I would save the token somewhere on your computer first so you can use it again. Here are all the macros to create a new Shadowrunner. The Shadowrunner Cyberware Creation, Shadowrun Firearms Creation, Shadowrun Magic Creation, and Shadowrun Gear Creation are all windows with various options listed. These will show what gear, cyberware, and spells a character has on their character sheet. Just check the ones you have once the window is opened. These will be the only ones that show up on the character sheet.
Shadowrunner Creation is where a character’s Attributes, Skills and Qualities are entered. The Input Box Totals
is where Physical, Stun, and Matrix damage tracks are entered. Very much like what Veggie did. It also has Edge entered here. Contacts Input
is where a runner’s contacts are entered. It will ask for a contact’s name, profession, connection rating, and loyalty rating of the contact. You can enter up to five contacts. All of these will appear on the second page of the character sheet. Attributes Input
is where a runner’s attributes are entered. I have added Street name, Real name, sex, metetype and lifestyle, all of these will appear on the character sheet. The macro also figures out physical, mental, and social limits and displays them on the character sheet as well as how much a character can lift and carry, and the distance they can walk and run.Knowledge Skill Input
allows for up to ten knowledge skills and their totals to be entered.Language Skill Input
allows for up to five different languages to be entered.Qualities Input
is where a runner’s qualities are entered. The first window is where positive qualities are entered; the second window is where all the negative ones are entered. Only checked qualities, like gear, cyberware, and spells will be listed on a character sheet.
Moving on to macros on the selection window, the player combat group is very similar to what Veggie had. These are the only macros I am going to allow the players to have access to.Initiative
adds a runner to the initiative window.Block, Dodge, Hit the Dirt, Intercept, Parry
subtracts 5 from the chosen token’s initiative.Full Defense
subtracts 10 from the chosen token’s initiative.
The group Player Macros…Assign Gun Names
this is where all the guns a runner carries can be tracked. Veggie only had a spot for tracking one gun’s ammo; I thought four would work better, because most Street Sams, seem to carry more than one gun. The Macro asks for a name for the first gun; it then asks for stats of the first gun. (While running for the first time I thought I could just refer to the firearms table for a gun’s stat, I decided it would be better for me the GM to have them on the character sheet. For example, if a runner has an Ares Predator V. I would write Ares Predator V under Name of gun, and list ACC5(7) DAM 8P AP-1 Mode SA under Stats. Do not use commas, Maptool will place everything after a comma the next line down and that might get a little confusing. Then the weapon’s ammo can be entered. I left pistol, Assault Rifle, Shotgun, and Submachine gun listed under the ammo to help remind you that they are related to that macro under the group weapons. If the Ares Predator is entered in the first group, then I would change the macro called Pistol under the Weapons group, title to Ares Predator V instead of Pistol. The same can be done for as many guns as the character has up to 4. The left over macros I would just delete.Character sheet
is where the selected token’s character can be accessed from.GM Screen
is where you can find my GM screen I will talk about that further down.Spirit Tokens
I have included a token for all six spirit types. When a spirit is need just bring one on the board and open the Selection window.Input Box Totals
is just like for a runner. You enter their physical and stun box totals.
There is also a macro that names the spirit type and then says attribute-input, example under the Earth Spirit it saysEarth Spirit Attribute-Input
(the water says Water Spirit Attribute-input as does all the spirit types say what they are first.) First it asks who summoned it. Then it asks for how many services, and then is it bound or not. On the spirit character sheet at the top it will say bound or not depending on what is checked. It then asks for the spirit’s force, initiative, and astral initiative.Spend a Service
just like edge; this tracks usage of spirit’s services. When they are all used up, I would delete the token.Initiative
adds the selected spirit to the initiative window
On the spirit character sheet it lists the attributes followed by the damage tracks that were entered. Then it has all the Unbound service descriptions listed and Bound services descriptions. Under the skill listing is also where any special powers the spirit type has; and option powers will show. For every three levels of a spirit a new random option power will show up. All the possible optional powers are listed on the Optional Power page for that spirit type.Drone tokens
Work very much like character and spirit tokens, but I have created an addition character sheet for them since they have different stats than a character or a spirit.Initiative
adds the selected drone to the initiative window.Attributes-Input
is where the drone’s attributes are entered. First it asks for drone name; then goes through its stats. Then it asks if a weapon if one has been added to the drone. The next spot ask for any upgrades like addition hard points or the like.Damage input
this is where its damage track and how much ammo (If it has a weapon) it has is entered.Fire Weapon
Just like on a character, this is where a weapon placed on the drone is fired.Autosoft Input
If the drone has any autosoft programs this is where they would be entered.Global Macros
This is where I have placed all the tokens I use as a gm during a game. It is nice because the players cannot see these so there is no fear of them messing with then during a game. They are all similar to what veggie has except... Assign Reputation
after a run here is where you can enter Street Cred, Notoriety, and Public Awareness for a character. Any amounts entered will show up on the character sheet.GM Screen
Being new to fifth edition Shadowrun (I have played and run 3rd edition) I wanted an area where I can quickly access some major rules. This is why I have created a gm screen. It is still a work in progress, but here is what I have so far. Under runners tokens is a macro call GM Screen
that will access the screen.
The first page has Combat, Firearms, and Magic listed across the top. Combat is the main page. Below the picture is a table with all combat actions listed. Below that it describes Action Phase and the different types of Interrupt actions.COMBAT
Just above the Action Phase section is listed Main, Range Table, Edge, Environmental, and Surprise.Main
this is the page you are currently onRange Table
for now it has the range table listed there for all firearms. I added Bows, impact projectiles, and grenades at the bottom.Edge
This page describes how Edge is used and the different ways they can be used. I have a feeling my players will keep asking me how to use Edge. Hopefully this page will help stop some of that.Environmental
This page describes all the modifiers I could find. It has the Environmental Modifiers table, Environmental Compensation tables on it. It also describes the various gun modes.Surprise
This explains the rules for surprise.FIREARMS
This page is a listing of all guns from the main rules with their stats listed in the table. I plan to add more guns as new supplements become available.MAGIC
The main page, below the picture describes the rules for spellcasting. I though this page would help me because like I said above, I have not played or run 5th edition. Above the picture are the options Magic, Combat spells, Detection Spells, Health Spells, Illusion Spells, Manipulation Spells, and Adept Powers.
Magic is the main page which talks about Spellcasting. The other pages are descriptions of the various spells found in the main rule book; and adept powers describe the powers of adept.
I hope people find these useful.