Category Archives: Data Dump

Character Sheets

A few people have shown interest in seeing the character sheets from some of the Actual Plays.  So I thought I would drop our current roster, as well as the sheets from characters in the past.  Please note that many of these sheets are current for the sessions we are playing now, which have had 2 years of play time since the sessions that are currently being released.  However, the sheets for Valkyrie, Jackdaw, and Zero should be mosty accurate for when they made their last appearances in the game.

With that, I bring you the current Roster of Characters.  Hope you enjoy.

RD_Jones
RD_Kinect
RD_Lightning
RD_Mr. Black (Zedmond Blackwell)
RD_Teddy

And characters from past appearances
RD_Jackdaw
RD_Valkyrie
RD_Zero

Summer of 69, a Shadowrun parody

I got my first real six-gun
Oh, from a fence named ‘Slime’
Shot it till my targets bled
Was the summer of sixty-nine

Me and some guys from the hood
Formed a team and we had it made
Slim-jim quit, Slow-D got geeked
Should have known, we’d never get paid

Oh, when I look back now
Those runs seemed to last forever
And if I had the choice
I’d never want to be there
Those were the worst days of my life

Ain’t no point in complainin’
When you’ve got a run to do
Spent my evenings doin’ my legwork
That’s when I was shot by you, yeah

Standin on your safe-house porch
I thought that I was being clever
Oh, and when you pulled that gun
I knew that this would hurt forever
Those were the worst days of my life

Shadowrunning 101 – Tips and Tricks

A question was asked.  What are some good (maybe lesser known) Shadowrun 5e tips and tricks.  I thought about it, and only had a few answers immediately ready.  Now, that I have a chance to sit and think about the question, I figure I will take down the answers here.

I’ve already written a few write-ups that you can find on this site about different ways you can use Reagents and some methods to speed up the Matrix.

These are going to be other tips and tricks that I’ve either discovered on my own or learned from others.

Stat Blocks – Some make the mistake of trying to stat up their NPCs.  Instead of wasting time coming up with stat blocks for NPCs that may not even survive, just grab some dice.  If you figure that the “average” human is going to have attributes of 3s, and skills in the 3 range as well, that means “average” dice pools of 6.  Well, your Average nobody will probably have a specialization or augmented bonus of some sort, so grab 8 dice instead.  8 dice is good for low-life grunts who aren’t there really to pose a significant threat, but to merely delay your PCs, or be a nuisance.  If you want your NPCs to pose a significant threat, grab 12 dice instead.  12 dice is enough to score 4 hits on average, or to buy 3 hits.  If several gangers with 12 dice shoot at someone, they are likely to hit.  Serious threats, on the other hand, warrant 16 dice.  This allows for 4 purchased hits, or 5 if you roll average.  NPCs might cause some actual damage with this amount of dice.

Now, with everything, you need to know your players, and your PCs.  If they are all of the optimized variety, you can add 2-4 dice to the numbers I’ve listed above.

For Major NPCs, if they survive, you can stat them later.  No one is really going to notice if they were firing with 16 dice in one encounter, and later (after you’ve had a chance to think about some of their gear and augmentations) they suddenly have 19 dice.  But even if you give them a stat block later, keep it short.  Attack, defense, armor values maybe.  A few key skills that will matter; Negotiations, Con, Small Unit Tactics, Composure, Judge Intentions.

This works outside of combat as well.  Street chase between PCs and a group of semi-skilled gangers, 8 dice should work.

Gear – In the same vein as stat blocks, it is okay to leave gear mostly ambiguous until it matters.  No one is going to realize that you were capping yourself at X dice during the fight, but when they scoop up the guns, the accuracy is Y.  Its not that important, since guns rarely fetch a fencing value worth anything, so they are likely to just be left behind.

Say Yes – Some refer to this as “Yes, and” or “yes, but.”  When your player asks to do something, say yes.  Let them be the hero of the story.  Of course, you may get some players that want to do the absurd that really doesn’t make sense or fit the game/world/story.  So use a little common sense, and ask your players to use a little common sense.  But if a Player asks if there’s a window on that wall over there, and it really doesn’t matter one way or the other, say yes.  Now, if you’ve mapped the place out, and that wall leads into a lab, or another room, instead of outside, then you say no.  Is there a fire extinguisher in the hallway?  Yes, and it happens to be mounted on the wall right by those NPCs.

Now, saying Yes goes both ways.  If you are a player, and the GM presents some information, or what may be some plot info, and he asks if you are going to interact with it, say yes.  Unless you have a really valid reason not to, you should usually take whatever bait the GM lays for you.

Metagaming – Usually, metagaming is something you should avoid.  If you’ve read some novels, and you know what certain people go on to do in the lore, don’t just assume that the lore in the game you are playing is identical.  If you’ve played through a certain module before, then let some of the other players come up with some of the important decisions.  Metagaming isn’t always bad though.  As a friend points out, you sometimes need to engineer  a situation to further the story.  Example.  Take a modern horror story perhaps, where the PCs come across a classic Vampire.  They know nothing about it, nothing about its strengths and weakneses.   It is up to the Player to discover the ineffectiveness  of their current weapon, and then to improvise.  The player knows he needs a wooden stake, but the PC should try a golf club, then maybe a gun.. and then out of desperation because nothing works, he grabs the chair and breaks it over the vampire’s back, only to have the vampire recoil in fear at the broken, wooden chair leg.

Don’t be afraid to fail – Failure doesn’t mean game over.  Failure doesn’t even always mean death of a PC.  Failure in certain tasks can mean that now more interesting things are about to happen.  You should trust that your GM is not going to immediately kill everyone because they were all knocked out.  If the players are fighting, say feral ghouls, where being knocked out will likely lead to the PCs being eaten, then the GM should say something to the players.

Trust – This goes both ways, and is partially addressed in the “say yes” portion above.  If you are a GM, trust your players not to go out of their way to ruin the game (unless this is actually an issue, then there might be other problems).  Trust that your players are there to have fun as well as you, and will actually play the game.

On the player side, trust that your GM is not just looking for new and interesting ways to ruin your PC.  Dramatic things happen, bad things happen, but these are often catalysts to the story.  When it looks like the story is leading into a place of no return, trust that your GM is going to leave you an out of some sort.  Maybe the opposition is way overpowered, you might be able to run.  You might be able to sneak.  You might be able to talk your way past a stronger opponent,  The point is, have some trust in your GM.

Play the game –  This come into play with trusting your GM, but there’s more than that.  Pull levers.  If you notice that the plot is to the left, don’t be a dick and go right just out of spite.  Play the game.  If the game allows your stuff to be hacked so that a certain archetype (Deckers) have something to do, then don’t go out of your way to minimize that aspect.  Play the game.  If there’s a McGuffin presented to you, and you know it’s probably a trap.  Interact with it anyway.  Play the game.

Playing in Character –  As a GM, most of us like when our players remain in-character, and don’t drift OOC all that much.  We like the immersion, the interactions, etc.  Just remember that roleplaying your character is not license to be a dick to the other players.  If your sole response to something bad is “But that’s what my character would do” you might want to rethink your character.  Rogues shouldn’t be stealing from party members.  “Loners” shouldn’t be making the game harder for everyone else, because they want to be the whiny, broody type that never wants to play along with the rest.  Characters can be dicks, but ultimately, it is you, the player, who chose to play that dick of a character.  Remember that.

 

I might have more for later.  I will either update this, or start a new page.  If you have ideas that I might have missed, feel free to leave a comment below.

Crashes!

Crash

Car accidents can be a dangerous thing, and this is still true in Shadowrun. However, the way the actual crash rules are written out, you are in for more danger if you are in a big rig that slams into a Smart Car, while the passengers in the Smart Car are likely to walk away uninjured.  Makes total sense, right?  Nah.

So, I am going to try to come up with something might make sense here, toss the idea around, see if I can get others to comment, contribute ideas, and maybe we can refine it to something that is acceptable to many GMs and Players.

First, Crashes usually involve the impact of a vehicle with another vehicle, or physical object.  For the sake of Crash damage rules, we are going to address a vehicle hitting a solid object, or Barrier.  And a vehicle hitting another Vehicle.

Next, lets address the different attributes of a Vehicle.  Body represents the structure of the vehicle, and Armor represents the ability of your vehicle to shrug off damage.

So, in the instance of hitting a barrier, lets start with the assumption that a vehicle that hits a fragile object is not going to cause much damage.  It really doesn’t matter how fast a vehicle is going, running into a pane of glass is just going to break the glass.  So if the Body of the vehicle is higher than either the Armor or Structure of the barrier, assume it passes right through undamaged.  If either value is higher, then it might pass through with little to no damage.
     So for instances like this, I propose that one consults the speed chart for the vehicle, and if the resulting “damage” is higher than the Armor of the barrier being struck, then the GM may rule that the vehicle destroys the barrier with little to no damage to the car.  Examples, if a Honda Spirit (Body 8, Armor 6) travelling at 51-200 m/turn (Body x2, or 16DV) hits an Armored glass pane, or other “Reinforced Material” (Armor 12, Structure 8), then the vehicle is going to bust right through.  However, in this case, since the structure is higher than the armor, I might call for the car to resist a DV equal to the difference in DV of the Vehicle and the Armor of the target.  In this case, 4DV to the vehicle and Passengers, but since the DV is not higher than the Armor of the vehicle, the damage is STUN, and the passengers get to utilize the Armor of their vehicle as well.  Note, the -6AP mentioned in crash damage resistances applies to personal armor worn, if any, not the added armor of the vehicle passengers are in.

In the next instance, one of the vehicle hitting tougher objects, in which both the Armor and Structure of the target are higher than the Body of the Car.  I might recommend figuring the DV that ramming vehicle will inflict, and having the vehicle resist half that amount.  As for Passengers, it makes little sense for the size of the vehicle they are in increase the damage they are taking.  So for instances like this, I recommend a flat rate of 10S, modified by the speed of the vehicle.  Normal Crash rules for damage resistance apply (resisting with Body + Armor -6AP)  I also propose adding in the Armor of the vehicle (or perhaps it structure) as sort of the “crumple zone” impact safety feature of the vehicle.
So for example.  If that same Honda Spirit runs into a brick wall or other “Structural Material” (Armor 16, Structure 10), at the same speed of 51-200m/turn.  The vehicle would be inflicting 16P against the wall, and would be resisting 8P DV.  If this damage is lower than the armor of the vehicle, the vehicle shrugs off all damage.  The Passengers all have to resist 10S normally, but they get to add the vehicle’s 6 Armor to their roll.

In the case of vehicles hitting other vehicles, I would propose similar numbers as those with vehicles vs structures.  First, consider the speeds of the vehicles  If a faster vehicle is hitting a slower vehicle int he same direction, just take the relative speed.  If the relative speed is 1-10m, then the Damage being inflicted by the ramming car is Body/2, which is not likely to much more than force a Crash roll, but still compare DV of the ramming vehicle with the Armor of the rammed vehicle to see if any damage is caused (less DV than Armor means no damage).

But lets assume a large or fast vehicle hits one that is not so large, or it’s a head-on collision with a high relative speed. Two Hyundai Shin-Hyungs travelling 110m/t head on collide,  The DVs based on these speeds are Body x2.  You could take the Relative Speed, and have it Body x3, but since both vehicles are travelling the same speed, it’s easier I think to just have them each inflict the same damage to each other.  In the case of the Passengers through, I would modify the flat 10S by the Relative Speed, so all passengers are resisting 30S, and might possibly die in this impact once you consider the extra stun rolling over into Physical at a 2:1 rate.
So, Two Hyundais are impacting head on.  They are both Body 10, Armor 6.  Each is inflicting 16DV to the other vehicle, which is higher than the armor, so each will have to resist the damage.  The Passengers have to resist  30S with Body+Personal Armor (-6AP) + Vehicle Armor.  So if they had Body 5, Armor 12, they’d be resisting with 17 dice (5+6+6).  Assuming average results, each is likely to be taking 20+ Stun damage, resulting in unconsciousness, and possibly death.

If Anyone has any comments, suggestions, etc, I would greatly appreciate hearing them.  This hasn’t been play tested.  I basically came up with this as I was sitting here typing it, so it may not fairly address vehicle or passenger damage in crashes..  but it seems like it would be better than the crash rules as presented in the Core Book.

Message to our Patreon Supporters

Earlier today, I posted a Patreon message for my patrons. We don’t have many yet, but that’s no problem. The message was a list of free stuff available. I purchased the Playstation Humble Bundle, mainly for the Resident Evil and Devil may cry stuff. That left quite a few games that I’ll probably never play, so I decided to give my patrons first crack at anything they wanted from the list of PS3 games (and a PS4 game). I’ll eventually take the remainder of the list to twitter for random giveaways or something.

I am also in the process of editing our first bonus actual play. Several months ago, we took a short break from Shadowrun, and I ran a Dark Heresy game. I’ll be releasing those episodes to patrons in the near future as well.. with the caveat that the ending is pretty much left to your imagination. Our last session ended with the group just about to resolve everything, and then one of my players ended up in the hospital for several weeks. By the time he was out and able to resume gaming, a month or so had passed, and no one was in the mood to pause our shadowrun game again for a single DH session.. so, the very ending, we’re just gonna leave open.. hopefully that won’t happen again.

We will probably be doing something like this again in the future.. either slowing our shadowrun game to an every other week thing to fit an alternate game in for bonus content, or finding a day where I can run a game once or twice a month. The games may vary. Perhaps depending on patron preference, they might be Shadowrun, or things like World of Darkness, Mekton, Cyberpunk, Edge of the Empire, or even other Star Wars systems. I have a lot of games on my shelf that I have an itch to run, and this would be the perfect opportunity to break some of them out. OR, I might get to play in some of them, and someone else can GM for the campaign. We shall see.

In any case, if you are interested in supporting the Relative Dimension, you can find our patreon page here
https://www.patreon.com/relativedimension

House Rules – Matrix

As I mentioned in my Decking article, my group recently had a discussion about the Matrix.  Despite being one of the best versions of the Matrix to date, there are still times when it just seems to take forever.  In my game, what happened was that the team was given a job, sort of immediate action needed, no time to “plan.”  They had to steal a shipping container that was being loaded onto a truck.  They were about 2 hours away from the docks where the truck was being loaded, so the player of the Decker decided to flit on down in the Matrix and try for some surveillance.   Continue reading House Rules – Matrix

Shadowrunning 101 – Decking

Decking, or..  How do I hack The Matrix?

Before everything, this is not going to touch on Technomancers.  They are their own beast, and I will try to get a basic write-up for them in the near future.

To begin, this informational is going to use just the Core Book.  It will not take into account anything in Data Trails, or any other books that may have any Matrix sections.  Another disclosure is that this is my own best interpretation.  You, or your GM, may have other ideas, which I’d love to see in the comments below.  Even though SR5 has the best rendition of the Matrix so far, it still has some issues, and after my most recent game (as of writing this), my group and I discussed a few options to help speed up the Matrix even more, and I will follow up with a new post with what we discussed.  I am going to start with a quick data dump of Matrix terms other things you need to know.  If you already know about Icons, Grids, etc, you might want to skip down a little.  Still here?  Then let us begin.   Continue reading Shadowrunning 101 – Decking

Shadowrunning 101 – Reagents

Reagents, or. .   How can I survive casting this spell?

One thing that I think is not utilized enough are reagents.  Reagents let you force your drain to conform to your wishes, while letting you get a little creative with your spells.

We should all know the steps you need to take when casting spells.  Start by choosing the spell, then choose the target, then choose the force (which determines the drain), then you cast the spell etc.  A Common tactic is simply to choose a Force that is equal to your Magic rating.  Why?  Stun Drain.  Your Force determines your limit, and if you cannot count more hits than your Magic Rating, you take Stun Drain.   You only risk Physical Drain when you have more hits than your Magic Rating.  So easy, if you always want to take Stun, you set your Force equal to your Magic Rating.

Of course, sometimes the amount of Hits you get on a spell decide other factors as well.  Sometimes the Force of the spell decide other factors.  Sometimes, you might want to risk Physical Drain in order to accomplish something spectacular.  So, this tutorial will go over the various categories of spells, list a few spells, how they are commonly used, and how you might use some reagents to make sure you get your way.

Combat Spells.  
Direct Spells have their damage determined by the number of Net Hits you score when you cast the spell.  So if you cast at a low Force, you keep your Drain manageable, but you also risk doing very little damage.  Every Mage should know that if your target is likely to have a high Body, then you try not to use Physical spells on him.  And if your target is likely to have a high Willpower, you try to avoid using Mana spells on him.  But, even if your target has a lower resisting attribute for the type of spell you are casting, you still might do very little damage.  So, lets say you have a really wicked dice pool, think you are likely to score a lot of hits, and want to risk doing a lot of damage.. but don’t want to risk killing yourself outright.  What do you do?

Reagents.  Powerbolt, being a single target spell, has a fairly low Drain Value.  So you can cast it at Force 5, to make sure you are resisting the minimum drain you can get away with.  But you want to try to do more damage.  Use as many reagents as you think you might likely roll on your dice.  Are you rolling 20 dice after you add in bonuses from mentor spirits, foci, specialization, and the like?  Then you might get lucky and roll 10 Hits or more.. so go ahead and use 12 reagents, or 15.  They’re cheap enough that using half a dozen extra on a spell won’t set you back too much.

So, whats the point of this?  Well, if you roll more Hits than your Magic Rating, you are going to be resisting Physical Drain.  Lets say you rolled 14 Hits, that’s 14P damage going to your target.  However, because you rolled so many Hits, you are resisting Physical Drain.  Ouch.  Not so fast.  You are resisting 2P drain, because you set the Force at 5, and relied on reagents to help boost your damage output.  Every Mage should be able to drop that 2P down to 0.

With Indirect spells, Force directly factors into the damage, along with Net Hits, so you might want to cast at a higher Force, but to keep from risking phsyical injury to yourself, now you use a lower amount of reagents.  Say, an amount equal to your Magic Rating.  With Indirect spells, the target gets a chance to dodge (unless they are Area Effect spells), so you have to balance this choice with their ability to dodge, but even 1 Net Hit can do significant damage if the Force was high enough.  However, now you are resisting more Drain.  You just made sure it was Stun.  6 Stun in a fight can be rather debilitating for a Mage to suffer, but it’s nothing a good Stim Patch can’t help with.

Detection Spells
There’s not a whole lot to consider with these.  Force determines the Area in which the spell is effective, so you might want higher Force spells in those instances.  And several of them have lower Drain values, so even higher Force spells aren’t too taxing on the Mage.  But then there’s spells like Combat Sense.  Casting this at a Force 1 means you can stick it into a very low force Sustaining Foci, but 1 Hit of effect is meaningless, so cast this with many reagents to maximize the benefit on you.

Health Spells
Many Health Spells have a duration that’s Permanent.  In order for a Permanent Spell to go into effect, you have to sustain it for a number of Combat Turns equal to the Force.  Force Determines Limit, and Limit determines maximum effect.  You see where I’m going here?  If your Street Sam buddy just got shot for 6P damage, then you need to be able to general 6 Hits (after penalties for his low essence and the like) to heal his sorry hoop.  So you might think that you need to cast this at Force 6, for the maximum healing effect.  Well, that’s one way, but then you have to sustain it for 6 Combat Turns.  or maybe Force 8, hoping that you can use those 2 extra Hits (if you roll them) to shave off 2 Combat Turns worth of sustaining this spell.

Or, you do it the easy way.  Force 1, 6 Reagents.  Now, you can still generate the 6 hits you need to heal his hoop, but you only have to sustain it for 1 Combat Turn before you can turn your attention elsewhere.

This doesn’t work with any of the Increase [Attribute] Spells, since the Force has to equal or exceed the value of the attribute being increased, but it does work on the Decrease line of spells.

Illusion Spells
Illusion Spells typically only rely on Net Hits for resisting their effects, so Low Force, High Reagents if you want to keep your Drain manageable, and even moreso if you want a low Force foci to sustain it for you.

Manipulation Spells
Now here’s where it gets tricky.  Often, you need to make sure that you have a decent Force, and amount of Net Hits.  Force often provides a penalty to their resistance roll, so here is why a Higher Force is important, but as they resist, they essentially “reduce” the number of Net Hits, and when that reaches 0, the spell no longer affects them.

Now, here’s a special case that was encountered in one of my games.  It involves Mana Barriers, Astral Intersections, and Reagents, and it’s why you should think about all the angles sometimes.  When you cast a Barrier Spell, it typically gets an Armor and Structure Rating (if applicable) equal to the Force.  So you often want a high Force for these.  If someone attempts to Dispell, they are rolling against Force + Magic, but each of their Net Hits reduces the original number of hits, and again, when that reaches 0, the spell fails.  So if you want to make your stuff harder to dispell, you also need Net Hits.

What happened in my game however was this.  The group had just stolen an item, and they were on the freeway, travelling at high speed.  They were being magically tracked by a Mage, that was Astrally Perceiving.  He was a good enough driver, that the -2 didn’t bother him.  The group realized that there wasn’t much they could do.  They didn’t want to cast any area spells, because that might hurt some of the “civilians” around their target, but they couldn’t leave him to pursue them.  So they decided on a Mana Barrier.  At the rate they were travelling, they figured that the Mage wouldn’t have time to dispell the barrier, so they were trying to force an Astral Intersection.  Well, Astral Intersections are against Magic + Charisma of the target, and Force x2 of the Barrier.  They had assensed the Mage, so they knew he had a fairly high Magic, and estimated he had a decent Charisma, so they needed to make the Force as high as possible to stack the deck in their favor.

Their Shaman had a Magic of 5, so he could up to Force 10, but the Spells Drain if F-2.  If they went with 10, he could be risking up to 8 Physical or Stun damage.  8P would have killed him, 8S would have knocked him out, thus preventing him from sustaining the spell.  He had 4 boxes of Physical remaining, and 8 Stun remaining, so he had to make sure that whatever happened, he took no more than either of those.  He decided on a Force 9 Barrier.  That would Pit the Mage’s assumed 12 dice vs 18 of the Barrier, which they felt was safe, and it would also ensure that the damage was only 7.  But again, 7P could kill him.  So, they used Reagents, 4 of them.  4 Hits were enough to make sure the spell worked, it kept him from rolling more Hits than his Magic, thus ensuring the Drain was Stun, and the Force made sure that regardless of his Drain roll, he’d not pass out.

The Mage sees the Barrier, fails his composure test (to.. you know, just stop astrally perceiving), and passes out as he is forced through the barrier.  A Fiery crash later, and the group is safely leaving the area with their stolen item, heading for their payday.

Converting Old Material

When I started running my game, many of players had little to no experience with Shadowrun. My first choice might have been deciding which version of the game to run, but 5th edition had just come out and I really liked the system, so that decision was pretty much made for me. My Next choice then was when to set the game. Since my group was mostly inexperienced with Shadowrun, I decided to start near the beginning. This way, my group could experience a lot of the world shaking events that most long-time players take for granted. Luckily, there are several modules and materials out there that deal with these early years. The problem? They are for earlier editions of the game. Time to convert.

How to convert?  Thankfully there are some Conversion Guides out there.  In the back of the Second and Third Edition books, there are guides for bringing the previous edition “up to date,” and there is a PDF out there with details for bringing Third Edition up to Fourth Edition.  Some of the changes are listed below.

  1. From First Edition to Second Edition, very little changed except some gear and weapon stats.   Attributes and Skills, and most of the actual rules mechanics remained mostly the same.
  2. From Second Edition to Third Edition, certain skills changed names, and certain Concentrations were split off their base skill and became separate skills.  Also, knowledge skills were introduced, so points were given to add some of these to existing characters.  Again, most actual mechanics remained the same though, but since we’re not interested in mehanics, we can ignore any of these for now anyway.
  3. From Third to Fourth.  This time, more that just some gear and equipment changed.  The entire game changed.  We lost two Attributes..  well, Each one was Split into two attributes.  Intelligence was Split into Intuition and Logic, and Quickness was split into Agility and Reaction, taking Reaction from a derived stat into its own Attribute.  Rules were given to modify attributes and skills, lowering them slightly.
  4. From Fourth to Fifth, there were some minor changes.  Again, certain skills were renamed, or regrouped.  This time, skills were increased, and the net result brings them a little higher than they might have been before the reduction from 3 > 4.  And limits were added

So, adding all of that in together, I tend to just leave most of everything as is.  If anything, I increase some skills by a point or two, to bring things in line with expected challenge ratings.  When it comes to skills that were groups in previous editions, I just consider that he has the appropriate individual skills.. Firearms would be considered Automatics, Pistols, Longarms, etc..  that way, any weapon I might give the NPC, I’d just roll the dice listed in Firearms.  The same with other skills that used to be in a group.

So, here is an example NPC from a First Edition module

Body: 5
Quickness: 5
Strength: 5
Charisma: 2
Intelligence: 4
Willpower: 4
Essence: 4
Reaction: 4(6)

Skills:
Armed Combat: 4
Car: 4
Etiquette (Corporate): 3
Firearms: 5
Stealth: 5
Unarmed Combat: 6

Cyberware:
Wired Reflexes: 1

Gear:
Armor Clothing and certain weapons

So, the first thing, I split Quickness into Agility and Reaction.  5 in each.. though since this is meant to be a hired gun, I might go with a +1 to Agility, making it a 6.  And Since it is a hired gun, when I split Intelligence into Intuition and Logic, I leave them both at 4.  Since he had Wired Reflexes 1, I adjust Reaction accordingly..  5(6)

For skills, I leave them pretty much as is.  Considering that the weapons he has are pistols, I just assume he has the Pistols skill at the same level as he has Firearms, so 5.

Cyberware and Gear, I use the equivalent from the SR5 material.  If they had a Predator II for instance, I still call it that, but stat it as if it were a Predator V.

So when it comes to combat, his Initiative is now 9+1d6 if his wired reflexes are off, and 10+2d6 if they are on.  For his pistols, he rolls 11 dice, + any appropriate modifiers for gear/cyber

 

The Matrix now, is the area that is the most different.  Original Matrix nodes were like flowcharts, or a dungeon crawl with pathways to different areas.  Since the new Matrix is a little more free form, I play this by ear.  I consider it a Host, trying to find an appropriate rating for what the target happens to be.  Areas in the Node that would Files or Devices, I treat appropriately.

There are sometimes some elements of the fluff that need to be considered as well.  In early editions, the Matrix was Wired, and sometimes that is referenced in the module.  Either by an NPC mentioning the lack of access, or the module assuming that access needs to be attained in a certain area, or by a certain method.  Most of these you just ignore, or alter accordingly.

 

If you have any questions about aspects I may have missed, or just about converting in general, please feel free to leave a comment below.