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== MISCELLANEOUS GEAR == BIOTECH</br> '''Auto-Doc Pod''' (25,000¥, Wt. 100lbs): This is a coffin-sized trauma pod. A single patient (max Size 0) enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypo-syringe and various drugs. The A.I. has Healing d8+2, Broadcast 1,000”, Firewall 2 and a Hardness of 12.</br> '''First Aid Kit''' (100¥, Wt. 2lbs): basic first aid kit (Healing +1, takes 1d4 minutes, 4 uses).</br> '''Medkit''' (500¥, Wt. 4lbs): a standard kit that can assist in healing (Healing +2, takes 1 minute). 5 uses before needed to refill supplies. Medkit supplies cost +100¥, Wt. ½ per refill.</br> '''Auto-Med''' (1,500¥, Wt. 5lbs): Computer assisted kit (Healing check d8+2, takes 1d4 rounds. 5 uses. Refill as Medkit.) Advanced medical device that can administer drugs, make treatments, etc. Can either make the rolls (as an Extra) or offer Support rolls.</br> '''Basic DocWagon Contract''' (10,000¥/year): first class medical care 24 hours a day within most Metroplexes areas. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time (and if the money is not in the account before hand the Extrasion team will not come).</br> '''Gold DocWagon Contract''' (50,000¥/year): as basic but no extra charges for Hazardous Extraction.</br> [[File:SR.D5.Girl2.jpg | 350px | left]] CLOTHING AND FASHION</br> '''Lower-class (Street) Clothing or Coveralls''' (25¥, Wt. 5lbs.): Standard every day work or relaxation clothing and street wear for most lower class and manual labor folk.</br> '''Middle-class Clothing''' (250¥, Wt. 6lbs.): Better quality wear and low-end business attire for middle class.</br> '''Upper-class Clothing''' (800¥+, Wt. 6lbs.): High quality causal and business wear for the executive and policluber. (Really expensive power suit for the CFO of one of the Big 10 run several thousand each). Add +1 bonus to Perform and Persuasion skill checks in appropriate situations.</br> '''Formal Ware''' (3,000¥+, Wt. 6+ lbs.): Tuxedos and royal gowns. Add +2 bonuses to Perform and Persuasion checks in appropriate situations.</br> '''Shift Fabric''' (4,000¥, Wt. 5lbs.): Clothing that can change colors and ‘design’ with one’s mood, via AR wireless or simple voice commands. Adds +2 bonus to Perform and Persuasion checks in most situations.</br> COMMUNICATIONS GEAR</br> '''Comlink''' (50¥, Wt. ½ lb.): a basic model cellphone, PDA, and hand held computer. Standard build has a signal strength of 100 yards (50"), a Firewall of 1, and a Hardness of 6 against Matrix damage. The basic security AI is Tier I (Smarts, Hacking, Browes and Search of a d4 each). Includes a pair of AR Glasses or Contacts and a pair of skin tight AR Gloves. Pretty universial although styles and fads can increase the cost with no real enhancements (excepting looking cool to your friends). :''Upgrades'' include signal boost to 1,000 yards (500") for +500¥ and Satellite Uplink (low-Earth orbit) for +750¥ and weighs +4lbs. Enhanced Firewall rating of 2 for +1,000¥ and Firewall 3 for +5,000¥. Simsense rig upgrade cost +500¥ and allows Cold Emersion (or Hot Emersion with a Dajajack implant). The comlinks’ A.I. Security can upgraded to Tier II Smarts for +2,500¥. Very rarely and cutting edge tech does allow for Tier III security upgrade for for +10,000¥. Knowledge skills (Academica, Battle, Electronics, Occultism or Science) can each be added tothe comlink at a cost of 250¥ for d4, 500¥ for d6, 2,000¥ for d8 and 5,000¥ for d10. These Knowledge skills require an Action or can be used for Support rolls (SWADE pg. 106). Threat the comlink as an Extra. Upgrades to the AI's Browse and Search skills and the program Scan all at normal cost (see Matrix). '''Cyber-Deck''' (5,000¥, Wt. 1lb): this custom built comlink can better handle the rigors of Matrix Programs and combat. Basic model includes a signal strength of 100 yards (50") and a Firewall of 2, and a hardness of 8. The deck security AI is Tier II automatically. Also includes Emersion. Signal Boost upgrades and Firewall 3 cost as a standard comlink. Can increase the Hardness for Matrix combat to 9 for +500¥ or 10 for +2,500¥. All other upgrades as base Comlinks (Illegal).</br> '''Biometric Monitor''' (250¥, Wt. ½lb, gain +2 to Healing, only for First Aid, Useable by others who can read the display): Worn on a belt or arm shelve, it monitors your vital signs and grants a bonus with First Aid. Wireless communications can also alert teammates to conditions, etc.</br> '''Subvocal Microphone''' (100¥, ½lb, allows wearer to communicate by moving throat muscles not speaking out loud; if comes into question, -4 Notice to hear conversation): Throat patch.</br> '''Holo Projector Trid Camcorder''' (500¥, Wt. 2lbs): Holographic camcorder and projector that can record hundreds of hours of motion picture and play it back on small display or projector.</br> COVERT OP & COUNTER SECURITY GEAR</br> '''Auto lock-picker''' (300¥, Wt. ½lb): auto “squeeze-grip” gun; +2 to Thievery vs. old style locks & padlocks. (Restricted)</br> '''Biometric Gene-lock Bypass''' (2,000¥, Wt. ½lb): worn glove, required when attempting to bypass a Biometric Gene lock* (Thievery -4). (Illegal). Superior models, adding +1 to Thievery checks to open such a lock, for +3,000¥. Can be upgrade a total of 3 times.</br> '''Fake SIN''': (2,500¥, nil weight): Fake SIN/ID has a d6 to try and fool a systems. This maybe opposed by the security systems you are trying to bypass (generally a systems A.I. has base Smarts of d6 to d12). Advanced Fake SIN have a d10 and cost 5,000¥ (Illegal)</br> '''Fake License''' (1,000¥, nil weight): For Restricted equipment, required for each item. Requires a Fake SIN. (Illegal)</br> '''Gecko Climbing Gloves and Pads''' (250¥, Wt. 4lbs): allows climbing of almost any vertical surface without requiring an Athletics skill check. Pace is halved (no Run die). Ceiling are possible but no movement, can only hang motionless or moving at 1" costs 4" Pace.</br> '''Jammer, Area''' (750¥, Wt. 2lbs): Jams all wireless and radio communications within a 20yd radius (10”) and can interfere with radar, etc. User must make an Electronics skill check at -4 each round to use wireless skills and communications in area.</br> '''Jammer, Directional''' (500¥, Wt. 2lb): as Area Jammer but in a Cone Template.</br> '''Lockpick Set''' (100¥, Wt. ½lb): basic lockpicking set vs. old style locks & padlocks. (Restricted)</br> '''Maglock Passkey''' (1,500¥, Wt. ½lb): required to try and open a Maglock* (Thievery -2) (Illegal). Superior models, adding +1 to Thievery checks vs. such a lock, for +2,500¥. Can be taken 2 times.</br> '''Stummer''' (1,500¥, Wt. 3lbs): This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds +4 to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves.</br> '''White Noise Generator''' (500¥, Wt. 2lbs): Used to mask talking within a 10yds (5”) radius area from outside listeners. It imposes a -4 Notice penalty on outsiders listening in on any conversions, etc.</br> : * ''A Hacker can attempt to bypass these locks with just a comlink but the check suffers an additional -2 penalty.'' IMAGE AND AUDIO DEVICES</br> The following devices can hold a various audio or visual enhancements (see enhancements listed below), limited by how large and obvious the device is.</br> ''Audio Devices''</br> '''Earplugs''' (150¥, nil weight; -2 Notice check to notices the subject wearing audio enhancers. Can hold 3 Audio Enhancements): very subtle earplug like headphones.</br> '''Headphones''' (250¥, Wt. ½lb; base Notice check to realize headphones are audio enhancers. Can hold up to 6 Audio Enhancements. Include level 1 Audio Dampener for free): these look like modern headphones.</br> ''Audio Enhancements'' – The following can be added to Earplugs or Headphones. Each level counts as one Enhancement (see above for how many enhancements each device maybe fitted with).</br> '''Audio Amplifier I-II''' (+400¥/level; Notice listen checks are -1 per 20”; for 2 Mods -1 per 40”).</br> '''Audio Enhancer I-II''' (+300¥/level; each level adds +1 to Notice checks with listen).</br> '''Dampener I-III''' (+200¥/level; each level adds +2 to resistant tests vs. sudden noise effects).</br> '''High/Low Freq Hearing''' (+500¥; adds High and Low Frequenting Hearing)</br> '''Spatial Sound Recognizer''' (+1,000¥, requires 2 Enhancements, Allows user to ‘see’ surrounds and make Notice (or attack checks), ignoring illumination penalties from fog, darkness and even invisibility out to 10" (20yds). Can also see through illusion Power.</br> ''Visual Devices''</br> (also see Image Scope in Firearm Accessories)</br> [[File:SR.D5.googles.jpg | 250px | right]] '''Binoculars''' (250¥, Wt. 1lb; Always noticed as a visually enhancer device. Requires one hand to use. Can hold up to 6 Visual Enhancements): Standard modern electronic binoculars with various x2 to x10 magnification.</br> ''Goggles''' (100¥, Wt. ½lb; Always noticed as odd with a Notice check. Can be worn or strapped to a helmet. Can hold up to 5 Visual Enhancements): The size and shape of modern sky-goggles.</br> '''Glasses''' (250¥, nil weight; -2 Notice check to realize it is an visual enhancer. Can hold up to 4 Visual Enhancements): Designed to look like normal shaded glasses.</br> '''Contact Lenses''' (500¥, nil weight; -4 Notice check to notice something odd about eyes. Can hold up to 2 Visual Enhancements): Costume eye contact lenses.</br> ''Visual Enhancements'' – The following Enhances can be added to an Image Scope (pg. 47), Binoculars, Goggles, Glasses and Contact Lenses. Each level counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)</br> '''Low-Light Vision''' (+300¥; as Low-Light/Night Vision)</br> '''Flash Compensation I-III''' (+200¥/level; each level+2 to resistant vs. sudden light, etc.)</br> '''Thermal/IR Vision''' (+300¥; adds Thermal/IR Vision)</br> '''Vision Enhancement I-II''' (+450¥/level; each level +1 to Notice checks with sight).</br> '''Vision Magnification I-IV''' (+400¥/level; -1 per 20”. Can be taken 3 additional times for -1 per 40”, or -1 per 80”, or -1 per 160”).</br> MAGICAL GEAR</br> Note that the following items can only be used by someone with an Arcane Background. All magical gear is at least Restricted. Generally a caster may not ‘own’ or use no more then of these devices at a time. Technomancers cannot gain the benefits from any of these either.</br> '''Fetish''' (Cost 100¥, Wt. ¼lb): These consumable magical focus grant +1 to any one Arcane skill check. This requires the caster to have the materials in hand and it is destructed after it’s used.</br> '''Hand of Glory''' (Cost 5,000¥, Wt. 2lbs): An illegal formula found in the banned witchcraft book ''Compendium Malecarum''. Made of the hand of a talented and dead individual, they are available only on the black market. When a finger is lite (Action) the holder pays one less Power Point to active a Power and the Power can be maintained for 1 minute without cost or any concentration by the holder. It does require that the user hold the hand in one hand throughout the duration. Each finger will ‘burn’ for one minute and then is consumed. When all five fingers have been used it this way the hand because non-magical and cannot be used again (Illegal).</br> '''Quicksilver Camera''' (Cost 2,000¥, Wt. 4lbs): This handled camera holds only five mana-sensitive plates, which allow the use to make five photographic picture of astral space.</br> '''Ward Material''' (500¥, Wt. 1lb): basic magical material for creating a 20 x 20 foot warded area for temporary material and (2,500¥, Wt. 5lbs) for permanent material.</br> PATCHES</br> Each patch is a one use item. Against unwell targets requires a melee check. Time is how long the Patch takes for the subject to feel the effects and Duration is how long it lasts.</br> '''Antidote Patch''' (100¥, Wt. ¼lb): Time 1d6 minutes to grant a new Vigor check +4 vs. poisons and disease; Duration one hour.</br> '''Stim Patch''' (100¥, Wt. ¼lb): Time 1d6 rounds to heal 1 Fatigue, Duration 4 hours. Then subject gains the Fatigue back and takes one additional levels of Fatigue. Can be potentially harmful for Arcane uses. Each time they do must make a Vigor check, -1 per time they have used one in the last 24 hours. Failure costs them 1.0 Strain points!</br> '''Tranq Patch''' (150¥, Wt. ¼lb): Time 1d4+1 rounds, subject resist with a Vigor -2 or suffer one level of Fatigue. New Vigor resist -2 in 1d4+1 rounds afterwards or suffers another level of Fatigue. If first test was a Raise can ignore the second check. Duration one hour (Restricted).</br> '''Trauma Patch''' (50¥, Wt. ¼lb): Time 1d4 rounds, Duration Instant. Subject gains +4 vs. Bleeding Out and +2 on Vigor check when Incapacitated by wounds (SWA pg. 95)</br> SECURITY DEVICES</br> '''Biometric Gene-lock''' (1,000¥, 3lbs): Door access lock that requires a gene sample along with code. Improved models increase Thievery difficulty by -1 for +1,000¥/level (max level 4).</br> '''Maglock''' (750¥, Wt. 3lbs): Magnetic lock, independent power. Requires a passkey and code. Improved models increase Thievery difficulty by -1 for +750¥/level (max level 4).</br> '''Wesley Locks''' (50¥, Wt. 3lbs): simple old school lock that requires a key. Improved models increase Thievery difficulty by -1 for +200¥/level (max level 3).</br> '''Mage’s Hood & Restraint Coat''' (1,000¥, Wt. 5lbs): A hood and straight jacket with loud distracting noises that imposes a -4 to any Arcane skill. Also restrains and blinds the target. Escape requires an Agility or Strength test at -4 and takes 1d6+4 rounds. Failure costs the subject one level of Fatigue. Takes 1d6+1 rounds to place on a helpless target. (Restricted)</br> '''Pasteel Handcuff Restraints''' (300¥, ½lb each): Escape is Agility or Strength check at -4. Causes one level of Fatigue each attempt. Attempt takes 2d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls.</br> '''Plastic Handcuff Restraints''' (75¥ and ½lb for 4): Escape is Agility or Strength check at -2. Causes one level of Fatigue each attempt. Attempt takes 1d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls.</br> '''Screamer''' (300¥, Wt. 2lbs): Proximity alarm that detects motion and sound, base Notice d8+2 within a Large Burst Template. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within its signal strength of 50”/100yards). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.</br> SENSORS AND SPECIALIZE GEAR</br> '''Atmosphere Sensor''' (500¥, Wt. 2lbs): With an Electronics or Science check at +2 determines weather patterns for next 24 hours in area.</br> '''Cyberware Scanner''' (1,500¥, Wt. 2lbs): Adds +2 to Electronics skill check to detect cybernetics (but not bioware) in a subject within 4 yards (2"). ½ the target’s Strain (round up) counts as a bonus to this roll. It can be opposed with a ''Hacking'' check. </br> '''Directional Microphone''' (750¥, Wt. 2lbs): Allows a normal Notice check of sounds at a great distance so long as source is in line of sight. Base distance is 100" (200 yards). For double the price and weight the range is now 500" (1000 yards).</br> '''Geiger Counter''' (40¥, Wt. ½lb): Used to detect radioactive material and background in an area. It can alert wearer via a color change or wireless alerts.</br> '''Laser Microphone''' (1,000¥, Wt. 2lbs): Allows a normal Notice check check to listen in on conversations within line of sight but also possible to hear through focusing the laser on mindows and other hard surfaces. Range is 250" (or 500 yards). </br> '''Laser Range Finder''' (100¥, Wt. ½lb): Used to determine distances out to 1000" (2,000 yards).</br> '''MAD Scanner''' (1,750¥, Wt. 2lbs): Add +2 to Electronics or Notice checks opposed by the targets Stealth to detect hidden weapons on a target within 2" (4 yards).</br> '''Motion Sensor''' (1,000¥, Wt. 2lbs): Used to detect motion within a short area (10"/20yds). Users gain a +2 to either Electronics or Notice oppose by all targets within range. Ignores darkness and invisibility penalties although can be blocked by walls, etc. Also see's through illusion Power without the 'Vid' enhancement (see MAGIC). Living targets with a Pace of 0 gets +2 to their stealth rolls.</br> '''Olfactory Sensory''' (750¥, Wt. 2lbs): Detects and analyzes ‘smells’ and airborn toxins, etc. within an 5” (10yd) area with an Electronics skill check (a Science -2 check to gain analytical information, etc.).</br> '''Radio Signal Scanner''' (500¥, Wt. 2lbs): Used to detect wireless radio signals in a certain ‘cone’ direction out to 50” (100yds) with an Electronics +2 skill check minu Firewall rating.</br> '''Ultrasound Scanner''' (2,000¥, Wt. 3lbs): Using sound, paints a picture of the surrounding area. Can ignore darkness or other visual penalties within 20” (40yds) with a simple Electronics or Notice check at +2.</br> '''Sensor Suite'''' (5,000¥, Wt. 5lbs): Very advanced optical, chemical, motion, and other active sensors ignore illumination penalties to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Range of 50 yards (25”). Users makes a Science skill check +2 to get basic information about any of the items searching for. Raises provide additional infrmation and/or allow analytical information.</br> [[File:SR.D5.Elf.jpg | 300px | right]] SURVIVAL GEAR</br> '''Chemical Suit''' (800¥, Wt. 10lbs): Resistance +4 vs. contact toxins. Chemical suit to protect wearer from contact hazards. Often combined with Gas Mask. Damage suits often tear and render useless.</br> '''Diving Gear''' (600¥, Wt. 8lbs): Breath underwater with 2 hour tank and +2 Resistance vs. cold and pressure. A standard wet suit includes flippers that allow Swim speed of Pace.</br> '''Flashlight''' (25¥, Wt. ½lb): Durable and long lasting (about a year of continues use) flashlight that can project beams out to 50” to cancel or lower Darkness penalties.</br> '''Filter Plugs''' (20¥, Wt. nil): Nasal plugs add +2 resistance vs. inhaled toxins, poisons and chemicals.</br> '''Gas Mask''' (150¥, Wt. 2lbs): Resistance +4 vs. inhaled toxins, poisons & chemicals and contact toxins vs. the eyes. Limited view -2 to Notice checks and -1 to Shooting tests.</br> '''Hazmat Suit''' (1,500¥, Wt. 15lbs): Total resistance to airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. Standard hazmat suit, if breached (take physical damage from weapons, etc.) immunity is lost. Limits view and hearing; wearer suffers a -2 to Notice checks and -1 to Shooting tests at range. Without oxygen tanks acts as chemical suit and gas mask.</br> '''Light Sticks''' (10¥, Wt., ½lb pack of 6): Break & drop chem stick provides dim illumination in a SBT.</br> '''Micro-Flares''' (25¥, Wt. ½lb pack of 2): Small stick gun that can fire up to 500” range and can be seen for up to 1000” away during the day a farther at night. Can provide dim illumination in 200” radius for 1d4+1 rounds.</br> '''Grapple Gun''' (Cost 500¥, Wt. 8lbs): Range 50” (100yds) and adds +2 Athletics climbing checks.</br> '''Microwire Spool''' (800¥, Wt. 1lb): a spool of extremely thin and strong wire that can be only handled with Stealth Gloves (see below) and can be set-up between two points as traps, etc. Anyone running into it must make a Notice -4 check or take damage 2d6, AP 8 (+1d6 damage if Pace 6+).</br> '''Microwire Grapple Gun''' (1,000¥, Wt. 6lbs): Extremely thin and strong rope that can only be handled carefully with Sheath gloves, granting +2 Athletics climbing checks after set. Notice spot -4 to see.</br> '''Myineric Rope''' (1,000¥, Wt. 8lbs): “Smart” 50” (100yds) rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). +4 to Athletic climb checks.</br> '''Repealing Gloves''' (Cost 50¥, Wt. nil): tough gloves that triples ‘Pace speed’ when repealing.</br> '''Standard Rope''' (50¥, Wt. 10lbs): Basic rope 50” (100yds). +1 to Athletic climb checks.</br> '''Stealth Rope''' (450¥, Wt. 8lbs): Rope 50” (100yds) that can be instantly destroyed without leaving a trace. +1 to Athletic climb checks while employed.</br> '''Sheath Gloves''' (250¥, Wt. ½lb): Wearer can handle microwire safely, including security wire.</br> '''Survival Kit''' (250¥, Wt. 2lbs): Small kit to help you survive in wilderness. +2 to Survival checks.</br> TOOLS AND CARRYING CASES</br> '''Mini-Kits''' (500¥, Wt. 5lbs) basic tool kit that allows one to make basic Electronics or Repair skill checks without penalty. There is an Electronic and a mechanical Repair version that must be purchased separately.</br> '''Advanced Kit''' (1,500¥, Wt. 15lbs): advanced kit that must be taken and paid for separately for Electronic or Repair (grant +2 skill bonus).</br> '''Demolitions Kit''' (750¥, Wt. 4lbs): Require to set and disarm explosives. Without suffer a -2 on Repair check.</br> '''Monofilament Chainsaw''' (750¥, Wt. 5lb.): Damage Str+d10, AP 6, Min Str d6, Two-Handed. Wielder is at -2 to Fighting and Parry if used in melee combat. A Chainsaw with monofilament teeth to extra cutting power (Restricted).</br> '''Monofilament Handsaw''' (500¥, Wt. 1lb): Damage STR d6, AP 8. Good for cutting through chains, etc. Not usable in combat (Restricted)</br> '''Wire Cutters''' (25¥, Wt. 1lb): Damage STR+d6, full round, AP 4. Not usable in combat.</br> '''Briefcase''' (50¥, Wt. 3lbs): Basic model can carry 10lbs of papers, files, etc. Hardness of 5. Increase Hardness to 8 cost 150¥ and Wt. 3lbs, Hardness 10 cost 400¥, Wt. 4lbs.</br> UTILITY CHEMICALS & OTHER EXPLOSIVE</br> '''Glue Sprayer''' (100¥, Wt. ½ lb.): an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50¥)</br> '''Explosive Paste''' (500¥, Wt. 1lb): Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with Repair skill check. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set. (Military)</br> '''Plastic Explosives''' (500¥, Wt. 1lb): Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. - Damage 6d6; 3lbs. - Damage 8d6, MBT and now could instead by a Cone blast; 4lbs. - Damage 10d6, LBT or Cone. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500 yards or set up to two hours. (Military)</br> '''Thermite Bar''' (750¥, Wt. 1lb): Damage 4d6, AP 4, Continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property (Military)</br> DRUGS</br> It takes 20 doses of a drug to weight a pound. All drugs have a Time (how long it takes for the affects to start) and a Duration (how long they last). All drugs are also addictive and characters may gain the hindrance Habit (Minor or Major) if 'overuseed' (generally set by the GM but give the players warnings).</br> '''Bliss''' (Cost 500¥): Time 1d6rds, Duration 1d6+2hrs. Subject gains Edges – Nerves of Steel, Improved Nerves of Steel; Limitations - subject gains Hindrance Clueless (Restricted). Subject is immune to most pain but rather unaware of his surroundings.</br> '''Cram''' (150¥): Time 1d6rd, Duration 1d6+2hrs, Subject gains +2 to all Notice and Research skill checks. Enhances the subjects’ concentration. At the end of the duration subject takes a level of Fatigue (one hour recovery).</br> [[File:SR.D5.Drugs.jpg | 300px | left]] '''Deepweed''' (750¥): Time 1d6rds, Duration 1d4hrs. Subject gains +1 step to Smarts & Spirits die and automatically granting Astral Perception (see MAGIC New Powers; however this is Distracting SWAE pg. 100). (Illegal) Opens one’s mind to astral space and allow even non-awakened subjects to experiences it. But Very illegal as non-Arcane Background characters must make a Vigor check each hour they are subject to the effects or suffer a Wound.</br> '''Jazz''' (300¥): Time 1d6rds, Duration 2d6+6rds. Subject gains +1 Extra Action (can’t be combine with any other initiative boost) and Edge – Quick; Limitation - Take 2 Fatigue at the end (2 hours to recover each level of Fatigue) (Restricted). Popular combat drug.</br> '''Kamikaze''' (500¥): Time 1d6rds, Duration 2d6rds. Subject gains +1 step to Agility, Strength & Vigor die; plus Edge – Level Headed 1, Nerves of Steel 1 and Extra Action 1 (can’t be combined with any other initiative boost); Limitations - gain Hindrance Overconfidence during effect and suffer 2 Fatigue and 1 Wound at the end of effect (4 hours rest to recover each level of Fatigue, wounds normal) (Illegal & Military). Illegal, military grade combat drug.</br> '''Long Haul''' (150¥): Time 1hr. Duration 4 days. Subject does not require sleep for 4 days. At the end subject suffers 2 levels of Fatigue (8 full hours of sleep to recover each level of Fatigue). Legal sim used by many long haul truckers and other who need to stay awake for long periods.</br> '''Nitro''' (1,000¥): Time 1d6rds, Duration 2d6 minutes. Subject gains +2 steps to Strength and Vigor die; plus Edges – Alertness, Nerves of Steel, Improved Nerves of Steel; Limitations: - gain the Big Mouth and Mean Hindrances during the durations and 1d4 hours afterwards. Subject suffers 2 levels of Fatigue at the end of duration (recovers one level of this Fatigue each hour) (Military). Another highly militarized experimental combat drug.</br> '''Novacoke''' (400¥): Time 1d6rds Duration 1d6+1hrs. Subject gains +1 to Persuasion and +2 to Notice, and Edge – Quick; Limitations - gains Hindrances Big Mouth and Overconfidence, Suffer 2 levels of Fatigue at the end (recovers on level of this Fatigue each hour) (Illegal). This illegal and highly addictive drug (-2 to resist addition and recovery) is still very popular with the mega rich.</br> '''Psyche''' (750¥): Time 1d6+2rds, Duration 2d6hrs. Subject gains +1 step to Spirit & Smart die (extra: Spell casters double the duration of one spell they cast after it takes affect); Limitations - Hindrance Overconfidence, Suffer 2 levels of fatigue at the end (recovers on level of this Fatigue each hour) (Restricted). Popular with spell casters for boosting awareness and mental strength.</br> '''Zen''' (500¥): Time 1d6rds, Duration 1d6hrs. Subject gains +1 step Spirit die and Alertness edge (Restricted). Semi-legal sim to help people focus.</br> GASES & TOXINS</br> All toxin have a “vector”, which is how they are administered – Inhalation is breathed in; Contact has to touch a target’s skin or eyes, etc.; Injection must be injected into a target (Fighting check vs. Parry and must be in a non-armed location). Some toxin have more than one vector. Toxins also have a Time and Duration as drugs. Toxin weight very little but delivery item does (weight listed).</br> '''CS/Tear Gas''' (400¥, 10lbs): Vector: Inhalation and Eye Skin Contact toxin; Time: Instant. Within a Large Burst Template, all targets must make a Vigor test -2 or suffer 1 level of Fatigue. Targets must make a second Vigor test -2 or suffer Blind (-2 to all visual based skill tests) for 2d6 rounds. Resist both affects every round for 1d6+1 rounds. Also cloud/smoke (Obscure -2 to all visual non-Thermal sight, skill test). (Restricted) Police riot tear gas canister.</br> '''Gamma-Scopolamine''' (500¥, Wt. ¼lb): Vector: Injected toxin; Time: 1d6min. Vigor -4 test or be Unconscious (Incapacitated) for 2d6 minutes. When target recovers, for 1d6 minutes later suffer -1 step to Smarts and all Smarts-linked Skills and gain Hindrance: Big Mount. If made the first Vigor check, does not fall unconscious but must make the second Vigor check or suffer secondary effects (Restricted). A popular truth drug with small hyperemic needle.</br> '''Nacroject''' (250¥, Wt. ¼lb): Vector: Injection or Ingested toxin; Effect: 1d6rds. Three Vigor -2 saves, each one 1d6rds after the last one or suffer 1 level of Fatigue (recover 1 hour). (Restricted) Popular knockout drug. Injection needle or dissolvent pill.</br> '''Neuro-Stun''' (400¥, Wt. 10lbs): Vector: Inhalation and Skin Contact toxin. Time Instant. Within a Large Burst Template, all subjects Vigor -2 check or fall unconscious (Incapacitated) for 1d4 hours (cannot be awakened early without drugs/heal check). (Restricted) A licensed knock-out gas that can affect targets but by inhaling it or absorption through the skin. Canister delivery device.</br> '''Neuro-Suggestion''' (400¥, Wt. ¼lb): Vector: Ingested, Injection or Skin Contact toxin. Effect 2d6rds. Vigor -2 check or gain Hindrance: Big Mount and Slave Mentality. (Illegal) The so-called “Puppeter” drug either injected, drank etc.</br> '''Pepper Punch''' (200¥, Wt. ½lb): Vector: Skin Contact toxic; Effect: Instant. One target within 1” must make a Vigor -2 check or be Distracted & Vulnerable and Blind (-2 to all vision tests). Recovery each round as normal but at -2 to test. Strong pepper spray.</br> '''Seven-7''' (1,000¥, Wt. 15lbs): Vector: Inhalation toxin. Effect: Instant. So long as a target is within the radius of this gas (base is Large Burst Template), must make a Vigor -2 test or suffer 1 Fatigue. When unconscious must continue to make Vigor -2 roll or suffer wounds (Illegal). A very illegal, black-box canister military chemical weapon.</br> '''Sleep Deprivation''' (250¥, Wt. ¼lb): Vector: Ingested toxin. Effect: 1d6hrs. Vigor -2 check or cannot sleep for 1d4+1 days. Each day without sleep subject suffers a cumulative -1 to all Skills and non-Soak Trait tests (Restricted). Mostly used in psychological warfare ingested pill.</br> OTHER NON-ADVENTURER GEAR (GENERALLY NOT USED BY SHADOWRUNS) - ELECTRONIC GEAR</br> Corporate security gear that is common in almost all devices sold on the open market.</br> '''RFID Tag''' (5¥, nil weight) basic electronic tag use to track almost every item produced. They have a basic Broadcast (100yds/50”) and Firewall 2 and are used by manufactures to upload patches and software upgrades, etc.</br> '''Stealth Tag''' (50¥, nil weight): these electronic RFID tags are used to track sensitive items and are hard to detect by those who don’t want to be tracked. They have a Broadcast range of 200yds/100” and a Firewall of 3, which is only used to “hide” from others trying to detect it electronically. It requires a Scan or Sniffer program to detect these tag when inactive, at an extra -2 to the check.</br>
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