Editing Savage Shadowrun AE Conversion

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'''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>
 
'''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>
  
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[[File:SR.D5.googles.jpg | 250px | right]]
 
''Visual Devices''</br>
 
''Visual Devices''</br>
 
(also see Image Scope in Firearm Accessories)</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>
 
'''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>
 
''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>
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DRUGS</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>
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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 that Hindrance if the use even once (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>
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'''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>
 
'''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]]
 
[[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>
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'''Deepweed''' (750¥): Time 1d6rds, Duration 1d4hrs. Subject gains +1 step to Smarts & Spirits die, Limitation – automatically granting Astral Perception (see MAGIC New Powers). (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>
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'''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>
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'''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>
 
'''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>
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'''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>
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'''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>
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'''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>
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'''Zen''' (500¥): Time 1d6rds, Duration 1d6hrs. Subject gains +1 step Spirit die and Alertness edge Restricted). Semi-legal sim to help people focus.</br>
  
  

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