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[[File:SR.D5.Team2.jpg | 700px]]
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== SWED SHADOWRUN ==
== SHADOWRUN - THE SETTING ==
 
 
This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game…
 
This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game…
  
THENES FOR THIS SETTING...</br>
 
[[File:SR,CityNight.jpg | 400px | right ]]
 
 
1. '''Arcane Magic vs. Cybernetic Technology''': In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.
 
1. '''Arcane Magic vs. Cybernetic Technology''': In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.
  
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5. '''Eldritch Horror''': in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.
 
5. '''Eldritch Horror''': in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.
  
6. '''Better than Bad''': this idea is more about the theme or mood then setting, that I want to run... the heroes are really heroes and protectors of a small community or group. The might still take corp jobs to fund their cause(s) but they are also working (on the cheap) for the locals making their community better.
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== BASIC RULE-SET AND HOUSERULES ==
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* Using the '''Savage World Adventure Edition''' (SWAE).
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* '''Setting Rules''' (SWAE pg. 136-145) – ''Born a Hero'' (ignore Rank requirements for Edges at character creation), ''Gritty Damage'' (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), ''High Adventure'' (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), ''More Skill Points'' (heroes start with 15 points for Skills), ''Wound Cap'' (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).
  
The timeline where my game is set in the late 2060s, after the election and assassination of Dunkelzahn, the appearance of Ghostwalker in Denver, etc.
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== HOUSE-RULES ==
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* '''Range Modifiers''': Extreme -6 (see SFC pg. 27)
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* '''Heroic Recovery''': At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound (max).
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* '''Vehicles''': Personal weapons that are not rated as Heavy (see Gear) do not apply their AP values against vehicle armor and the vehicle’s Toughness rating is increased by its Size against such weapons (i.e. a standard car that has a size of 3, increases its toughness by 3).
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* '''Essence''': is the equivalent of Stain from the Science Fiction Companion but halved (Essence is equal to ½ the lower of Spirits or Vigor trait die).
  
NOTES on the Sixth World
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= CHAPTER 1 – CHARACTER CREATION =
:AGING: All the Meta-variants reach relative emotional maturity around the same age (17-25) but Orks and Trolls do reach physical maturity earlier than the others. Generally around 13-15 (where Humans and the other do so around 19-22). This has caused a great deal of social issues but so far they are unresolved.
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Steps to creating a character for Savage World Shadowrun…
:Humans, Orks and Trolls all live about the same length of time -- 50 or so years on the streets, 60-70 for low end wage slaves and up to a 100 years for corporate elite with access to the best in modern medicine. Dwarves appear to live about twice as long with the same lifestyles, while it is unknown how long elves can live. Rumors say it is believed to be up to 500 years and more then a few scientists are looking into the Metagene responsible.
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* Pick a Racial Meta-Human Type.
 
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* Picks an ICONIC Framework from the list below.
:THe UCSA is a far more authoritarian and powerful than in the base game. The Megacorp found out early that running law enforcement, social services, military and base government function was expensive. Sure they have para-military forces and desert war-games but these are small scale. They don't want to shoulder the costs. Hence most corps pay a basic Corporate Tax to the various governments so they can focus on profits.
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* Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels.
:As the UCAS is more authoritarian and in power in my setting as noted it grants lucrative contracts to the Megacorps (as due many other nation states but not all) and maintains a fairly large standing army and federal law enforcement agenancies (FBI, ATF, FEMA, etc). These focus more or terrorism and criminals instead of inter-Corp intrege and espionage. The government is also far more internally focused and does not play a large a role on the world stage.
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* Pick Hindrances (up to 4 points in either Major or Minor).
 
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* Starts with 5,000¥ to purchase Gear, Cybernetics, etc. A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, etc. Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand miscellaneous events like partying, going out, maintaining contacts, etc.
== RULES AND SETTING RULES ==
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* All Shadowrunners also start with a Fake ID rating 2 (d6) for free (see Gear pg. 52)
Using the '''Savage World Adventure Edition''' (SWAE) a basic framework of the '''Science Fiction Companion''' (SFC).
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* Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any one category – Corporations, Criminal Organizations, etc.
 
 
'''Setting Rules''' (SWAE pg. 136-141)  
 
:'''''Born a Hero''''' - ignore Rank requirements for Edges at character creation
 
:'''''Gritty Damage''''' - whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table
 
:'''''High Adventure''''' - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements
 
:'''''More Skill Points''''' - heroes start with 15 points for Skills
 
:'''''Multiple Languages''''' - start with native in a d8 and start with ½ Smarts dice in additional languages at d6. Most common languages in the Seattle Metroplex in the 2060's are English, Spanish, Japanese, Chinesse (Cantonese and Mandarin), Citispeak (kind of a mix of street slang from most of the locale languages), Or'zet (local Orkish street slang but also spoken by the Cascade Orks), Sperethiel (Elvish), Cascade Crow and Salish. There are others but most folk speak at least one of these languages.
 
:'''''Wound Cap''''' - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls
 
 
 
== HOUSE-RULES ==
 
'''Range Modifiers''': Extreme -6 (see SFC pg. 27)
 
  
'''Heroic Recovery''': At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound.
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== RACES ==
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Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). Races are created with a base of 5 ‘points’ to reflect a bit more of the power of the characters in Shadowrun.
  
'''Vehicles''': Personal weapons that are not rated as Heavy (see Gear) do not apply their AP values against vehicle armor and the vehicle’s Toughness rating is increased by its Size against such weapons (i.e. a standard car that has a size of 3, increases its toughness by 3).
 
  
'''Essence''': is the equivalent of Stain from the Science Fiction Companion but halved (Essence is equal to ½ the lower of Spirits or Vigor trait die). Your Strain score is not only a penalty to casting spells its also a penalty that a caster suffers when attempting to cast a beneficial spell onto a target that has Strain (some Beneficial spells examples include Boost Trait, Darksight, Heal, etc.)
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'''HUMAN''' – the most common metahumanity type of the world making up around 40% of the total population. They are known as being adaptive and often skilled.
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* '''Adaptive''': gain one free Edge. Must still qualify (except for Rank)
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* '''Broadminded''': gain +3 Skill points to their total.
  
= CHAPTER ONE – CHARACTER CREATION =
 
Steps to creating a character for Savage World Shadowrun…
 
* Pick a Meta-Human Type.
 
* Picks an ICONIC Framework from the list below.
 
* Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels.
 
* Pick Hindrances - up to one Major and two Minor. Spend them as per SWAE pg. 9 (A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, etc.)
 
* Starts with 5,000¥ to purchase Gear, Cybernetics, etc.  Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand on miscellaneous events like partying, going out, maintaining contacts, etc.
 
* All Shadowrunners also start with a basic Fake ID (d6) for free (see GEAR)
 
* Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any category – Agency, Corp, Criminal, Magical Societies, etc. These contacts can either be Low-level 'friends for life' (they will go out of their way to aid/help you) or Mid-level friendly,
 
[[File:SR.D5.team4.jpg | 700px]]
 
== METAHUMANS ==
 
Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). There are also meta-variant humans and minor species but generally rare and should be NPCs.</br>
 
  
[[File:SR.D5.Heavy.jpg | 300px | left]]
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'''DWARF''' - short and stocky dwarfs and their variants make up about 15% of the overall meta-human population. Often headstrong and tough as nails.
'''HUMAN''' </br>
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* '''Infravision''': can see 'heat'. This halves Illumination penalties when attacking warm targets (including invisible beings).
The most common metahumanity type of the world making up around 40% of the total population. They are known as being adaptive and often skilled.</br>
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* '''Resistant to Toxin''': +2 to checks against toxins and poisons.
'''Adaptive''': gain one free Edge. Must still qualify (except for Rank) and start with one Attribute trait at d6 instead of d4 (and maximum starting of a d12+1 with this attribute). Gain one additional Skill points (16 total basic).</br>
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* '''Robust''': base Vigor of a d6 and a max starting of a d12+1.
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* '''Squat''': Dwarfs base Pace is 5 with a Run die of a d4.
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* '''Willful''': base Spirits of a d6 and maximum starting of a d12+1
  
'''DWARF''' </br>
 
Short and stocky dwarfs and their variants make up about 15% of the overall meta-human population. Often headstrong and tough as nails.</br>
 
'''Infravision''': can see 'heat'. This halves Illumination penalties when attacking warm targets (including invisible beings).</br>
 
'''Resistant to Toxin''': +2 to checks against toxins and poisons.</br>
 
'''Robust''': base Vigor of a d6 and a max starting of a d12+1.</br>
 
'''Squat''': Dwarfs base Pace is 5 with a Run die of a d4.</br>
 
'''Willful''': base Spirits of a d6 and maximum starting of a d12+1</br>
 
  
'''ELF'''</br>
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'''ELF''' - lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.
Lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.</br>
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* '''Allure''': almost all other races find elves to be beautiful. They gain a +1 to Performance and Persuasion checks with all races except human supremacists.
'''Allure''': almost all other races find elves to be beautiful. They gain a +1 to Persuasion checks with all races except human supremacists.</br>
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* '''Fast on their Feet''': Elves have a base Pace of 8.
'''Grace''': base Agility and Smarts of a d6 in each and a  max starting of a d12+1 in each.</br>
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'''Grace''': base Agility or Smarts (player's choice) of a d6 and a  max starting of a d12+1.
'''Impudent''': Elven are attractive and trend to be treated well by almost everyone, creating a bit of an elitist attitude. Elves have the Quirk (Minor—Mild sense of superior) Hindrance.</br>
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* '''Low-Light Vision''': ignore penalties for Dim and Dark illumination.
'''Low-Light Vision''': ignore penalties for Dim and Dark illumination.</br>
 
  
'''ORK'''</br>
 
Big and tough, orks and their variants make up around 25% of the overall population.</br>
 
'''Bite''': deal Str+d4 damage. See Natural Weapons SWAE pg. 104.</br>
 
'''Low-Light Vision''': ignore penaltdes for Dim and Dark illumination.</br>
 
'''Natural Brawlers''': start with a d4 in the Fighting skill and a maximum starting of a d12+1. </br>
 
'''Outsider''': as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls.</br>
 
'''Size +1''': and Toughness +1.</br>
 
'''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br>
 
  
[[File:SR.D5.spell.jpg | 300px | left]]'''TROLL'''</br>
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'''ORK''' - big and tough, orks and their variants make up around 25% of the overall population.
Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br>
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* '''Bite''': deal Str+d4 damage. See Natural Weapons SWAE pg. 104.
'''Big''': particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. Firerms also have an increased cost of +10% (to have bigger handles and triggers) but melee weapon do not require any increase.</br>
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* '''Low-Light Vision''': ignore penalties for Dim and Dark illumination.
'''Clumsy''': -2 to Agility trait test (not linked skills)</br>
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* '''Outsider''': as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls.
'''Dermal Plating''': +2 Armor Points that stack with any other armor.</br>
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* '''Size +1''': and Toughness +1.
'''Horns''' and '''Bite''': deal Str+d4 in melee. See Natural Weapons SWAE pg. 104.</br>
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* '''Strong''': base Strength of a d6 and a maximum starting of a d12+1
'''Infravision''': can see 'heat'. This halves Illumination penalties (including invisible beings).</br>
 
'''Size +3 and Reach''': Toughness +3 and Reach +1.</br>
 
'''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive.</br>
 
'''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2.</br>
 
  
  
'''SOMETHING ELSE?'''</br>
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'''TROLL''' -averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.
The meta-variants above are all built on 5 '''''Positive Racial Abilities''''' (SWADE pg. 18-19 and a maximum of 5 '''''Negative Racial Abilities''''' (SWADE pg. 20). With GM approval if you want to try something else I am semi-open to the idea. The ''Changelings'' have made an appearance and while still uncommon are around in the late 2060s. Ghouls and Shapeshifters also around and might be buildable. ''NOTE that please ask about Super-Powers and cost as for many of these Meta Veariants that is the only way you could build one. And even then some things like Vampires are just to powerful until combined somehow with the ICON framework''
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* '''Big''': particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. This includes firearms but not melee weapons.
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* '''Clumsy''': -2 to Agility trait test (not linked skills)
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* '''Dermal Plating''': +2 Armor Points that stack with any other armor.
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* '''Horns''' or '''Bite''': deal Str+d4 in melee. See Natural Weapons SWA pg. 104.
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* '''Infravision''': can see 'heat'. This halves Illumination penalties (including invisible beings).
 +
* '''Size +3 and Reach''': Toughness +3 and Reach +1.
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* '''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive.
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* '''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2.
  
 
== ICONIC FRAMEWORKS ==
 
== ICONIC FRAMEWORKS ==
ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering "the life". The following Attribute and Skill die step increase do not allow one to exceed the standard d12 (can exceed the limit if your Metahuman allows it).
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ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering the life.
  
'''ADEPT'''</br>
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'''ADEPT''': this is a magic user whose magic is turned inward, into enhancing their own body. Attribute and Skill die step increase do not allow one to exceed the standard d12.
This is a magic user whose magic is turned inward, to enhancing their own body.</br>
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* '''Arcane Background (Gifted)''': as Edge.
'''Arcane Background (Gifted)''': as Edge.</br>
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* '''Physical''': +1 die step to two physical traits of either Agility, Strength or Vigor (must be different).
'''Physical''': +1 die step to two physical traits of either Agility, Strength or Vigor (must be different).</br>
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* '''Training''': Focus of a d6.
'''Training''': Focus of a d6.</br>
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* '''Willful''': +1 die step to Spirits attribute.
'''Willful''': +1 die step to Spirits attribute.</br>
 
  
[[File:SR.D5.Bodyguard.jpg | 250px | right]]
 
'''BODYGUARD'''</br>
 
Those whom are paid to protect others, often with their own body's if need be.</br>
 
'''Alertness''': as Edge</br>
 
'''Bodyguard''': as New Edge (Professions)</br>
 
'''Healthy and Physical''': +1 die step to Vigor and another +1 die step to either Agility or Strength</br>
 
'''Training''': +2 Skill points to be used on Athletics and/or Notice</br>
 
  
'''BOUNTY HUNTER'''</br>
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'''BODYGUARD''': those whom are paid to protect others, often with their own body's if need be.
Those that make a living hunting down prey, either metahuman or paracritter.</br>
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* '''Alertness''': as Edge
'''Bounty Hunter''': as new Edge (Professions)</br>
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* '''Bodyguard''': as New Edge (Professions)
'''Bright and Physical''': +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor.</br>
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* '''Healthy and Physical''': +1 die step to Vigor and another +1 die step to either Agility or Strength
'''Hunters''': start with either the Streetwise or Woodsman edge.</br>
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* '''Training''': +2 Skill points to be used on Athletics and/or Notice
'''Training''': +2 Skill points to be used on Occultism, Research and/or Survival.</br>
 
  
'''COVERT OP SPECIALIST'''</br>
 
Criminals whom specialize in breaking and entering, security foil experts.</br>
 
'''Agile and Smart''': +1 die step to Agility and Smarts.</br>
 
'''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear.</br>
 
'''Thief''': as Edge.</br>
 
'''Training''': +2 Skill points to be used on Stealth or Thievery.</br>
 
  
'''DECKER'''</br>
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'''BOUNTYHUNTER''': Those that make a living hunting down prey, either metahuman or paracritter.
Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix.</br>
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* '''Bounty Hunter''': as new Edge (Professions)
'''Bright''': +1 die step to Smarts trait.</br>
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* '''Bright and Physical''': +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor.
'''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for cyberdeck and programs.</br>
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* '''Hunters''': either the Streetwise or Woodsman edge.
'''Natural Hackers''': gain +1 to Hacking and Thievery skills</br>
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* '''Training''': +2 Skill points to be used on Occultism, Research and/or Survival.
'''Training''': +4 Skill points to be used on Electronics, Hacking, Repair or Thievery.</br>
 
  
'''GANGER'''</br>
 
Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex.</br> 
 
[[File:SR.D5.OrkGang.jpg | 350px | left]]
 
'''Fleet Footed''' or '''Free Runner''': pick one, as Edge.</br>
 
'''Physical''': +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different from each other).</br>
 
'''Training''': +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting.</br>
 
  
'''FACE'''</br>
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'''COVERT OP SPECIALIST''': Criminals whom specialize in breaking and entering, security foil experts.
Social monsters and negotiators, they specialize in finding out things by talking.</br>
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* '''Agile and Smart''': +1 die step to Agility and Smarts.
'''Bright and Willful''': +1 die step to Smarts and Spirits.</br>
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* '''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear.
'''Charisma''': as Edge.</br>
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* '''Thief''': as Edge.
'''Face Edge''': gain any one Leadership or Social Edge so long as you meet requirements.</br>
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* '''Training''': +2 Skill points to be used on Stealth or Thievery.
'''Training''': +2 Skill points to be used on Intimidate, Persuasion and/or Taunt.</br>
 
  
'''FORMER COMPANY MAN'''</br>
 
Former trouble shooters for one of the corps, they use to do all the dirty business of their former bosses. Now are often hunted by these former employer.</br>
 
'''Company Background''': start with any one Combat or Social Edge so long as you meet the requirements.</br>
 
'''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.</br>
 
'''Training''': +2 Skill points in Intimidate, Persuasion and/or Shooting.</br>
 
'''Well-Rounded''': add +1 die step to any two Attribute trait that you wish.</br>
 
  
'''MAGE'''</br>
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'''DECKER''': Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix.
Full hermetic spell caster, learned spells attending classes and reading ebooks.</br>
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* '''Bright''': +1 die step to Smarts trait.
'''Arcane Background (Magic)''': as Edge.</br>
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* '''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for cyberdeck and programs.
'''Bright''': +1 die step to Smarts.</br>
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* '''Natural Hackers''': gain +1 to Hacking and Thievery skills
'''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, New Powers, Power Points, Rapid Recharge, Soul Drain, Spirit Bond, Spirit Master (new Edges), Stoic (New Edge) or Wizard.</br>
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* '''Training''': +4 Skill points to be used on Electronics, Hacking, Repair or Thievery.
'''Training''': Spellcasting d6.</br>
 
  
'''RIGGER'''</br>
 
Drivers and pilots who can ghost (direct control) specially rigged vehicles.</br>
 
'''Ace''': as Edge.</br>
 
'''Agile and Bright''': +1 die step to Agility and Smarts traits.</br>
 
'''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle.</br>
 
'''Training''': +2 Skill points in Boating, Driving, Piloting and/or Repair.</br>
 
  
'''SHAMAN'''</br>
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'''GANGER''': Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex.
Full shamanic caster, learned their magic more naturally or via a mentor spirit.</br>
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* '''Fleet Footed''' or '''Free Runner''': pick one, as Edge.
'''Arcane Background (Shaman)''': as Edge.</br>
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* '''Physical''': +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different).
'''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, Mentor Spirit (new Edge), New Powers, Power Points, Rapid Recharge, Soul Drain, Spirit Bond or Spirit Master (new Edges).</br>
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* '''Training''': +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting.
'''Training''': Faith d6.</br>
 
'''Willful''': +1 step to Spirits attribute.</br>
 
  
[[File:SR,D5,StreetSam.jpg | 300px | right]]
 
'''STREET SAMURAI'''</br>
 
Street warriors with their own code of honor.</br>
 
'''Combat Edges''': gain any two combat Edge for free. Must still meet requirements (except Rank).</br>
 
'''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.</br>
 
'''Physical''': +1 step to either Agility, Strength or Vigor attribute.</br>
 
'''Training''': +2 Skill points in Athletics, Fighting or Shooting.</br>
 
  
'''TECHNOMANCER'''</br>
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'''FACE''': social monsters and negotiators, they specialize in finding out things by talking.
A type of mage that can wirelesses connect with the Matrix with just their minds.</br>
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* '''Bright and Willful''': +1 die step to Smarts and Spirits.
'''Arcane Background (Technomancer)''': see new Edge (Background).</br>
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* '''Charisma''': as Edge.
'''Bright''': add +1 die step to Smarts trait.</br>
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* '''Face Edge''': gain any one Leadership or Social Edge so long as you meet requirements.
'''Power Edges''': gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Spirit Bond, Spirit Master (new Edges), Stoic (new Edge) or Soul Drain.</br>
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* '''Training''': +2 Skill points to be used on Intimidate, Persuasion and/or Taunt.
'''Training''': Hacking d6</br>
 
  
  
'''SOMETHING ELSE?'''</br>
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'''FORMER COMPANY MAN''': former trouble shooters for one of the corps, they use to do all the dirty business of their former bosses. Now are often hunted by former employer.
If you want to make up your own Icon or I did not cover something here, the basics is that you gain 10 build points as Racial/Hindrance paying for boosted Attributes, Edges and Skills. You can have no more the a +1 to any one Attribute, Edges can be higher then Novice but make sure, and Skills. You cannot purchase Racial Positive features without GM approval (and not going to happen without super good reason).
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* '''Company Background''': start with any one Combat or Social Edge so long as you meet the requirements.
 +
* '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
 +
* '''Training''': +2 Skill points in Intimidate, Persuasion and/or Shooting.
 +
* '''Well-Rounded''': add +1 die step to any two Attribute trait that you wish.
  
== HINDRANCES AND EDGES ==
 
DISALLOWED OR RESTRICTED EDGES
 
:Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior.
 
:The following are generally NPC only edges – Aristocrat, Fame (Famous), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players.
 
UPDATED EDGES
 
:Brawy does not increase a target's Size. All other benefits are still in effect.
 
  
NEW and MODIFIED HINDRANCES</br>
+
'''MAGIC USER''': full hermetic spell caster, learned spells attending classes and reading ebooks.
'''GREMLINS''' (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.</br>
+
* '''Arcane Background (Magic)''': as Edge.
'''MYSTERIOUS CYBERWARE''' (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 1-3 games.</br>
+
* '''Bright''': +1 die step to Smarts.
'''SINER''' (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)</br>
+
* '''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, New Powers, Power Points, Rapid Recharge, Soul Drain, Stoic (New Edge) or Wizard.
'''SQUATTER LIFESTYLE''' (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).</br>
+
* '''Training''': Spellcasting d6.
  
  
[[File:SR.D5.spirits2.jpg | 325px | left]]
+
'''RIGGER''': drivers and pilots who can ghost (direct control) specially rigged vehicles.
NEW AND UPDATED BACKGROUND EDGES</br>
+
* '''Ace''': as Edge.
'''ARCANE BACKGROUND [ADAPT]''' (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See MAGIC </br>
+
* '''Agile and Bright''': +1 die step to Agility and Smarts traits.
'''ARCANE BACKGROUND [MAGE]''' (Novice, Special): this character has learned the Hermetic spellcasting tradition. See MAGIC</br>
+
* '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle.
'''ARCANE BACKGROUND [MENTOR SPIRIT]''' (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in MAGIC)</br>
+
* '''Training''': +2 Skill points in Boating, Driving, Piloting and/or Repair.
'''ARCANE BACKGROUND [SHAMANIC]''' (Novice, Special): this character has learned the shamanic spellcasting tradition. See MAGIC</br>
 
'''ARCANE BACKGROUND [TECHNOMANCER]''' (Notice, Special): this character can access the Matrix without a comlink or datajack, naturally entering and interacting with that world. They have a natural broadcasting ability and firewall. See Technomancers (see the MATRIX).</br>
 
'''DEDICATE GEAR''' (Notice, cannot have Squatter class lifestyle): This Edge grants the character +20,000¥ but only for certain gear which must be chosen when the character takes this Edge. Persona and Programs (see the MATRIX), Implants (see IMPLANT), Armor and Weapons, Miscellaneous Gear (see GEAR) or Vehicles and Drones (see VEHICLES AND DRONE). You get ½ unspent added to basic gear. This Edge can be taken more than once, but only at character creation.</br>
 
'''FOCUS''' (Novice, Arcane Background): character owns and has bound a magical focus to themselves. After character creation the character must pay for it or steal one first. See Focus (in MAGIC)</br>
 
'''INITIATION''' (Seasoned, Arcane Background): Each time you take this Edge you gain greater understanding of the mysterious of Magic. It grants you an enhancement from the Initiation Abilities (see Initiation in MAGIC). This Edge may only be taken once per rank, starting at Seasoned (ignoring the usual aspect of ‘Born A Hero’).</br>
 
'''MIDDLE CLASS LIFESTYLE''' (Novice, cannot have Squatter Lifestyle): the character has a nice flat with good quality food. The character starts with 15,000¥ (Minor Hindrance add another 15,000¥ starting gear). She is also assumed to have paid for two months of Middle-Lifestyle (10,000¥ total). Finally the character gains an additional +10,000¥ each time she takes the Dedicated Gear edge.</br>
 
'''NATURAL HARDENING''' (Novice): The character's mind will naturally protect itself from Matrix attacks from Black Hammer (and for Technomanchers protect against Grey Hammer). The character has a natural Hardness vs. such attacks equal to 2+ ½ her Spirit die. Add the comlink's Hardness rating as Armor Points to this total when comparing the damage inflicted against the character against these attacks. </br>
 
'''RESONANCE''' (Seasoned, Arcane Background – Technomancer): The Technomancer version of Initiation, the adapt has delved into the depths of the Matrix and has mastered new and strange abilities. This Edge may be taken once per Rank, starting at Seasoned (see Technomancer in the MATRIX).</br>
 
'''UPGRADE''' (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See IMPLANTS</br>
 
  
  
NEW LEADERSHIP EDGES</br>
+
'''SHAMAN''': full shamanic caster, learned their magic more naturally or via a mentor spirit.
'''BORN LEADER''' (Veteran, Command): If you spend an action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing that you can both see (or know where it is).</br>
+
* '''Arcane Background (Shaman)''': as Edge.
'''MOVE IT MISTER!''' (Seasoned, Command): You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Run die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)</br>
+
* '''Power Edges''': gain any two of the following edges for free - Channeling, Concentration, Mentor Spirit (new Edge), New Powers, Power Points, Rapid Recharge, Soul Drain or Wizard.
 +
* '''Training''': Faith d6.
 +
* '''Willful''': +1 step to Spirits attribute.
  
  
NEW POWER EDGES</br>
+
'''STREET SAMURAI''': street warriors with their own code of honor.
'''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprits): as Beast Bond can spend Bennies on summon creatures under your control.</br>
+
* '''Combat Edges''': gain any two combat Edge for free. Must still meet requirements (except Rank).
'''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites): by spending +2 PP when summoning an Elemental or Spirit or Sprite makes it a Wild Card for the duration of the power. </br>
+
* '''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
'''STOIC''' (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points +2 per Rank over Novice (i.e. Seasoned, Veteran, Heroic and Legendary and up to her maximum Power Points). She cannot use this ritual again for 24 hours.</br>
+
* '''Physical''': +1 step to either Agility, Strength or Vigor attribute.
 +
* '''Training''': +2 Skill points in Athletics, Fighting or Shooting.
  
  
NEW PROFESSIONAL EDGES</br>
+
'''TECHNOMANCER''': a type of mage that can wirelesses connect with the Matrix with just their minds.
'''BODYGUARD''' (Novice, Vigor d8+, Fighting or Shooting d6+, Notice d8+): trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, must make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful attack, move the bodyguard into the line of fire (moves into the nearest available square) and apply any damage to him instead of the original target. The bodyguard enjoys a +1 to his Toughness base against this damage. This does not count as an action or movement for the Bodyguard’s round.</br>
+
* '''Arcane Background (Technomancer)''': see new Edge (Background).
'''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br>
+
* '''Bright''': add +1 die step to Smarts trait.
'''COMBAT ACE''' (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.</br>
+
* '''Power Edges''': gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Stoic (new Edge) or Soul Drain.
'''CORPORATE ADAPT/MAGE/SHAMAN''' (Novice, Arcane Background – Adapt, Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Adapt/Mage/Shaman edge): this adapt or spellcaster (normally a Mage) is use to the ins and outs of corporate lives and has received formal training of his or her magical traditions. Due to how this training uses cybernetic implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting their spells. ''Note this has no affect on others casting beneficial spells onto you''</br>
+
* '''Training''': Hacking d6
'''COVERT OPERATIVE''' (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+): Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).</br>
 
'''CYBER-PSYSHIC ALIGNMENT''' (Notice, Arcane Background - Adapt, Mage or Shaman, Smarts d8+, Spirits d8+, Occultism d6+): The character’s mind and body are aligned strongly enough to allow for them to have up to 1.0 Strain of Cybernetic Strain without adverse effects on the awakened being when casting their powers. This Edge can be combines with '''''Corporate Adapt/Mage/Shaman''''' to allow the caster to ignore 2.00 strain when casting their own spells.</br>
 
[[File:SR.D5.Decker.jpg | 300px | right]]
 
'''DIGITAL COWBOY/GIRL''' (Novice, Hacking d6+, Datajack Imlant): You are an expert in the digital world. While you are using full emersion in the Matrix you gain a bonus +1 to all your Matrix Skills (Browse, Search, Sneak and Trickers) checks and when +2 with the Sleaze and Spoof programs.</br>
 
'''DRONE BOND''' (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.</br>
 
'''DRONE MASTER''' (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).</br>
 
'''EXPLORER''' (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants or animal poisons.</br>
 
'''GHOST TALKER''' (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Faith or Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.</br>
 
'''INFILTRATOR''' (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.</br>
 
'''SMOOTH OPERATOR''' (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).</br>
 
'''SMUGGLER''' (Novice, Stealth d8+, Thievery d8+): Smugglers ply the illegal trade routes, smuggling goods from one hot-spot to another. They gain a +2 to Stealth or Thievery skill checks to hiding items one yourself or on their vehicles. This bonus also applies for their vehicles when trying to avoid detection. Also gain a +1 Repair skill to modifying their own vehicles.</br>
 
'''STREET MAGE/SHAMAN''' (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Corporate Mage/Shaman Edge): these spellcasters learned their art on the means streets of some Metroplex. They are used to the rigors of on the fly spellcasting and can ignore Fatigue penalty to any of your Spellcasting checks (but only spell casting). </br>
 
  
== CONTACTS ==
+
== HINDRANCES AND EDGES ==
[[File:SavageWorld.Cab Driver.jpg | 250px | left]]
+
'''DISALLOWED OR RESTRICTED EDGES'''
In the Shadowrun world, who you know can be just as important as what you know or how good you are. Without knowledge you could walk right into a trap or a situation you are not ready for.
+
:Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior.  
 +
:The following are generally NPC only edges – Aristocrat, Fame (Improved Fame), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players.
  
Characters gain the basic Contacts either three low-level friendly contacts or three indifferent middle-level contacts.  
+
'''NEW and MODIFIED HINDRANCES'''
 +
:'''GREMLINS''' (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.
 +
:'''MYSTERIOUS CYBERWARE''' (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 2-3 games.
 +
:'''SINER''' (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)
 +
:'''SQUATTER LIFESTYLE''' (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).
  
Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. Friendly contacts might grant the information for a discount or free and might even volunteer information that you might need but not know you need.
+
'''NEW/ALTERED EDGES'''
  
Low level contacts might not know anything very important but would have some and its willing to share it. Middle level know more but mostly focused in their area.
+
'''BACKGROUND EDGES'''
 +
:'''ARCANE BACKGROUND [ADAPT]''' (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See Magic
 +
:'''ARCANE BACKGROUND [MAGE]''' (Novice, Special): this character has learned the Hermetic spellcasting tradition. See Magic
 +
:'''ARCANE BACKGROUND [MENTOR SPIRIT]''' (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in Magic)
 +
:'''ARCANE BACKGROUND [SHAMANIC]''' (Novice, Special): this character has learned the shamanic spellcasting tradition.
 +
:'''ARCANE BACKGROUND [TECHNOMANCER]''' (Notice, Special): this character can access the Matrix without a comlink or datajack, naturally entering and interacting with that world. They have a natural broadcasting ability and firewall. See Technomancers (see the Matrix).
 +
:'''DEDICATE GEAR''' (Notice, cannot have Squatter class lifestyle): This Edge grants the character +20,000¥ but only for certain gear which must be chosen when the character takes this Edge. Persona and Programs (see the Matrix), Implants (see Implants), Armor and Weapons, Miscellaneous Gear or Vehicles and Drones. You get ½ unspent added to basic gear. This Edge can be taken more than once, but only at character creation.
 +
:'''FOCUS''' (Novice, Arcane Background): character owns and has bound a magical focus to themselves. After character creation the character must pay for it or steal one first. See Focus (in Magic)
 +
:'''INITIATION''' (Seasoned, Arcane Background): Each time you take this Edge you gain greater understanding of the mysterious of Magic. It grants you an enhancement from the Initiation Abilities (see Initiation in Magic). This Edge may only be taken once per rank, starting at Seasoned (ignoring the usual aspect of ‘Born A Hero’).
 +
:'''MIDDLE CLASS LIFESTYLE''' (Novice, cannot have Squatter Lifestyle): the character has a nice had with good quality food. The character starts with 15,000¥ (Minor Hindrance add another 15,000¥ starting gear). She is also assumed to have paid for two months of Middle-Lifestyle (10,000¥ total). Finally the character gains an additional +10,000¥ each time she takes the Dedicated Gear edge.
 +
:'''RESONANCE''' (Seasoned, Arcane Background – Technomancer): The Technomancer version of Initiation, the adapt has delved into the depths of the Matrix and has mastered new and strange abilities. This Edge may be taken once per Rank, starting at Seasoned (see Technomancer in the Matrix).
 +
:'''UPGRADE''' (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See Cybernetic/Bioware Implants
  
Using Contacts requires a Networking check (SWAE pg. 133) and each check takes at least 1d6 hours. For a basic +1 bonus 'Money Talks' bonus costs 1d4 x 50¥. For a +2 bonus instead cost d6 x 200¥.
+
'''LEADERSHIP EDGES'''
 +
:'''BORN LEADER''' (Veteran, Command): If you spend an action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing that you can both see (or know where it is).
 +
:'''MOVE IT MISTER!''' (Seasoned, Command): You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Run die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)
 +
:'''TACTICIAN''' (''Updated Rules''): The Tactician make a free Battle check at the beginning of combat. With a success they gain a card draw. This card can be given to any ally that the tactician communicate with as an extra action that round.
 +
:'''STRATEGIST''' (Veteran, Command, Tactician): as Tactician but gain +1 Cards with each raise.
  
Some examples of low-end Contacts in Shadowrun include…
+
'''POWER EDGES'''
:'''Activist''' – knowledge of what they are passionate about. Tend to be helpful if you have the same goals.
+
:'''CYBER-PSYCHIC ALIGNMENT''' (Seasoned, Arcane Background, Spirits d8+, Vigor d6+]: The character’s mind and body are aligned strongly enough to offset one level of Strain penalty to any arcane abilities. Having a single 1.0 point of Strain’s worth of cybernetics or bioware means there is no impact one these checks, while having 3.0 points of Strain value embedded only applies at -2.
:'''Bartender''' – good for local information and happening around the area. Also might spot you cheap drinks.  
+
::'''IMPROVED CYBER-PHYSIC ALIGNMENT''' (Veteran, Cyber-Psychic Alignment, Vigor d8+): The character can ignore 2.0 levels of Strain penalties when using her powers.
:'''Cab Driver''' - he knows the city well and might known a lot of out of way places/
+
:'''STOIC''' (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points (up to her maximum). She cannot use this ritual again for 24 hours.
:'''Chiphead''' or '''Dealer''' – those who use BTL and those who deal in them tend to know what’s happening in their local area.
 
:'''Ganger''' - local thug and/or protector. Knows whats going on locally.
 
:'''Mercenary''' – gun for hire and maybe information of arms.
 
:'''Mobster, low-end''' – Muscles and petty sellers, knowledge about their own crime family and activity.
 
:'''Native''' – someone from the local tribal lands.
 
:'''Other Shadowrunners''' - you know another runner who might be willing to give you aid and/or information.
 
:'''Policlub Member''' – a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters.  
 
:'''Rocker''' – a member of some flash-in-the-pan musical or Smuggler – knowledge about smuggler routes and illegal activities.
 
:'''Street Doc''' – knowledge about medicine. Also good at patching runners up.
 
:'''Street Cop''' – good for criminal information and local street knowledge. Maybe help a fellow out.  
 
:'''Talismonger''' – knows about magic and also is a seller of hard to find magical goods.  
 
:'''Wageslave''' – good for personal corporate knowledge and often easy to befriend.
 
  
Some examples of Mid-level Contacts
+
'''PROFESSIONAL EDGES'''
:'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients.
+
:'''BODYGUARD''' (Novice, Vigor d8+, Fighting or Shooting d6+, Notice d8+): trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, must make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful attack, move the bodyguard into the line of fire (moves into the nearest available square) and apply any damage to him instead of the original target. The bodyguard enjoys a +1 to his Toughness base against this damage. This does not count as an action or movement for the Bodyguard’s round.
:'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals.
+
:'''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. One a target you have studied you can make a Occultism (vs. non-meta-human sapient targets like dragons and vampires) Research (vs. metahumans) or Survival (vs. animals and paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2.
:'''Fixer''' – good for getting jobs but also connecting people who need things with through the provide things (be they goods & services, intell, etc).  
+
:'''COMBAT ACE''' (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.
:'''Government Agent''' - a low to mid government agent like with the federal or local government, maybe a FBI field agent or metroplex auditor, etc. Good intel in their field and maybe knows whats going on around them.
+
:'''CORPORATE MAGE/SHAMAN''' (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Mage/Shaman edge): this spellcaster (normally a Mage) is use to the ins and outs of corporate lives and formal training of his or her magical traditions. Due to how commonly they have implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting spells. They also have a +2 Common Knowledge rolls about the corporation they belong too and +1 Persuasion with corps types.
:'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc. In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc.
+
:'''COVERT OPERATIVE''' (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+]: Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).
:'''Smuggler''' - smuggles a wide range of goods into and out of the area, prociding both duty free and illegal goods for those willing to pay for it.
+
:'''DRONE BOND''' (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.
 +
:'''DRONE MASTER''' (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).
 +
:'''EXPLORER''' (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants and animal poisons, etc.
 +
:'''GHOST TALKER''' (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.
 +
:'''INFILTRATOR''' (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.
 +
:'''SMOOTH OPERATOR''' (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).
 +
:'''SMUGGLER''' (Novice, Stealth d8+, Thievery d8+): Smugglers ply the illegal trade routes, smuggling goods from one hot-spot to another. They gain a +2 to Stealth or Thievery skill checks to hiding items one yourself or on their vehicles. This bonus also applies for their vehicles when trying to avoid detection. Also gain a +1 Repair skill to modifying their own vehicles.
 +
:'''STREET MAGE/SHAMAN''' (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Corporate Mage/Shaman Edge): these spellcasters learned their art on the means streets of some Metroplex. They are used to the rigors of on the fly spellcasting and can ignore Fatigue penalty to any of your Spellcasting checks (but only spell casting). Finally they gain +2 to Common Knowledge checks about streetwise life and +1 Persuasion with street people.
  
 
= CHAPTER TWO - MAGIC =
 
= CHAPTER TWO - MAGIC =
Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only.  
+
In this setting of Shadowrun magic uses the basic Power System from SWAE. There are four basic types of Magic Users – the '''Adapt''' (those that turn their magic inward to enhance their abilities and their body and mind), '''Mages''' (those spellcasters of the Hermetic or formal learning leaning), '''Shamanic''' (those casters of the more intuitive learning) and '''Technomancers''' (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here.
  
Magic uses the basic Power System from SWAE Powers. There are four basic types of Magic using traditions in this setting – the '''''Adapt''''' (those that turn their magic inward to enhance their abilities and their body and mind), '''''Mages''''' (those spellcasters of the Hermetic or formal learning leaning), '''''Shamanic''''' (those casters of the more intuitive learning) and '''''Technomancers''''' (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here.
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Note that due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise). Teleport and Summon Ally are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).
  
Due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise).  
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Magic returned some 50 years ago to the world and yet it is still not fully understood. The three basic Arcane Backgrounds listed below are only the most commonly found ones in the setting I am going to run (Seattle in the 2060’s). Others exist such as Technomanchers (see the Matrix for their abilities) but generally others are going to be NPC only.
  
''NOTE that the Teleport and Summon Ally powers are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).''
 
  
'''MAGICAL TRADITIONS'''</br>
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'''ADAPT''': A physical adapt is a magic user whose powers are turned inward.
[[File:SR.D5.caster.jpg | 300px | right]]
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* '''Arcane Background (Gifted)'''
'''ADAPT''': A physical adapt is a magic user whose powers are turned inward. They range from mystic ninja-like assassin, gun-fu experts, sword saint masters, social chameleons and super-star athelics.
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* '''Starting Power Points''': 15
:'''Arcane Background (Gifted)'''
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* '''Starting Powers''': 1
:'''Starting Power Points''': 15
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* '''Skill''': Focus (Spirits)
:'''Starting Powers''': 1
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* '''Power List''': Arcane Protection†, Astral Projection÷, Beast Friend, Boost Trait†/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Distant Strike, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Healing†, Intangibility†, Invisibility†, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection†, Relief†, Speed†/‡, Slumber≠, Smite†, Speak Language†, Stun≠, Suggestion÷, Wall Walker†, Warrior's Gift†
:'''Skill''': Focus (Spirits)
 
:'''Power List''': Arcane Protection†, Astral Projection÷, Beast Friend, Boost Trait†/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Distant Strike÷, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Healing†, Intangibility†, Invisibility†, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection†, Relief†, Speed†/‡, Slumber≠, Smite†, Speak Language†, Stun≠, Suggestion÷, Wall Walker†, Warrior's Gift†
 
 
::†These powers have the limitation - Range: Self automatically.
 
::†These powers have the limitation - Range: Self automatically.
 
::‡These powers have the limitation - Aspect automatically.
 
::‡These powers have the limitation - Aspect automatically.
 
::≠These powers have the limitation - Range: Touch automatically.
 
::≠These powers have the limitation - Range: Touch automatically.
 
::÷ New Power, see description
 
::÷ New Power, see description
''Note that the minimum Power Point cost is always 1 but if an Aspect would normally lowers the cost to zero, once per round the Adept can 'cast' such a power as a limited Free Action. This could allow activate the power without an Action. but only for one Power a round.''</br>
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'''MAGE''': Also called Hermetic magic. Examples include Mages, Wizards, Hermetic Druids, Magi, Qabbalistic, Wu Jin, etc.: the scientific study of magic as a complex pattern of elemental forces that can be control with the correct formulae and rituals.
 
'''MAGE''': Also called Hermetic magic. Examples include Mages, Wizards, Hermetic Druids, Magi, Qabbalistic, Wu Jin, etc.: the scientific study of magic as a complex pattern of elemental forces that can be control with the correct formulae and rituals.
:'''Arcane Background (Magic)'''
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* '''Arcane Background (Magic)'''
:'''Starting Power Points''': 10
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* '''Starting Power Points''': 10
:'''Starting Powers''': 3
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* '''Starting Powers''': 3
:'''Skill''': Spellcasting (Smarts)
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* '''Skill''': Spellcasting (Smarts)
:'''Power List''': Any.
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* '''Power List''': Any.
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'''SHAMAN''': Examples include Shamans, Asatur, Shinto Priest, Voodoo Hooungans or Manbos, Wuxing, etc.: magic comes from a shaman’s connection to the powers of nature and the spirits. These latter forces are magnifications of the living Earth. Shamans are guided and aided by her children, the spirits, often through totems.
 
'''SHAMAN''': Examples include Shamans, Asatur, Shinto Priest, Voodoo Hooungans or Manbos, Wuxing, etc.: magic comes from a shaman’s connection to the powers of nature and the spirits. These latter forces are magnifications of the living Earth. Shamans are guided and aided by her children, the spirits, often through totems.
:'''Arcane Background (Shaman)'''
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* '''Arcane Background (Shaman)'''
:'''Starting Power Points''': 10
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* '''Starting Power Points''': 10
:'''Starting Powers''': 3
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* '''Starting Powers''': 3
:'''Skill''': Faith (Spirits)
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* '''Skill''': Faith (Spirits)
:'''Power List''': Any.
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* '''Power List''': Any.
  
''Note that for Adapts and Shaman and Power that lists the Range as Smarts they use their Spirits trait instead (if the Adapts’ power allows it to be used at range).''
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Note that for Adapts and Shaman and Power that lists the Range as Smarts they use their Spirits trait instead (if the Adapts’ power allows it to be used at range).
  
 
== NEW POWERS ==
 
== NEW POWERS ==
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''Astral Projection'' allows a Mage or Shaman to project their spirting into the Astral Plane. While in astral space you can move through almost anything that does not have an astral signature. All living beings have an astral signature as does the Earth itself (Astral Beings can ‘push’ their way slowly through the Earth, at their Astral Pace per Hour). Wards and Astral Barriers can block astral beings from seeing through or passing through them (see Wards below). While traveling in Astral Space a being can move their Smarts or Spirits dice each round. With a “Run” action the caster can move at a Pace of 96 (around 400 MPH). Your spirit is completely intangible and invisible and cannot interact with the real world in any way but then nothing can hurt you while projecting not even other astral beings. While projecting you ignore Invisible and can see through the powers Disguise and Illusion and see the ‘true form’ of someone using Shapeshifter. This does mean that Astral Projectors can see each other they just can’t affect each other. While projecting you can read the “auras” of those you can see. This allows you to see if they have an Astral Background (vs. Conceal Arcana) and/or if they have any cybernetic implants (you can tell how much but not exactly the type, depending on what it is. So you could the target has cybernetic eyes but not what mods have been added). You can make a Notice check to determine the person’s mood, general health and tell if they are lying, etc.
 
''Astral Projection'' allows a Mage or Shaman to project their spirting into the Astral Plane. While in astral space you can move through almost anything that does not have an astral signature. All living beings have an astral signature as does the Earth itself (Astral Beings can ‘push’ their way slowly through the Earth, at their Astral Pace per Hour). Wards and Astral Barriers can block astral beings from seeing through or passing through them (see Wards below). While traveling in Astral Space a being can move their Smarts or Spirits dice each round. With a “Run” action the caster can move at a Pace of 96 (around 400 MPH). Your spirit is completely intangible and invisible and cannot interact with the real world in any way but then nothing can hurt you while projecting not even other astral beings. While projecting you ignore Invisible and can see through the powers Disguise and Illusion and see the ‘true form’ of someone using Shapeshifter. This does mean that Astral Projectors can see each other they just can’t affect each other. While projecting you can read the “auras” of those you can see. This allows you to see if they have an Astral Background (vs. Conceal Arcana) and/or if they have any cybernetic implants (you can tell how much but not exactly the type, depending on what it is. So you could the target has cybernetic eyes but not what mods have been added). You can make a Notice check to determine the person’s mood, general health and tell if they are lying, etc.
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Astral Perception (+0)''': Instead of projecting one’s spirit into Astral Space a caster can instead simply peer into Astral Space with her eyes. This causes the caster to be Discarded (SWAE pg. 100) for the duration but it can affect things both in Astral Space and the Real World. An Adapt may only use the Astral Perception aspect of this power but they can active or deactivate it as a free action, once a round.
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* '''Duel-Nature (+0)''': Instead of projecting one’s spirit into Astral Space a caster can instead simply per into Astral Space with her eyes. This causes the caster to be Discarded (SWA pg. 100) for the duration but it can affect things both in Astral Space and the Real World. An Adapt may only use the Duel-Natural aspect of this power but they can active or deactivate it as a free action, once a round.
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'''DISTANT STRIKE'''
 
'''DISTANT STRIKE'''
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:'''Range''': Spirits
 
:'''Range''': Spirits
 
:'''Duration''': 5
 
:'''Duration''': 5
''Distant Strike'' allows and adapt to make a Fighting melee attack at range (up to his Spirits”). This acts as a ranged attack but uses the adept’s Fighting skill to hit against a targets range defense (generally 4 but can be affected as normal by cover, concealment, etc). All other aspects of the attack are as normal and can be combine with Powers like Smite.
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''Distant Strike'' allows and adapt to make a Fighting melee attack at range (up to his Spirits”). This acts as a ranged attack but uses the adept’s Fighting skill to hit. All other aspects of the attack are as normal and can be combine with Powers like Smite.
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'''JINX'''
 
'''JINX'''
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''Jinx'' causes any foe one foe within range that is making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least.
 
''Jinx'' causes any foe one foe within range that is making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least.
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Area of Effect (+2/+4)''': for an additional +2 power points the Jinx effects everyone within a Medium Burst Template. For +4 power points it effects everyone in a Large Burst Template.
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* '''Area of Effect (+2/+4)''': for an additional +2 power points the Jinx effects everyone within a Medium Burst Template. For +4 power points it effects everyone in a Large Burst Template.
:* '''Improved Jinx (+1)''': Foes suffer misfortune on a roll of 1 or 2 on their Trait die.
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* '''Improved Jinx (+1)''': Foes suffer misfortune on a roll of 1 or 2 on their Trait die.
 +
 
  
 
'''MALFUNCTION'''
 
'''MALFUNCTION'''
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''Malfunction'' allows the character can cause technological devices to fail by picking a target within Smarts” and making a Spirit roll, minus the modifiers below. If successful, the device mal functions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random sub system, determined by the Game Master. Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem). Basic casters modifier to casting checks is +0 for Simple devices (can opener, crossbow, etc.), -2 to Moderately complex devices (firearms, car transmitter, microwave ovens, etc.) and -4 for Complex devices (drones, shielded military technology, aircraft, highway autodrive highways, etc.)
 
''Malfunction'' allows the character can cause technological devices to fail by picking a target within Smarts” and making a Spirit roll, minus the modifiers below. If successful, the device mal functions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random sub system, determined by the Game Master. Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem). Basic casters modifier to casting checks is +0 for Simple devices (can opener, crossbow, etc.), -2 to Moderately complex devices (firearms, car transmitter, microwave ovens, etc.) and -4 for Complex devices (drones, shielded military technology, aircraft, highway autodrive highways, etc.)
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Area of Effect (+2)''': effects all devices within a Medium Burst Template.
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* '''Area of Effect (+2)''': effects all devices within a Medium Burst Template.
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'''REMOTE VIEWING'''
 
'''REMOTE VIEWING'''
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:'''Duration''': 5
 
:'''Duration''': 5
 
''Remote Viewing'' allows a user to sense of people, places, and things outside of normal perception. Walls, doors and other barriers do not hamper remote viewing but Wards blocks it completely as do the Barrier and Conceal powers while the power is active. While it’s active, the user can shift the point of observation to anywhere within her Range as a free action. When using remote viewing, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense.
 
''Remote Viewing'' allows a user to sense of people, places, and things outside of normal perception. Walls, doors and other barriers do not hamper remote viewing but Wards blocks it completely as do the Barrier and Conceal powers while the power is active. While it’s active, the user can shift the point of observation to anywhere within her Range as a free action. When using remote viewing, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense.
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'''SUGGESTION'''
 
'''SUGGESTION'''
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''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.
 
''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
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* '''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
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'''SUMMON ELEMENTAL/SPIRITS (SPRITE)'''
 
'''SUMMON ELEMENTAL/SPIRITS (SPRITE)'''
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:'''Power Points''': 4+
 
:'''Power Points''': 4+
 
:'''Range''': Smarts
 
:'''Range''': Smarts
:'''Duration''': 10
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:'''Duration''': 5
''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary SWAE p. 182-3. The Beast Spirit is listed below. Note that all Elementals and . Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed.
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''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary pages 182-3. The Beast Spirit is listed below. Note that all Elementals and Spirits are considered Hardy, Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms. Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed.
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Greater Spirit (+2/+4)''': Too summon a greater Elemental or Spirit requires the caster be at least Veteran rank and its costs additional Power Points. For +2 Power Points (total 6) can summon a Greater Elemental or Spirits (see below). At Heroic rank and +4 Power Points (total 8) can summon a Superior Elemental or Spirit.
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* '''Greater Spirit (+2/+4)''': Too summon a greater Elemental or Spirit requires the caster be at least Veteran rank and its costs additional Power Points. For +2 Power Points (total 6) can summon a Greater Elemental or Spirits (see below). At Heroic rank and +4 Power Points (total 8) can summon a Superior Elemental or Spirit.
  
=== Spirits & Elementals ===
 
Add "Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms" to Elemental special ability. </br>
 
All spirits and Elementals are '''Quicksilver''' fast. When Manifested physically they can take two actions a round (ignoring 2 penalties from Multi-Actions). </br>
 
All Spirits and Elementals are also '''Hardy''' (SWADE pg. 177) </br>
 
Spirts and Elementals are also '''Duel-Naturer''' which means when they are manifesting phyically they still see into Astral Space at the same time. This is not Distracting for them and as such they can see anyone under the effects of a Power and ignore disgues, illusions and invisibility (as they see right through these affects) and can see the true forms of shapeshifters, etc. See Paracritters for more</br>
 
  
[[File:SR.D5.summon.jpg | 300px | right]]
 
 
'''BEAST SPIRITS''': Appear has a large animal/plant like hybrid.
 
'''BEAST SPIRITS''': Appear has a large animal/plant like hybrid.
 
:'''Attributes''': Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
 
:'''Attributes''': Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
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:'''Pace''': 10; '''Parry''': 6; '''Toughness''': 8
 
:'''Pace''': 10; '''Parry''': 6; '''Toughness''': 8
 
:'''Special Abilities''':
 
:'''Special Abilities''':
:* '''Big''': Size +1
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* '''Big''': Size +1
:* '''Bite and Claws''': base Str+d8, with teeth and claws.
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* '''Bite and Claws''': base Str+d8, with teeth and claws.
:* '''Duel-Natured''': can see in both astral space and normal space with no distractions or vulnerabilities.
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* '''Elemental''': No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
:* '''Elemental''': No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison. Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms
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* '''Entangling Vines''': as the Entangle Power (SWA). Uses Spirits to active power within its Spirits (6”) range and in a Medium Burst Template, Stronger (-2 to break free and Hardness of 7).
:* '''Entangling Vines''': as the Entangle Power (SWAE). Uses Spirits to active power within its Spirits (6”) range and in a Medium Burst Template, Stronger (-2 to break free and Hardness of 7).
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* '''Fleet Footed''': base Run die of a d10.
:* '''Fleet Footed''': base Run die of a d10.
 
:* '''Hardy''': does not suffer a wound with a shaken result if already shaken.
 
  
'''GREATER ELEMENTALS AND SPIRITS'''</br>
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All Greater Elementals and Spirits automatically gain Resilient (the Earth Elementals instead gain - Very Resilient)
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'''GREATER ELEMENTALS AND SPIRITS'''
 +
 
 +
All Greater Elementals and Spirits automatically gain Resilient (Earth Elementals; Very Resilient)
 
:'''AIR''': Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d8. Gains 10 Power Points, Spellcasting d8 and Powers: Fly. This spell is generally used on the caster or allies (note it does not suffer a Strain penalty when cast on others).
 
:'''AIR''': Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d8. Gains 10 Power Points, Spellcasting d8 and Powers: Fly. This spell is generally used on the caster or allies (note it does not suffer a Strain penalty when cast on others).
 
:'''BEAST''': Increase Agility to a d10 and Strength and Vigor to a d12 each, Toughness to a 10. Increase Size to +2 and Gain 10 Power Points, Spellcasting d8 and Powers: Speed. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
 
:'''BEAST''': Increase Agility to a d10 and Strength and Vigor to a d12 each, Toughness to a 10. Increase Size to +2 and Gain 10 Power Points, Spellcasting d8 and Powers: Speed. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
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:'''WATER''': Increase Strength and Vigor to a d12, and Toughness to 9. Also add Size+1. Gains 10 Power Points, Spellcasting d8 and Powers: Elemental Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
 
:'''WATER''': Increase Strength and Vigor to a d12, and Toughness to 9. Also add Size+1. Gains 10 Power Points, Spellcasting d8 and Powers: Elemental Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
  
'''SUPERIOR ELEMENTALS AND SPIRITS'''</br>
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All Superior Elementals and Spirits automatically gain Very Resilient (the Earth Elementals instead gain an addition +2 to their Toughness score, factored in below). Also increase the Size of all by +2 and Toughness by +2 (Beast and Earth are now Large size gains an additional Wound and granting others a +2 on attack rolls against them).
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'''SUPERIOR ELEMENTALS AND SPIRITS'''
 +
 
 +
All Superior Elementals and Spirits automatically gain Very Resilient (Earth Elementals gain an addition +2 to their Toughness score, factored in below). Also increase the Size of all by +2 and Toughness by +2 (Beast and Earth are now Large size gains an additional Wound and granting others a +2 on attack rolls against them).
 
:'''AIR''': Wind Blast penalty increases to -2 (-4 with a raise) and the damage to slam into a hard surface increases to 2d8 (2d6 base). Increase Power Points to 15 and add Powers: Fear and Invisibility
 
:'''AIR''': Wind Blast penalty increases to -2 (-4 with a raise) and the damage to slam into a hard surface increases to 2d8 (2d6 base). Increase Power Points to 15 and add Powers: Fear and Invisibility
 
:'''BEAST''': Entangling Vines increases to a Large Burst Template and is -4 to resist with a Hardness of 9. Increase Claws to Str+d10. Increase Power Points to 15 and add Powers: Fear and Speed.
 
:'''BEAST''': Entangling Vines increases to a Large Burst Template and is -4 to resist with a Hardness of 9. Increase Claws to Str+d10. Increase Power Points to 15 and add Powers: Fear and Speed.
 
:'''EARTH''': Increase Rocky Hide to AP+8 and Slam to Str+d10. Increase Power Points to 15 and add Powers: Barrier and Fear.
 
:'''EARTH''': Increase Rocky Hide to AP+8 and Slam to Str+d10. Increase Power Points to 15 and add Powers: Barrier and Fear.
 
:'''FIRE''': Increase Fiery Touch to Str+d10 and Flame Strike to 3d10 (3d8 base). Increase Power Points to 15 and add Powers: Fear and Fly.
 
:'''FIRE''': Increase Fiery Touch to Str+d10 and Flame Strike to 3d10 (3d8 base). Increase Power Points to 15 and add Powers: Fear and Fly.
:'''WATER''': Increase Power Points to 15 and add Powers: Fear and Invisibility. Increase Slam to Str+d10 and Water Spout damage to 2d10 (2d8 base).
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"'''WATER''': Increase Power Points to 15 and add Powers: Fear and Invisibility. Increase Slam to Str+d10 and Water Spout damage to 2d10 (2d8 base).
  
== ADDITIONAL MODIFIERS FOR POWERS ==
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== ADDITIONAL MODIFIERS FOR BASE SPELLS ==
 
These are additional Modifiers for the basic Powers found in SWAE and updated for Shadowrun's setting
 
These are additional Modifiers for the basic Powers found in SWAE and updated for Shadowrun's setting
  
[[File:SR.D5.Spells.jpg | 700px]]
 
  
 
'''BARRIER'''
 
'''BARRIER'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Astral Barrier (+0)''': the Barrier will only block astral being and spirts and other living beings, it has no effect on bullets or drones or vehicles or living beings fulling enclosed within them, exposed crew would be thrown off the vehicle if they try to pass through. The base duration of this power is 10 rounds instead of the normal 5.
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* '''Astral Barrier (+0)''': the Barrier will only block astral being and spirts and other living beings, it has no effect on bullets or drones or vehicles or living beings fulling enclosed within them, exposed crew would be thrown off the vehicle if they try to pass through. The base duration of this power is 10 rounds instead of the normal 5.
 +
 
  
 
'''DETECT/CONCEAL ARCANA'''
 
'''DETECT/CONCEAL ARCANA'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Truesight (+2)''': Throughout the duration of this power the caster can ignore invisibility penalties and can see through illusions automatically.
+
* '''Truesight (+2)''': Throughout the duration of this power the caster can ignore invisibility penalties and can see through illusions automatically.
 +
 
  
 
'''ILLUSIONS'''
 
'''ILLUSIONS'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Film Quality (+1)''': Cameras, security devices and microphones detect and record the illusion.
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* '''Film Quality (+1)''': Cameras, security devices and microphones detect and record the illusion.
:* '''Obscure (+2/+4)''': The illusion may be used to darken or otherwise obscure vision. For 2 points, it inflicts a –2 penalty to all rolls dependent on vision made within. For 4 points, it inflicts a –6 penalty. The super is immune to his own illusions, but others (including allies) are not. This isn’t actual darkness, so low light and other types of vision enhancements don’t reduce the penalty.
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* '''Obscure (+2/+4)''': The illusion may be used to darken or otherwise obscure vision. For 2 points, it inflicts a –2 penalty to all rolls dependent on vision made within. For 4 points, it inflicts a –6 penalty. The super is immune to his own illusions, but others (including allies) are not. This isn’t actual darkness, so low light and other types of vision enhancements don’t reduce the penalty.
:* '''System Shock (+2)''': The illusion may attack one target per level of the power each round. It automatically “hits” and each target affected must make a Smarts roll or be Shaken. A second Shaken result from an illusion doesn’t cause an actual wound, but those who roll a 1 on their Smarts die do suffer a wound from the shock to their system.
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* '''System Shock (+2)''': The illusion may attack one target per level of the power each round. It automatically “hits” and each target affected must make a Smarts roll or be Shaken. A second Shaken result from an illusion doesn’t cause an actual wound, but those who roll a 1 on their Smarts die do suffer a wound from the shock to their system.
 +
 
  
 
'''INTANGIBILITY'''
 
'''INTANGIBILITY'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Phase (2)''': The character can phase in long enough to take a single action (such as an attack) and immediately phase back out again. This requires a caster check to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action. This can only affect one attack per round and cost the caster 2 power point each time it is used.
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* '''Phase (+2)''': The character can phase in long enough to take a single action (such as an attack) and immediately phase back out again. This requires a caster check to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action. This only last one round and cost the caster 2 power point each round.
 +
 
  
 
'''SPEED'''
 
'''SPEED'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Great Leaping (+1)''': Adapt Only. Throughout the duration of Speed, the adapt can also leap a base of 4” horizontal and 2” vertical (with a raise on initial Focus check change distances to 6” horizontal and 3” vertical.)
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* '''Great Leaping (+1)''': Adapt Only. Throughout the duration of Speed, the adapt can also leap a base of 4” horizontal and 2” vertical (with a raise on initial Focus check change distances to 6” horizontal and 3” vertical.)
 +
 
  
 
'''SMITE'''
 
'''SMITE'''
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
:* '''Decay''' (+2): Range Touch. This truly terrible aspect destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter. Harming living beings requires a Touch Attack. If successful, victims must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined.
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* '''Decay''' (+2): Range Touch. This truly terrible aspect destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter. Harming living beings requires a Touch Attack. If successful, victims must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined.
:* '''Elemental Fist (+1)''': Adapts Only. Unarmed or Melee weapons only. This allows the adapt can stealth her fists or a melee weapon in an elemental trapping that deals an additional +2 damage of that trapping type.
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* '''Elemental Fist (+1)''': Adapts Only. Unarmed or Melee weapons only. This allows the adapt can stealth her fists or a melee weapon in an elemental trapping that deals an additional +2 damage of that trapping type.
:*'''Paralysis Touch (+2)''': Range Touch (Unarmed). Instead of dealing damage a successful Touch attack (+2 to attack roll) requires the target to make a Vigor check (-2 for every raise the caster achieved). If the victim fails the roll, he’s Incapacitated. On his following turns, the paralyzed victim makes a Vigor roll to revive. With a raise, he revives and may act normally. With success, he revives but is Shaken.
+
*'''Paralysis Touch (+2)''': Range Touch (Unarmed). Instead of dealing damage a successful Touch attack (+2 to attack roll) requires the target to make a Vigor check (-2 for every raise the caster achieved). If the victim fails the roll, he’s Incapacitated. On his following turns, the paralyzed victim makes a Vigor roll to revive. With a raise, he revives and may act normally. With success, he revives but is Shaken.
 +
 
  
 
'''WARRIORS GIFT'''
 
'''WARRIORS GIFT'''
 
:"'''Additional Modifiers'''
 
:"'''Additional Modifiers'''
:* '''Combat Master (+1)''': Adapts Only. Throughout the duration the adapt also gains +1 to his Fighting and Shooting skills.
+
* '''Combat Master (+1)''': Adapts Only. Throughout the duration the adapt also gains +1 to his Fighting and Shooting skills.
  
 
== WARDS AND MAGICAL BARRIERS ==
 
== WARDS AND MAGICAL BARRIERS ==
[[File:SR.D5.caster2.jpg | 400px | left]]
+
Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear) and time. Generally a caster can cover a 20 x 20 foot area with one hour of work for a temporary ward and a full days’ worth of work for a permanent ward. Temporary wards last for one day per Smarts or Spirits of the creator and Permanent last for one year. This has the Conceal Arcana effect in that area automatically without the caster having to know the power or cast it. It also blocks astral beings from normally seeing into or entering the area and blocks the Remote Viewing Power completely. The astral being can attempt to force their way in. This is an opposed Caster check and the creator automatically knows that someone is trying to break through astral space. The astral being can attempt to be subtle but suffers a -4 to his Caster check.
Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear in GEAR) and time. Generally a caster can cover a 20 x 20 foot area with one hour of work for a temporary ward and a full days’ worth of work for a permanent ward. Temporary wards last for one day per Smarts or Spirits of the creator and Permanent last for one year. This has the Conceal Arcana effect in that area automatically without the caster having to know the power or cast it. It also blocks astral beings from normally seeing into or entering the area and blocks the Remote Viewing Power completely. The astral being can attempt to force their way in. This is an opposed Caster check and the creator automatically knows that someone is trying to break through astral space. The astral being can attempt to be subtle but suffers a -4 to his Caster check.
 
  
'''ASPECT AND BACKGROUND COUNT'''</br>
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ASPECT AND BACKGROUND COUNT
Pollution and locations of powerful emotional focuses (rock concerts or the site of mass murder) can cause an astral shadow, often called Background Count (negative) or Aspect (positive). These affects can affect astral space and even the casting of spells in normal space. The affects can last for days or even years depending on how powerful the original event was. This can cause disorientation to astral beings (spirits or projecting mages, etc.) with penalties from -1 to -8 (depending again on how powerful the event was) to all actions in Astral Space and as penalty to Spellcasting or Summoning in normal space.
+
Pollution and locations of powerful emotional focuses (rock concerts or the site of mass murder) can cause an astral shadow, often called Background Count (negative) or Aspect (positive). These affects can affect astral space and even the casting of spells in normal space. The affects can last for days or even years depending on how powerful the original event was. This can cause pain to astral beings (spirits or projecting mages, etc.) with penalties from -1 to -8 (depending again on how powerful the event was) to all actions in Astral Space and as penalty to Spellcasting or Summoning in normal space.
  
Positive background count tends to make magic users act as if drunk or high, while negative background count tends to make the magic users feel uncomfortable or in pain. Both affect spellcasting and summoning tests the same way though (with a penalty).
+
Positive background count tends to make magic users act as if drunk or high, while negative background count tends to make the magic users feel uncomfortable or in pain. Both affect spellcasting and summoning tests and all drain checks.
  
 
== MENTOR SPIRITS ==
 
== MENTOR SPIRITS ==
Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices.
+
Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermitic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these
 
 
Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +1 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any TWO of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character.
 
 
 
[[File:SR.D5.Magic.jpg | 700px]]
 
 
 
'''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be.
 
:'''Advantages''' (chose any two of the following): +1 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells.
 
:'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful.
 
 
 
'''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.
 
:'''Advantages''' (chose any two of the following +1 bonus Electronics, Repair, and/or Science Skills, and/or +2 to casting Barrier and/or Growth/Shrinking spells.
 
:'''Disadvantage''': Curious (Major)
 
 
 
'''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings.
 
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills, and/or +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean.
 
 
 
'''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia.
 
:'''Advantages''' (chose any two of the following): +1 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells.
 
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor).
 
 
 
'''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife.
 
:'''Advantages''' (chose any two of the following): +1 to Stealth and/or Taunt Skills and/or +2 to casting the Illusion and/or Invisibility spells.
 
:'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful.
 
 
 
'''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets.
 
:'''Advantages''' (chose any two of the following): +1 with Intimidate and/or Notice Skills and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells.
 
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness.
 
 
 
'''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful.
 
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Persuasion Skills and/or +2 to casting Burst and/or Protection spells.
 
:'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful.
 
 
 
'''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
 
:'''Advantages''' (chose any two of the following): +1 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': Heroic (Major).
 
 
 
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
 
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth  Skills and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells.
 
:'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place.
 
 
 
'''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe.
 
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills and/or casting Farsight and/or Fly spells.
 
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia).
 
 
 
'''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man.
 
:'''Advantages''' (chose any two of the following): +1 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
 
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice
 
 
 
'''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances.
 
:'''Advantages''' (chose any two of the following): +1 to Healing and/or Survival Skills and/or
 

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