Editing Savage Shadowrun AE Conversion
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
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… | ||
− | |||
− | |||
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. | ||
Line 14: | Line 12: | ||
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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== RULES AND SETTING RULES == | == RULES AND SETTING RULES == | ||
− | Using the '''Savage World Adventure Edition''' (SWAE) a basic framework of the '''Science Fiction Companion''' (SFC). | + | * Using the '''Savage World Adventure Edition''' (SWAE) a basic framework of the '''Science Fiction Companion''' (SFC). |
− | + | * '''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 ½ Smarts dice in additional languages at d6), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls). | |
− | '''Setting Rules''' (SWAE pg. 136-141) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== HOUSE-RULES == | == HOUSE-RULES == | ||
− | '''Range Modifiers''': Extreme -6 (see SFC pg. 27) | + | * '''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 (max). | |
− | '''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. | + | * '''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.) | |
− | '''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.) | ||
= CHAPTER ONE – CHARACTER CREATION = | = CHAPTER ONE – CHARACTER CREATION = | ||
Line 53: | Line 30: | ||
* 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.) | * 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. | * 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 | + | * All Shadowrunners also start with a Fake ID rating 2 (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 – | + | * 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. |
[[File:SR.D5.team4.jpg | 700px]] | [[File:SR.D5.team4.jpg | 700px]] | ||
== METAHUMANS == | == 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> | 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> | ||
− | + | '''DWARF''' - 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''' - lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population. |
− | + | :'''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. | |
− | ''' | + | :'''Driven''': Elves have the Driven (Minor) Hindrance. |
− | ''' | + | :'''Fast on their Feet''': Elves have a base Pace of 8. |
− | ''' | + | :'''Grace''': base Agility and Smarts of a d6 and a max starting of a d12+1 in each. |
− | ''' | + | :'''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—Minor Superior) Hindrance. |
− | ''' | + | :'''Low-Light Vision''': ignore penalties for Dim and Dark illumination. |
− | ''' | + | [[File:SR.D5.Heavy.jpg | 250px | right]] |
− | + | '''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. | |
− | ''' | + | :'''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). |
− | |||
− | |||
− | |||
− | '''ORK''' | + | '''ORK''' - big and tough, orks and their variants make up around 25% of the overall population. |
− | + | :'''Bite''': deal Str+d4 damage. See Natural Weapons SWAE pg. 104. | |
− | '''Bite''': deal Str+d4 damage. See Natural Weapons SWAE pg. 104. | + | :'''Low-Light Vision''': ignore penaltdes for Dim and Dark illumination. |
− | '''Low-Light Vision''': ignore penaltdes for Dim and Dark illumination. | + | :'''Natural Brawlers''': start with a d4 in the Fighting skill and a maximum starting of a d12+1. |
− | '''Natural Brawlers''': start with a d4 in the Fighting skill and a maximum starting of a d12+1. | + | :'''Outsider''': as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls. |
− | '''Outsider''': as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls. | + | :'''Size +1''': and Toughness +1. |
− | '''Size +1''': and Toughness +1. | + | :'''Strong''': base Strength of a d6 and a maximum starting of a d12+1 |
− | '''Strong''': base Strength of a d6 and a maximum starting of a d12+1 | ||
− | + | '''TROLL''' -averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population. | |
− | + | :'''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. | |
− | '''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. | + | :'''Clumsy''': -2 to Agility trait test (not linked skills) |
− | '''Clumsy''': -2 to Agility trait test (not linked skills) | + | :'''Dermal Plating''': +2 Armor Points that stack with any other armor. |
− | '''Dermal Plating''': +2 Armor Points that stack with any other armor. | + | :'''Horns''' or '''Bite''': deal Str+d4 in melee. See Natural Weapons SWAE pg. 104. |
− | '''Horns''' | + | :'''Infravision''': can see 'heat'. This halves Illumination penalties (including invisible beings). |
− | '''Infravision''': can see 'heat'. This halves Illumination penalties (including invisible beings). | + | :'''Size +3 and Reach''': Toughness +3 and Reach +1. |
− | '''Size +3 and Reach''': Toughness +3 and Reach +1. | + | :'''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive. |
− | '''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive. | + | :'''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2. |
− | '''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" | + | ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering "the life". |
− | '''ADEPT''' | + | '''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. |
− | + | :'''Arcane Background (Gifted)''': as Edge. | |
− | '''Arcane Background (Gifted)''': as Edge. | + | :'''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). | + | :'''Training''': Focus of a d6. |
− | '''Training''': Focus of a d6. | + | :'''Willful''': +1 die step to Spirits attribute. |
− | '''Willful''': +1 die step to Spirits attribute. | ||
[[File:SR.D5.Bodyguard.jpg | 250px | right]] | [[File:SR.D5.Bodyguard.jpg | 250px | right]] | ||
− | '''BODYGUARD''' | + | '''BODYGUARD''': those whom are paid to protect others, often with their own body's if need be. |
− | + | :'''Alertness''': as Edge | |
− | '''Alertness''': as Edge | + | :'''Bodyguard''': as New Edge (Professions) |
− | '''Bodyguard''': as New Edge (Professions) | + | :'''Healthy and Physical''': +1 die step to Vigor and another +1 die step to either Agility or Strength |
− | '''Healthy and Physical''': +1 die step to Vigor and another +1 die step to either Agility or Strength | + | :'''Training''': +2 Skill points to be used on Athletics and/or Notice |
− | '''Training''': +2 Skill points to be used on Athletics and/or Notice | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''' | + | '''BOUNTYHUNTER''': Those that make a living hunting down prey, either metahuman or paracritter. |
− | + | :'''Bounty Hunter''': as new Edge (Professions) | |
− | ''' | + | :'''Bright and Physical''': +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor. |
− | ''' | + | :'''Hunters''': start with either the Streetwise or Woodsman edge. |
− | + | :'''Training''': +2 Skill points to be used on Occultism, Research and/or Survival. | |
− | '''Training''': +2 Skill points to be used on | ||
− | ''' | + | '''COVERT OP SPECIALIST''': Criminals whom specialize in breaking and entering, security foil experts. |
− | + | :'''Agile and Smart''': +1 die step to Agility and Smarts. | |
− | ''' | + | :'''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear. |
− | '''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for | + | :'''Thief''': as Edge. |
− | ''' | + | :'''Training''': +2 Skill points to be used on Stealth or Thievery. |
− | '''Training''': + | ||
− | ''' | + | '''DECKER''': Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix. |
− | + | :'''Bright''': +1 die step to Smarts trait. | |
− | + | :'''Dedicated Gear''': see new Edge (Background), starting with 20,000¥ for cyberdeck and programs. | |
− | ''' | + | :'''Natural Hackers''': gain +1 to Hacking and Thievery skills |
− | ''' | + | :'''Training''': +4 Skill points to be used on Electronics, Hacking, Repair or Thievery. |
− | '''Training''': +4 Skill points to be used on | ||
− | ''' | + | [[File:SR.D5.OrkGang.jpg | 250px | right]] |
− | + | '''GANGER''': Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex. | |
− | ''' | + | :'''Fleet Footed''' or '''Free Runner''': pick one, as Edge. |
− | ''' | + | :'''Physical''': +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different). |
− | ''' | + | :'''Training''': +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting. |
− | '''Training''': + | ||
− | ''' | + | '''FACE''': social monsters and negotiators, they specialize in finding out things by talking. |
− | + | :'''Bright and Willful''': +1 die step to Smarts and Spirits. | |
− | ''' | + | :'''Charisma''': as Edge. |
− | + | :'''Face Edge''': gain any one Leadership or Social Edge so long as you meet requirements. | |
− | '''Training''': +2 Skill points | + | :'''Training''': +2 Skill points to be used on Intimidate, Persuasion and/or Taunt. |
− | |||
− | ''' | + | '''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. |
− | + | :'''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. |
− | ''' | ||
− | ''' | + | '''MAGE''': full hermetic spell caster, learned spells attending classes and reading ebooks. |
− | + | :'''Arcane Background (Magic)''': as Edge. | |
− | ''' | + | :'''Bright''': +1 die step to Smarts. |
− | ''' | + | :'''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. |
− | ''' | + | :'''Training''': Spellcasting d6. |
− | '''Training''': | ||
− | ''' | + | '''RIGGER''': drivers and pilots who can ghost (direct control) specially rigged vehicles. |
− | + | :'''Ace''': as Edge. | |
− | ''' | + | :'''Agile and Bright''': +1 die step to Agility and Smarts traits. |
− | ''' | + | :'''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle. |
− | ''' | + | :'''Training''': +2 Skill points in Boating, Driving, Piloting and/or Repair. |
− | ''' | ||
− | + | '''SHAMAN''': full shamanic caster, learned their magic more naturally or via a mentor spirit. | |
− | ''' | + | :'''Arcane Background (Shaman)''': as Edge. |
− | + | :'''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). | |
− | ''' | + | :'''Training''': Faith d6. |
− | ''' | + | :'''Willful''': +1 step to Spirits attribute. |
− | ''' | ||
− | |||
− | ''' | + | [[File:SR,D5,StreetSam.jpg | 250px | right]] |
− | + | '''STREET SAMURAI''': street warriors with their own code of honor. | |
− | ''' | + | :'''Combat Edges''': gain any two combat Edge for free. Must still meet requirements (except Rank). |
− | ''' | + | :'''Dedicated Gear''': as new Edge (Background). Gain 20,000¥ in cybernetic upgrades. |
− | ''' | + | :'''Physical''': +1 step to either Agility, Strength or Vigor attribute. |
− | '''Training''': | + | :'''Training''': +2 Skill points in Athletics, Fighting or Shooting. |
+ | '''TECHNOMANCER''': a type of mage that can wirelesses connect with the Matrix with just their minds. | ||
+ | :'''Arcane Background (Technomancer)''': see new Edge (Background). | ||
+ | :'''Bright''': add +1 die step to Smarts trait. | ||
+ | :'''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. | ||
+ | :'''Training''': Hacking d6 | ||
− | '''SOMETHING ELSE?''' | + | '''SOMETHING ELSE?''': if you want to make up your own Icon 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). |
− | |||
== HINDRANCES AND EDGES == | == HINDRANCES AND EDGES == | ||
Line 207: | Line 162: | ||
:Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior. | :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. | :The following are generally NPC only edges – Aristocrat, Fame (Famous), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players. | ||
− | |||
− | |||
NEW and MODIFIED HINDRANCES</br> | NEW and MODIFIED HINDRANCES</br> | ||
'''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> | '''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> | ||
− | '''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 | + | '''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.</br> |
'''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> | '''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> | ||
'''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> | '''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> | ||
− | [[File:SR.D5.spirits2.jpg | | + | [[File:SR.D5.spirits2.jpg | 350px | left]] |
NEW AND UPDATED BACKGROUND EDGES</br> | NEW AND UPDATED BACKGROUND EDGES</br> | ||
'''ARCANE BACKGROUND [ADAPT]''' (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See MAGIC </br> | '''ARCANE BACKGROUND [ADAPT]''' (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See MAGIC </br> | ||
'''ARCANE BACKGROUND [MAGE]''' (Novice, Special): this character has learned the Hermetic spellcasting tradition. See MAGIC</br> | '''ARCANE BACKGROUND [MAGE]''' (Novice, Special): this character has learned the Hermetic spellcasting tradition. See MAGIC</br> | ||
'''ARCANE BACKGROUND [MENTOR SPIRIT]''' (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in MAGIC)</br> | '''ARCANE BACKGROUND [MENTOR SPIRIT]''' (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in MAGIC)</br> | ||
− | '''ARCANE BACKGROUND [SHAMANIC]''' (Novice, Special): this character has learned the shamanic spellcasting tradition. | + | '''ARCANE BACKGROUND [SHAMANIC]''' (Novice, Special): this character has learned the shamanic spellcasting tradition.</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> | '''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> | '''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> | ||
Line 228: | Line 181: | ||
'''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> | '''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> | '''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> | ||
− | |||
'''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> | '''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> | '''UPGRADE''' (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See IMPLANTS</br> | ||
Line 239: | Line 191: | ||
NEW POWER EDGES</br> | NEW POWER EDGES</br> | ||
− | '''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or | + | '''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. |
− | '''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites): | + | :'''IMPROVED CYBER-PHYSIC ALIGNMENT''' (Veteran, Cyber-Psychic Alignment, Vigor d8+): The character can ignore 2.0 levels of Strain penalties when using her powers. |
− | '''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 | + | '''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprite spell): as Beast Bond can spend Bennies on Spirits or Elementals or Sprites that you summoned.</br> |
+ | '''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites spell): as Beast Master, if you spend +1PP when summoning an Elemental or Spirit or Sprite it is a Wild Card for the duration of the power. </br> | ||
+ | '''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.</br> | ||
NEW PROFESSIONAL EDGES</br> | NEW PROFESSIONAL EDGES</br> | ||
'''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> | '''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> | ||
− | '''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: | + | '''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: Paracritters, Metahumans or Mundance Animals. 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. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br> |
'''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> | '''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> | ||
− | '''CORPORATE | + | '''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.</br> |
'''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> | '''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> | ||
− | |||
[[File:SR.D5.Decker.jpg | 300px | right]] | [[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 + | + | '''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 +2 to your Search and Scan system checks and when using 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 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> | '''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> | '''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 | + | '''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.</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> | '''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> | '''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> | '''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). | + | '''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.</br> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
= CHAPTER TWO - MAGIC = | = CHAPTER TWO - MAGIC = | ||
− | + | In the 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. | |
− | + | 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). | |
− | + | Magic returned some 50 years ago to the world and yet it is still not fully understood. The 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. | |
− | |||
− | |||
− | |||
[[File:SR.D5.caster.jpg | 300px | right]] | [[File:SR.D5.caster.jpg | 300px | right]] | ||
'''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. | '''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. | ||
Line 315: | Line 228: | ||
:'''Starting Powers''': 1 | :'''Starting Powers''': 1 | ||
:'''Skill''': Focus (Spirits) | :'''Skill''': Focus (Spirits) | ||
− | :'''Power List''': Arcane Protection†, Astral Projection÷, Beast Friend, Boost Trait†/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Distant | + | :'''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 | ||
− | |||
'''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. | ||
Line 394: | Line 306: | ||
:'''Power Points''': 4+ | :'''Power Points''': 4+ | ||
:'''Range''': Smarts | :'''Range''': Smarts | ||
− | :'''Duration''': | + | :'''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. | + | ''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 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. | :* '''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 === | === Spirits & Elementals === | ||
− | + | 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 | + | 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.</br> |
− | + | Finally when manifesting physically spirits and elementals gain +4 Toughness from ranged attacks (including Powers). </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. | ||
[[File:SR.D5.summon.jpg | 300px | right]] | [[File:SR.D5.summon.jpg | 300px | right]] | ||
Line 413: | Line 324: | ||
:* '''Big''': Size +1 | :* '''Big''': Size +1 | ||
:* '''Bite and Claws''': base Str+d8, with teeth and claws. | :* '''Bite and Claws''': base Str+d8, with teeth and claws. | ||
− | + | :* '''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. | ||
:* '''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). | :* '''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). | ||
:* '''Fleet Footed''': base Run die of a d10. | :* '''Fleet Footed''': base Run die of a d10. | ||
− | |||
'''GREATER ELEMENTALS AND SPIRITS'''</br> | '''GREATER ELEMENTALS AND SPIRITS'''</br> | ||
− | All Greater Elementals and Spirits automatically gain Resilient ( | + | 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). | ||
Line 428: | Line 337: | ||
'''SUPERIOR ELEMENTALS AND SPIRITS'''</br> | '''SUPERIOR ELEMENTALS AND SPIRITS'''</br> | ||
− | All Superior Elementals and Spirits automatically gain Very Resilient ( | + | 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. | ||
Line 435: | Line 344: | ||
:'''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). | :'''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 == | + | == ADDITIONAL MODIFIERS FOR BASE POWERS == |
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 | ||
Line 456: | Line 365: | ||
'''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 | + | :* '''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''' | ||
Line 474: | Line 383: | ||
== WARDS AND MAGICAL BARRIERS == | == WARDS AND MAGICAL BARRIERS == | ||
[[File:SR.D5.caster2.jpg | 400px | left]] | [[File:SR.D5.caster2.jpg | 400px | left]] | ||
− | Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear | + | 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. |
'''ASPECT AND BACKGROUND COUNT'''</br> | '''ASPECT AND BACKGROUND COUNT'''</br> | ||
− | 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 | + | 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 | + | 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. 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. | ||
− | 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 + | + | 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 +2 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]] | [[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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 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. | :'''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. | '''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness. | ||
− | :'''Advantages''' (chose any two of the following + | + | :'''Advantages''' (chose any two of the following +2 bonus Electronics, Repair, and/or Science, and/or +2 to casting Barrier and/or Growth/Shrinking spells. |
:'''Disadvantage''': Curious (Major) | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival, 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. | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to the Athletics, Fighting and/or Healing and/or +2 to casting Empathy and/or Healing spells. |
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor). | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Stealth and/or Taunt 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. | :'''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. | '''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 with Intimidate and/or Notice and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells. |
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness. | :'''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. | '''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Persuasion 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. | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Gambling, Intimidate, Persuasion and/or Taunt, +2 to casting Protection and/or Smite spells. |
:'''Disadvantages''': Heroic (Major). | :'''Disadvantages''': Heroic (Major). | ||
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth 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. | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice and/or casting Farsight and/or Fly spells. |
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia). | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Academic and/or Science and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection. |
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice | :'''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. | '''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): + | + | :'''Advantages''' (chose any two of the following): +2 to Healing and/or Survival and/or +2 to casting Beast Friends and/or Healing |
:'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need). | :'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need). | ||
'''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty. | '''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Athletics and/or Persuasion and/or +2 to casting Illusion and/or Puppet spells. |
:'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you. | :'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you. | ||
'''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind. | '''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Fighting and/or Intimidate and/or +2 to casting Bolt, Blast and/or Burst spells. |
:'''Disadvantages''': Overconfidence (Major). | :'''Disadvantages''': Overconfidence (Major). | ||
'''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited. | '''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Stealth and/or +2 to casting Illusion and/or the Light/Darkness spells. |
:'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive. | :'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive. | ||
'''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding. | '''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Survival and/or +2 to casting Arcane Protection, Banish and/or Protection. |
:'''Disadvantages''': Cautions or Stubborn (Minor). | :'''Disadvantages''': Cautions or Stubborn (Minor). | ||
'''Oak''': Oak is the strongest and the oldest of trees, patients and noble. | '''Oak''': Oak is the strongest and the oldest of trees, patients and noble. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Athletics and/or Healing and/or +2 to casting Growth (aspect only) and/or Protection spells. |
:'''Disadvantages''': Cautions or Loyalty (Minor). | :'''Disadvantages''': Cautions or Loyalty (Minor). | ||
'''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world. | '''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth and/or +2 to casting Divination and/or Darksight spells. |
:'''Disadvantages''': Death wish or Vengeful (Minor). | :'''Disadvantages''': Death wish or Vengeful (Minor). | ||
'''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him? | '''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him? | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 with Stealth and/or Taunt and/or +2 to casting Illusion and/or Invisibility spells. |
:'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor) | :'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor) | ||
'''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious. | '''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 with Notice and/or Taunt and/or +2 with Illusion and/or Suggestion spells. |
:'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time. | :'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time. | ||
'''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next. | '''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Athletics and/or Survival and/or +2 to casting Environmental Protection and/or the Slow/Speed spells. |
:'''Disadvantages''': Outsider (Minor) in most civilized lands. | :'''Disadvantages''': Outsider (Minor) in most civilized lands. | ||
'''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others. | '''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Taunt, and/or +2 to casting Puppet, Slumber and/or Stun spells. |
:'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor). | :'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor). | ||
'''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea. | '''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Athletics and/or Fighting and/or +2 to casting Havoc and/or Smite spells. |
:'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates. | :'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates. | ||
'''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice. | '''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Notice and/or Persuasion, and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells. |
:'''Disadvantages''': Cautious or Pacifist (Minor). | :'''Disadvantages''': Cautious or Pacifist (Minor). | ||
'''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath. | '''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells. |
:'''Disadvantages''': Vengeful (Minor) | :'''Disadvantages''': Vengeful (Minor) | ||
'''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her. | '''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Persuasion, Stealth and/or Taunt, and/or +2 to Detect/ Conceal Arcana and/or Suggestion. |
:'''Disadvantages''': Cautions (Minor) | :'''Disadvantages''': Cautions (Minor) | ||
'''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection. | '''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Athletics and/or Intimidate and/or +2 to casting Light/Darkness and/or Remote Viewing spells. |
:'''Disadvantages''': Overconfidence (Major) | :'''Disadvantages''': Overconfidence (Major) | ||
'''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception. | '''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Taunt and/or Thievery and/or +2 to casting Disguise and/or Illusion spells. |
:'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage. | :'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage. | ||
'''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body. | '''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to casting Athletics and/or Fighting and/or +2 to casting Protection and/or Warriors Gifts. |
:'''Disadvantages''': Overconfidence (Major) | :'''Disadvantages''': Overconfidence (Major) | ||
'''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down. | '''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down. | ||
− | :'''Advantages''' (chose any two of the following): + | + | :'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival and/or +2 to casting Protection and/or Smite spells. |
:'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major). | :'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major). | ||
Line 622: | Line 531: | ||
:'''Banishing Focus''' (6,000¥): Grants the caster the Banish power that can be used with any spirit, ghosts, etc. Also grants the caster -1 power point to cast and a +1 to his casting check if he has the Banish power. | :'''Banishing Focus''' (6,000¥): Grants the caster the Banish power that can be used with any spirit, ghosts, etc. Also grants the caster -1 power point to cast and a +1 to his casting check if he has the Banish power. | ||
:'''Sustaining Focus''' (6,000¥): A focus that will maintain any one spell a duration of one hour without costing the caster any power points. It takes 24 hours of recharge before the focus can be used again. | :'''Sustaining Focus''' (6,000¥): A focus that will maintain any one spell a duration of one hour without costing the caster any power points. It takes 24 hours of recharge before the focus can be used again. | ||
− | :'''Weapon Focus''' (Weapon cost +8,000¥): Must purchase a basic Melee Weapon (SWAE pg. 72). The focus then adds +1 to Fighting skill with it, increase the base Damage die by +1 step and increase the weapons AP by 2. This Edge can be taken twice to increase the bonuses to +2 with Fighting and adding +2 damage | + | :'''Weapon Focus''' (Weapon cost +8,000¥): Must purchase a basic Melee Weapon (SWAE pg. 72). The focus then adds +1 to Fighting skill with it, increase the base Damage die by +1 step and increase the weapons AP by 2. This Edge can be taken twice to increase the bonuses to +2 with Fighting and adding +2 damage. |
:'''Power Focus''' (10,000¥ per level): Gives the caster a +1 to all spells Casting test and adds +5 Power Points that the caster can draw on. These points return independently of the caster at the same rate as he regains his with rest. The Edge can be taken twice to increase the bonus for all castings checks to +2 and an additional +5 power points (10 points total). | :'''Power Focus''' (10,000¥ per level): Gives the caster a +1 to all spells Casting test and adds +5 Power Points that the caster can draw on. These points return independently of the caster at the same rate as he regains his with rest. The Edge can be taken twice to increase the bonus for all castings checks to +2 and an additional +5 power points (10 points total). | ||
Line 638: | Line 547: | ||
= CHAPTER THREE - THE MATRIX = | = CHAPTER THREE - THE MATRIX = | ||
− | |||
− | |||
[[File:SR.D5.Matrux.jpg | 350px | left]] | [[File:SR.D5.Matrux.jpg | 350px | left]] | ||
− | + | The wireless Matrix is made up of thousands of individual ‘nodes’ (something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cyberware and comlink can receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc. | |
− | |||
− | |||
− | + | In a shadowrunner’s world, this is not always good thing. You don’t want just anyone to be able to view your data or hack into your personal information or be able to track where you are at any given time. For this reason, most devices can also run in a ‘hidden mode’ where it is not broadcasting its basic information to just anyone, you have to know the right codes in order to not just see them but to interact with them. Cyberware can also have their wireless access modes turned off but this can hurt them in the long run as they will have no way of updating any software patches and makes periodic maintenance more difficult. | |
− | |||
− | + | Anyone that Broadcast (via a comlink, etc.) can immerse themselves into this Augmented Reality (AR) wireless world to view and access the information there. This allows them to ‘see’ other AR uses basic information along with hundreds if not thousands of wireless ads and banners. This information is overlaid onto the uses field of vision but does not block it (although it can be overloaded with too much information in some high-spam traffic areas). In order to project ones conscious into the Matrix requires the Emersion modifier from Broadcast (either with a Simsense rig or Datajack implant). To manipulate the Matrix requires the Hacking skill and Programs. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''COMLINKS'''</br> | |
− | + | A comlink is basically an advanced personal computer, PDA and cellphone. When in active mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. The Broadcast power basically is the range of your device. Firewall acts as protection from hostile deckers and scans, while More Range grants greater signal strength and range. | |
− | |||
− | + | Emersion and Interface are explained below and affect how the Decker, Technomancer or Rigger can manipulate the Matrix or other technology devices. Comlinks can also operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is illegal is certain higher security areas. For example, Lone Star does not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle. Most shopping centers and corporate locations also require anyone visiting to have their public information displayed at all times. This has the added benefit of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough (high enough ranking). | |
− | + | == MATRIX 101 == | |
+ | When one views the Matrix via AR (Augment Reality) one see information (text, advertisements, other AR users, etc.) broadcast out by various nodes and host systems. They want to be seen by consumers and other users. When a decker uses Emersion to projecting their consciousness into the Matrix and experience it through a Persona (see below) the Matrix looks like a whole other world. The Matrix is built upon millions of different broadcasting Systems that create the virtual structures that act as real structures to Matrix Personas and users. A Node is the center of multiple Broadcast Systems that support an individual site host such as a Corporate Matrix site (think websites of old), Chat rooms, Data sharing sites, News broadcast sites, library sites, government agencies and public access sites, etc. Other programs within individual Nodes include IC (Intrusion Countermeasures), Data-Files, System Programs and a hundred out types of electronic billboards and private (or even secret) systems. | ||
− | + | To find basic public information on can be a difficult task as there is so much information out there these days that one has to shift through a lot of data to get the answers they seek. Of course one must have access to the Matrix to do such a search, but within a standard Metroplex this is easy with all overlapping broadcasting nodes. Basic or Standard information search (like finding a corporate public Matrix site, looking up a SIN registered comlink number, etc.) requires only a base successful with a Research skill check and 1d6 rounds. Depending on how obscure a search might be the can be a -1 to -4 penalty to this test and GM can impose extra time (multiple the base 1d6 rounds by extra dice or minutes or hours). Raise(s) provide additional information depending on what you are searching for. | |
− | + | Anyone with a comlink that includes the Scan program can attempt to locate ‘hidden’ device(s) within it Broadcast range (such as comlinks, drones, vehicles and/or Matrix security Nodes, etc.) with a base Electronics or Hacking skill check. This takes 1d6 rounds within 50”. | |
− | |||
− | Success allows the | + | Once you have found something that you might wish to access more than just the public files you will have to bypass the security put in place just to stop such attempts. This might include a Matrix site, enemy vehicle, drone or comlink, etc. This requires an Action and Hacking skill check minus the devices Firewall rating. Success allows access past the first basic layer of security. This allows one more detailed information but also can start to use Matrix Programs against the device, technology or within the Matrix Node system. If a failure is the result the hacker can try again next round as an Action. Failure can also alerts the user that someone is attempting to access their device, vehicle or Node unless the hacker is running a Ghosting or Spoof program (then it is a contested check between the Decker’s Hacking and the systems Notice skill, adding the system or device’s Firewall rating a bonus). If alerted the device can be shut down an opposing Decker can try and block future attacks and Corporate Nodes often go on security upgrades, activating IC programs and alerting security, etc. How fast these systems activate depends on the Nodes security rating (see below). |
− | + | Most Data Nodes have layers of security attached to them that must be broken through in order to get to the pay dirt within. As wireless information can be stolen with enough skill, effort and technology much sensitive information is not broadcast onto the Matrix but instead in isolated on-sight Nodes. It’s for this reason that a decker must often accompany a team to the physical location to get access to the really good info. | |
− | + | Against a devices, comlink, cybernetic system, drone or vehicle a Decker (and Rigger in some instances) can try and bypass its security and cause problems for the user. Once the system or device has been accessed the Decker has a number of options that she can peruse. To perform any of them first requires an Action and an Opposed Hacking check (anything connected through a comlink has at least a basic d4 in Hacking as manufactures have built the basic safeguards into them). If the Decker wins they can shut down one basic system (like a comlinks broadcasting ability or a single piece of cybernetics or not allow a smartgun linked weapon to fire, etc.) Another option would be to flood the user’s spam AR such that they are Distracted (and Vulnerable if the attacker got a raise over their opponent with the contested check). The Decker could also use any Program they have against the device. | |
− | + | Corporate Nodes have multiple layered structures, each with a Firewall security setting to try and stop intruders breaking into their most sensitive areas. The first layer is the Public Forums, or where the corps display the data they want everyone to see. This area is called the Green Node. The system have a basic Firewall of 1 to bypass but most corps have installed at least Firewall 2 or 3 to try and change or alter the data. The next layer is called a private zone or Blue Node with a basic Firewall rating of 2 overall but can be upgraded during security breaches. Generally this is where confidential corporate communication and basic data about the corps are stored. A Decker can find basic bank account information, standard worker (not upper management or off-the books employees) files, etc. here. The next layer is the secret zone or Red Node and most start with at least a Firewall rating of 3 another the MegaCorps often invest in stiffer security of 4. This can be raise by one or two ratings when a security breach is detected. Whenever a Decker runs a Program within a Node they suffer the Firewall rating as a penalty to their checks or it acts as a bonus for the system to overcome the Decker’s programs. | |
− | + | Each of these zone levels must be breached by the Decker to gain access to the next layer. This requires a number of Actions equal to the systems Firewall rating and an Oppose Hacking skill check. Each round spent doing this can potentially alert the system’s security. The systems gets its basic Notice skill plus the Firewall rating Opposed by the Decker’s Sneak or Trickery Matrix skill or against her Ghosting or Spoof program ratings. Success alerts the system of an intruder and what happens depends on the corps size and where the Decker is attempting to access. | |
− | + | Just because the Decker has been able to break into a private or secret zone does not grant them access to everything there. They still must use their Brows or Search Matrix skills or Scan and Sniffer programs to seek out the information or systems that they want and then most bypass any security locks (called Data-Locks) to get to the data. If they are just doing a random search this can take more time as they shift through the data (if they plan on doing it within the system). The system has a chance of detecting the Decker even if they have gained access into the system as it might recognize that they do not belong there. The system makes a Notice check plus the Firewall rating Opposed by the Decker’s Sneak or Trickery Matrix skills or against his Ghosting or Spoof programs. This happens once a minute in a private zone and once a round within a secret zone. For example, a Decker has broken into an Ares Marcotech private subsystem zone (with a Firewall 2) looking for information on the Ares Alpha Assault Rifle design specs and wants to steal the plans for them. He must first make Brows or Search Matrix skill check -2 to locate the data files. Once he has he sees it has a Data-Lock 2 securing the info behind another layer of security. He attempts either a Hacking -4 check (firewall and data-lock rating) or a Passkey program at -2 (the firewall rating) or he could even try and destroy the lock with Erode or simply smash it with the Hammer program but these automatically alert security. Once the information is accessed one need only a round to use the Copy program or a number of rounds equal to its ranting to download it. | |
− | Note that | + | Note that the reason the corps doing run the highest levels of Firewall all the time is that these security systems slow down the overall Nodes performance ratings. Corporations can also employ their own Deckers along with Intruder Countermeasure (IC) programs whose sole propose is to provide additional security by seeking out cyber criminals. The level of expertise, skill and Rating of these personal and programs varies hugely between the big corporations and a mom-and-pop. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== EMERSION LEVEL WITHIN THE MATRIX == | == EMERSION LEVEL WITHIN THE MATRIX == | ||
When a Decker logs onto the Matrix there are three levels of ‘emersion’ that one can use. Riggers do something similar but generally only access a vehicles system. Technomancers experience the Matrix the same way but can use any of the following emersion automatically without a computer or comlink. So long as they are within their broadcast range of a network. | When a Decker logs onto the Matrix there are three levels of ‘emersion’ that one can use. Riggers do something similar but generally only access a vehicles system. Technomancers experience the Matrix the same way but can use any of the following emersion automatically without a computer or comlink. So long as they are within their broadcast range of a network. | ||
* '''AR or Augmented Reality''' is the most basic level and most of society in the 2060’s involved in at least some level of AR with the comlinks transmitting and receiving data from all the Nodes and system around them every day. AR user or Decker reaction on his or her initiative card in the round. AR provides lots of additional levels of information that is not overly distracting, except when the Decker tries to interact with both ‘realities’ at the same time (for example, decking and combat in the real world at the same time). At these times the Decker is ‘Distracted’ (SWAE pg. 100). This is in addition to any Multi-Action penalties. You can use a Persona in AR in order to use programs etc., and it can take ‘Matrix damage’ as normal. Most AR browsers do not even have a stock persona and only allow character to use Persona Skills (except Scan). | * '''AR or Augmented Reality''' is the most basic level and most of society in the 2060’s involved in at least some level of AR with the comlinks transmitting and receiving data from all the Nodes and system around them every day. AR user or Decker reaction on his or her initiative card in the round. AR provides lots of additional levels of information that is not overly distracting, except when the Decker tries to interact with both ‘realities’ at the same time (for example, decking and combat in the real world at the same time). At these times the Decker is ‘Distracted’ (SWAE pg. 100). This is in addition to any Multi-Action penalties. You can use a Persona in AR in order to use programs etc., and it can take ‘Matrix damage’ as normal. Most AR browsers do not even have a stock persona and only allow character to use Persona Skills (except Scan). | ||
− | * '''Cold Sim''' is the safest version of ‘emersion’ into the Matrix (requires a minimum of a Sim Emersion upgrade on a Comlink or a Datajack). The Decker leaves his meat-body back in the real-world as they send their consciousness into the Matrix. Generally the worst that can generally happen to the Decker is that they can be dumped off the Matrix forcibly (called Dumpshock), although some programs (like Grey Hammer) can deal harm to the comlink. Cold Sim grants one Extra Action in the Matrix (can ignore one Multi-Action penalty each round) | + | * '''Cold Sim''' is the safest version of ‘emersion’ into the Matrix (requires a minimum of a Sim Emersion upgrade on a Comlink or a Datajack). The Decker leaves his meat-body back in the real-world as they send their consciousness into the Matrix. Generally the worst that can generally happen to the Decker is that they can be dumped off the Matrix forcibly (called Dumpshock), although some programs (like Grey Hammer) can deal harm to the comlink. Cold Sim grants one Extra Action in the Matrix (can ignore one Multi-Action penalty each round). |
− | * '''Hot Sim''' is the most dangerous (and illegal) version of emersion into the Matrix. This requires a Datajack (see Cyberware). With it the Decker uses her Emersion ability (from either cyberware or a comlink) in order to place their consciousness almost fully into the Matrix. Deckers have died while hacking this way while others suffered other adverse physical and psychological effects. Hot Sim grants two Extra Actions in the Matrix (ignore two Multi-Action penalties) | + | * '''Hot Sim''' is the most dangerous (and illegal) version of emersion into the Matrix. This requires a Datajack (see Cyberware). With it the Decker uses her Emersion ability (from either cyberware or a comlink) in order to place their consciousness almost fully into the Matrix. Deckers have died while hacking this way while others suffered other adverse physical and psychological effects. Hot Sim grants two Extra Actions in the Matrix (ignore two Multi-Action penalties). |
− | ''NOTE: that other Extra Action Enhancements such as | + | ''NOTE: that other Extra Action Enhancements such as Adept Powers (Improved Initiative) or Cybernetics (Wired Reflexes) only help your reaction with AR. They have no effect on Cold or Hot Sim. Edges like Quick or Level-Headed help all for all types of initiative.'' |
== PERSONA == | == PERSONA == | ||
[[File:SR.D5.Persona.jpg | 300px | left]] | [[File:SR.D5.Persona.jpg | 300px | left]] | ||
− | While “jacked” into the Matrix through a direct neural interface Emersion, the Decker projects her conscious into it and no longer have any meat-body Physical Traits (Agility, Strength and Vigor), nor can they use any skill tied to these Traits. Deckers and Wage-Programmers create unique Persona – an electric, Matrix version of whatever the Decker choices to look like (the Decker’s Avatar). At a very basic level a Persona cost of 500¥ with a Strength and Vigor Trait of D4 each (Agility is irrelevant in the Matrix). Each Trait can be Upgrades individually as listed below. The Decker must have a comlink or computer where the electronic version of this Persona is stored and can be uploaded onto the Matrix. Matrix Strength determines the basic number of Programs (see below) that the device can handle running at one time | + | While “jacked” into the Matrix through a direct neural interface Emersion, the Decker projects her conscious into it and no longer have any meat-body Physical Traits (Agility, Strength and Vigor), nor can they use any skill tied to these Traits. Deckers and Wage-Programmers create unique Persona – an electric, Matrix version of whatever the Decker choices to look like (the Decker’s Avatar). At a very basic level a Persona cost of 500¥ with a Strength and Vigor Trait of D4 each (Agility is irrelevant in the Matrix). Each Trait can be Upgrades individually as listed below. The Decker must have a comlink or computer where the electronic version of this Persona is stored and can be uploaded onto the Matrix. Matrix Strength determines the basic number of Programs (see below) that the device can handle running at one time. Comlinks can handle ½ Matrix Strength in Programs while a Cyber-Deck and handle the full Matrix Strength in Programs running at one time. It takes an Action to drop and load a Program unless noted in the Program’s description. |
− | Rank Cost (each traits must be purchased separately for both | + | Rank Cost (each traits must be purchased separately for both Strength and Vigor) |
:D6 = 1,500¥ each | :D6 = 1,500¥ each | ||
:D8 = 5,000¥ to each | :D8 = 5,000¥ to each | ||
Line 839: | Line 599: | ||
:D12 = 50,000¥ to each | :D12 = 50,000¥ to each | ||
− | A Decker’s Persona also has four basic skills – | + | A Decker’s Persona also has four basic skills – Browse (Matrix Notice), Search (Matrix Research), Sneak (Matrix Stealth), and Trickery (Matrix Persuasion/Deception). Each starts at a base D4 with the basic Persona built. |
Rank Cost (each skill rank must be purchased separately for each skill) | Rank Cost (each skill rank must be purchased separately for each skill) | ||
:D6 = 500¥ each | :D6 = 500¥ each | ||
Line 846: | Line 606: | ||
:D12 = 5,000¥ to each | :D12 = 5,000¥ to each | ||
− | == MATRIX | + | == MATRIX PROGRAMS == |
− | + | These programs only work within the Matrix. The exceptions include the Scan which can be used in the ‘real-world’ to find nods, comlinks, drones, etc.; Grey Hammer which can damage or destroy hardware and comlinks; and Black Hammer which can kill a decker’s meat body. Range is meaningless and any Area Effect instead affects the local Nod (there is no difference in size in the Matrix). | |
− | + | A Decker can attempt to write her own Programs or increase her Matrix Traits and or Skills instead of purchasing them. This takes 20 hours of dedicated work per 2,000¥ to normally purchase it; not counting restricted or illegal price increase. A decker can normally devote 10 hours a day (14 with a Spirits check that if made works for a week). Those who require less sleep (due to drugs or cybernetics like a Sleep Regulator, etc.) can devote an additional 6 hours per day. At the end the Decker makes a Science skill check. Success grants the first rating or increase a Trait or Skill by +1 step. Failure wastes the time invested. | |
− | |||
− | A Decker can attempt to write her own Programs or increase her Matrix Traits and or Skills instead of purchasing them. | ||
− | + | '''STANDARD (COMMON) PROGRAMS''' | |
− | + | * '''Agents''' (Restricted) – creates a semi-autonomous programs that can do various takes. The basic Agent has a d6 in Matrix Attributes and a d6 in all Matrix skills. It’s a semi-independent A.I. that will follow orders and instructions but is not creative in any way itself. The Base cost 2,500¥. One can create two Agents for +2,500¥, four Agents for +5,000¥ and a maximum of six Agents for +10,000¥. A decker can grant his agents Programs listed here for the same cost listed. | |
− | '''COMMON PROGRAMS''' | + | * '''Armor''' (Restricted) – provide Matrix protection like armor +1 per rating. Cost 200¥ x rating (max 10). This can be combined with raising Toughness at a cost of 500¥ x rating (max 5). |
− | * '''Agents''' (Restricted) – creates a semi-autonomous programs that can do various takes | + | * '''Black Hammer''' (Illegal) – This illegal program not only can damage a Persona but also the meat body of the decker projecting into the Matrixed. The decker’s body suffers ½ the damage the Persona would have taken minus the decker’s comlink Firewall rating. Cost 20,000¥ |
− | |||
− | * '''Armor''' (Restricted) – provide Matrix protection like armor +1 per rating. Cost 200¥ x rating (max 10). | ||
− | * '''Black Hammer''' (Illegal) – | ||
[[File:SR.D5.Programs.jpg | right]] | [[File:SR.D5.Programs.jpg | right]] | ||
− | + | * '''Confusion''' (Restricted) – This program can cause an enemy Persona or IC to become Distracted and Vulnerable. This is contested check Hacking skill check. Success and the opponent gains both conditions for 1d6 rounds. Every raise increase the duration by 1d6 rounds Cost 2,500¥ | |
− | * ''' | + | * '''Copy''' – This program can download and copy data from files, etc. in one round. Cost 1,000¥ |
− | * '''Corrupt''' (Restricted) – This program erodes IC or Persona’s traits (Matrix Attributes or Skills) | + | * '''Corrupt''' (Restricted) – This program erodes IC or Persona’s traits (Matrix Attributes or Skills). This is a contested Hacking skill check. Success lowers one trait by 1 die step. Each raise lowers a trait (same or a different one) by another 1 die step. Cost 5,000¥. |
− | + | * '''Data Bomb''' (Illegal) – This program destroys data-files, generally taking one Action per rating. Cost 2,000¥ | |
− | * '''Data Bomb''' (Illegal) – This program destroys | + | * '''Erase''' (Illegal) – This program erodes and destroys a Program. Each round the Decker is in contact with a Program it lowers its rating by one. When it reaches 0 the program is destroy (can be reload by the Host Node but takes time). With a successful Hacking check against an IC or Persona they must make a Matrix Vigor check or suffer a Wound. Cost 10,000¥. |
− | * '''Erase''' (Illegal) – This program | + | * '''Exploit''' (Illegal) – This program allows the decker to gain control over a Program, IC or Persona. Acts as the puppet power (SWA pg. 166). Cost 10,000¥ |
− | + | * '''Fortitude''' (Restricted) – This program adds to your Persona’s Matrix Toughness. Each level adds +1 to a max rating of 10. Cost 2,000¥ rating I-V, cost 4,000¥ rating VI-X. | |
− | * '''Exploit''' (Illegal) – This | + | * '''Ghosting''' (Illegal) – the Decker’s persona is partially invisible to other programs and Personas. An the system’s or Persona’s Browse or Search along with Sniffer and Scan programs are at -2 per ranking, with Host nodes gaining a bonus equal to the Firewall rating. Cost rank I: 5,000¥; rank II: 12,500¥; or rank III: 25,000¥ |
− | * '''Fortitude''' (Restricted) – This program adds to your Persona’s Matrix Toughness. Each level adds +1 to a max rating of | + | * '''Glue''' (Restricted) – This program can ensnares an IC, Persona or Program in place such that it cannot move out of the Host zone it was located. For a Persona a decker can jack-out but doing so removes her Persona from the Host area and if she wishes to return she must break into the system again. This is an Opposed Hacking skill check. Success and the target cannot move and is Distracted. With a raise the target is also Vulnerable. In either case if the decker moved out of the host zone the target cannot follow. Cost 5,000¥ |
− | * '''Ghosting''' (Illegal) – the Decker’s persona is partially invisible to other programs and Personas. | + | * '''Grey Hammer''' (Restricted) – this semi-legal attack program can damage the hardware of a Program. Any damage the decker inflicts also compare the damage to the target’s hardware Hardness rating plus Firewall. Beating the Hardness rating by four causes it a wound (a Wild Card’s comlink or hardware can take three wound and suffers no wound penalties, but once it has suffered its fourth wound the decker is forced off the Matrix with dumpshock). Cost 5,000¥ |
− | + | * '''Hammer''' (Restricted) – This program increase the Persona’s Strength damage by the rating. Rating I: Str+1d4, Cost 500¥; Rating II: Str+d6, Cost 1,500¥; Rating III: Str+d8, Cost 4,000¥; Rating IV: Str+d10, Cost 8,000¥; Rating V: Str+d12, Cost 15,000¥. Can add upgrades of Penetrator – Reduces Armor Program by its rating. Cost 200¥ x Rating (max 5). | |
− | * '''Glue''' (Restricted) – This program can ensnares an IC | + | * '''Jammer''' (Illegal) – This program causes a system to not be able to communicate with its host system or others. This is a contested Electronics or Hacking skill check. Success blocks all communication by the target, thus it cannot raise alarms etc. The basic duration of this program is 5 rounds. Cost 5,000¥ |
− | + | * '''Medic''' – This program can heal Matrix wounds on itself. The decker makes an Electronics skill check, minus any wound penalties. Success heals a wound, a raise two wounds. This program can only be used a number of times equal to its rating before requiring it to be reloaded (which normally takes a number of actions of 1d6 rounds x rating). Cost 1,000¥ x rating for levels I-III; costs 2,000¥ x rating for levels IV-VI; costs 5,000¥ x rating for levels VII-X. | |
− | * '''Grey Hammer''' (Restricted) – | + | * '''Passkey''' (Illegal) – This program grants a decker a bonus to Hacking to overcoming a Data-Lock, allowing him to bypass the security protocols faster and with less danger of alerting security. Each rating adds +1 to his Hacking skill against a Data-Lock. Cost 500¥ x rating for levels I-V; 1,000¥ x rating for levels VI-X. |
− | + | * '''Scan''' – This legal program allows anyone with a Comlink to find nodes and wireless devices while in the real world. The Range equals to the Broadcast range. Requires a basic success with Electronics or Hacking (apply all Firewall penalties). With a basic success, the decker can use Augury with a Hacking check -2 as a free action. This grants the user additional information about the node or com. For example an enemy team’s locations and number, weapon types (everything from clothing to weapons to cyberware has RFID tags, attached to them. The Scan program get access a lot of this basic data almost instantly). Cost 2,000¥ | |
− | * '''Hammer''' (Restricted) – This program increase the Persona’s Strength damage by the rating. Rating I: Str+1d4, Cost 500¥; Rating II: Str+d6, Cost 1,500¥; Rating III: Str+d8, Cost 4,000¥; Rating IV: Str+d10, Cost 8,000¥; Rating V: Str+d12, Cost 15,000¥. Can add upgrades of Penetrator – Reduces Armor Program by its rating. Cost | ||
− | |||
− | * '''Jammer''' (Illegal) – This program causes a system to not be able to communicate with its host system or others | ||
− | * '''Medic''' – This program can heal Matrix wounds | ||
− | * '''Passkey''' (Illegal) – This program grants a decker a bonus to | ||
− | * '''Scan''' – This legal program allows anyone with a Comlink to find nodes and wireless devices while in the real world. The Range equals to the | ||
* '''Shield''' (Restricted) – This program adds to the Persona’s Matrix Parry Score. Each rating adds +1 to this Score. Cost 2,000¥ x rating, I-III. | * '''Shield''' (Restricted) – This program adds to the Persona’s Matrix Parry Score. Each rating adds +1 to this Score. Cost 2,000¥ x rating, I-III. | ||
− | * '''Sniffer''' (Restricted) – This program is used | + | * '''Sniffer''' (Restricted) – This program is used to find hidden data stores but also to bypass Ghosting and Spoof programs. Each ranking grants +1 to the Persona’s Brows and Search Matrix skills. Cost 1,000¥ x rating for levels I-V; 3,000¥ x rating for levels VI-X. |
+ | * '''Spoof''' (Illegal) – This program disguises the Persona to make it appear that it belongs where it normally does not. Each level grants the user a +2 to his Trickery Matrix Skill generally opposed by the systems Notice. Cost rank I: 5,000¥; rank II: 12,500¥; or rank III: 25,000¥. | ||
+ | * '''Tracer''' (Restricted) – This program uses your Persona’s Search Matrix skill to try and locate the physical location of another Persona almost anywhere on Earth. Allows an opposed check (by target’s Hacking and Firewall) every 1d6+1 rounds. Success locates the target’s physical location to within a block, with a raise within a few feet. | ||
+ | * '''White Noise''' (Restricted) – This program fills a local Node or Host system with jamming white noise that causes a general penalty of -1 to all Matrix Skills per rating. But this jamming affects the Decker’s skills and Persona also. Cost 2,000¥ x rating for levels I-III; cost 5,000¥ x rating for levels IV-VI, and 10,000¥ x rating for levels VII-X. | ||
− | + | ''NOTE – these are only the basic programs. You can create others system but remember range has no Matrix effect. Any Area effect will affect everything you can ‘see’ within the Local Node or System'' | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''NOTE – these are only the basic programs. You can create others system but remember range has no Matrix effect. Any Area effect will affect everything you can ‘see’ within the Local | ||
== MATRIX COMBAT == | == MATRIX COMBAT == | ||
− | |||
− | |||
As Persona can move around in the Matrix at near light speed (after all you are just code) Range is irrelevant. All combat is assumed to be ‘hand-to-hand’ just for the sake of easy of play. Attack rolls to hit in the Matrix are determined using your Hacking skills minus any Firewall within a System (but not from comlinks, etc.). This penalty only applies to hostile hackers and not a system Program or IC or personas recognized in their own Host system (if a Decker successfully Spoofs or Sneaks into a system he does not suffer this penalty either). A Decker’s Persona Strength deals base damage (plus Hammer Program). Persona Vigor to determine the Decker’s Matrix Toughness (2 + ½ Matrix Vigor die). Armor that a Decker’s meat-body is wearing doesn’t count, nor does Dermal Planting or Brawny or Size. A Persona’s Parry score is equal to 2 + ½ Hacking skill. Edges like Parry do not add to this score nor does Dodge aid in the Matrix. Call Shots are irrelevant in the Matrix. Wild Cards Personas have 3 Wounds, Extras as normal. | As Persona can move around in the Matrix at near light speed (after all you are just code) Range is irrelevant. All combat is assumed to be ‘hand-to-hand’ just for the sake of easy of play. Attack rolls to hit in the Matrix are determined using your Hacking skills minus any Firewall within a System (but not from comlinks, etc.). This penalty only applies to hostile hackers and not a system Program or IC or personas recognized in their own Host system (if a Decker successfully Spoofs or Sneaks into a system he does not suffer this penalty either). A Decker’s Persona Strength deals base damage (plus Hammer Program). Persona Vigor to determine the Decker’s Matrix Toughness (2 + ½ Matrix Vigor die). Armor that a Decker’s meat-body is wearing doesn’t count, nor does Dermal Planting or Brawny or Size. A Persona’s Parry score is equal to 2 + ½ Hacking skill. Edges like Parry do not add to this score nor does Dodge aid in the Matrix. Call Shots are irrelevant in the Matrix. Wild Cards Personas have 3 Wounds, Extras as normal. | ||
Line 909: | Line 653: | ||
Riggers use all basic Matrix Skills that a Decker does (and the VCR cybernetic implant includes all at a base rating of D4 each) but its Programs that it can run are limited to Confuse*, Crash*, Exploit*, Ghosting*, Jammer*, Scan, Spoof* and Search (*can only be used vehicles, drones or security systems). They run these through the VRC and don’t require additional computer hardware to do so. These programs are purchased the same way as with Deckers. | Riggers use all basic Matrix Skills that a Decker does (and the VCR cybernetic implant includes all at a base rating of D4 each) but its Programs that it can run are limited to Confuse*, Crash*, Exploit*, Ghosting*, Jammer*, Scan, Spoof* and Search (*can only be used vehicles, drones or security systems). They run these through the VRC and don’t require additional computer hardware to do so. These programs are purchased the same way as with Deckers. | ||
− | Drones can extend the range when using Scan and Search to find hidden comlinks, nods, electronic devices, drones, etc. In this way a Rigger can act as something of a team’s ‘Overwatch’ lookout. | + | Drones can extend the range when using Scan and Search to find hidden comlinks, nods, electronic devices, drones, etc. In this way a Rigger can act as something of a team’s ‘Overwatch’ lookout. Scanning for and Searching for dangers and relying any hostile groups’ locations via AR to their team (sharing this information is a free action). At the same time they can be running Spoof to hide their own vehicles and team member’s comlinks from hostile Riggers and Deckers. |
− | + | A special type of Rigger employed by many Corps is called a '''Sypder'''. They control a building or corporate area’s surveillance and threat response equipment (Automated Systems; things like alarms, fire suppression systems and of course pop-out wall guns and gas release systems). In these cases, each ‘system’ that the Sypder is in control of counts as a vehicle or drones for the limit to the number of devices he can control remotely. Different remote controlled guns would count as a vehicles, drones, etc. while camera systems don’t. Instead they act as the Spyder’s eyes and ears. Spyder’s often use the same Matrix Programs as Riggers plus Armor and Hammer. | |
− | A | + | A Rigger (or Decker/Technomancer) can try and forcibly take control of an enemy drone, a vehicle or Sypder system with an Opposed Hacking skill check (or in the device is on remote service then a basic Hacking success). The attacking hacker must be within his Broadcast radius. The attack suffers a penalty of twice the devices Firewall rating. The hacker must devote his full attention to this action for the duration that he wish to control the enemy’s device. |
== TECHNOMANCERS == | == TECHNOMANCERS == | ||
Line 921: | Line 665: | ||
:'''Starting Powers''' (Called Living Programs): 3 | :'''Starting Powers''' (Called Living Programs): 3 | ||
:'''Skill''': Hacking (Smarts) | :'''Skill''': Hacking (Smarts) | ||
− | :'''Power List''': Any | + | :'''Power List''': Any. |
OTHER BASIC ABILITIES | OTHER BASIC ABILITIES | ||
Line 928: | Line 672: | ||
'''LIVING PERSONA AND PROGRAMS'''</br> | '''LIVING PERSONA AND PROGRAMS'''</br> | ||
− | The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts | + | The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts and their Vitality Traits is equal to Spirits (Matrix Toughness is equal to 2 + ½ Spirits). Technomancer also uses their Hacking as their Fighting skill and Matrix Parry (2 + ½ Hacking). The Technomancer also gains all of the Matrix Skills at a base D4 skill each. A Technomancers’ Living Persona ‘Powers’ works just like a Magic Users spells but only within the Matrix and only effect Matrix Hosts, Programs, IC and other Personas. A Technomancer uses her Hacking skill to ‘cast’ these spells and they cost the same Power Points as listed. |
− | + | As with other Magic Users a Technomancer gains two power with the New Powers edge. In order to raise her Matrix Attribute Traits or Matrix Skills an Advance grants them 2 points for Matrix Attributes or 4 points for Matrix Skills. These skills are not tied to attributes but the max is d12. | |
− | |||
− | |||
− | |||
− | As with other Magic Users | ||
'''POWERS IN THE MATRIX'''</br> | '''POWERS IN THE MATRIX'''</br> | ||
− | The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like | + | The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like Mind Reading or Object Reading or Puppet. The player of a Technomancer should use their own creativity when coming up with Trapping Names for these Powers. There are few Powers that need special attention for how they work in the Matrix… |
− | + | :'''Banish''': this power works against Sprites but also artificial IC but against them the power only has a Duration of 5. | |
− | + | :'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed anyway. | |
− | |||
− | There are | ||
− | |||
− | :'''Banish''': this power works against Sprites but also | ||
− | :'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed | ||
− | |||
Line 954: | Line 688: | ||
:'''Parry''' 6, '''Toughness''' 11 (4) | :'''Parry''' 6, '''Toughness''' 11 (4) | ||
:'''Skills''': Brows d4, Hacking d8, Search d6, Sneak d4, Trickery d4 | :'''Skills''': Brows d4, Hacking d8, Search d6, Sneak d4, Trickery d4 | ||
− | :'''Special Abilities | + | :'''Special Abilities''' |
− | :* '''Armor''': as Program, base rating AP 4 | + | :* '''Armor''': as Program, base rating AP+4 |
:* '''Hammer''': as Program, base damage Str+d6 and Penetrator AP 2. | :* '''Hammer''': as Program, base damage Str+d6 and Penetrator AP 2. | ||
:* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. | :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. | ||
Line 962: | Line 696: | ||
'''Courier Sprite'''– these sprites are messengers and tracers. | '''Courier Sprite'''– these sprites are messengers and tracers. | ||
− | + | '''Attributes''': Smarts d6, Spirits d6, Strength d8, Vigor d6 | |
− | + | '''Parry''' 6, '''Toughness''' 5 | |
− | + | '''Skills''': Brows d10, Hacking d8, Search d10, Sneak d8, Trickery d8 | |
− | + | '''Special Abilities and Programs''' | |
:* '''Blast''': can send an electronic blast that deals 2d8 damage in an area (so the Node or System). | :* '''Blast''': can send an electronic blast that deals 2d8 damage in an area (so the Node or System). | ||
:* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. | :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. | ||
Line 973: | Line 707: | ||
'''Crack Sprite''' – these sprites are masters of finding programming flaws and exploiting them. | '''Crack Sprite''' – these sprites are masters of finding programming flaws and exploiting them. | ||
− | + | '''Attributes''': Smarts d8, Spirits d6, Strength d8, Vigor d6 | |
− | + | '''Parry''' 7, '''Toughness''' 5 | |
− | + | '''Skills''': Brows d6, Hacking d10, Search d6, Sneak d4, Trickery d4 | |
− | + | '''Special Abilities and Programs''' | |
:* '''Confusion''': as Program | :* '''Confusion''': as Program | ||
:* '''Crack''': sends a bolt of electronic that can short out systems. Damage 3d8. | :* '''Crack''': sends a bolt of electronic that can short out systems. Damage 3d8. | ||
Line 984: | Line 718: | ||
'''Fault Sprite''' – these sprites are designed to inject errors codes into programs to cause them to crash | '''Fault Sprite''' – these sprites are designed to inject errors codes into programs to cause them to crash | ||
− | + | '''Attributes''': Smarts d6, Spirits d6, Strength d10, Vigor d8 | |
− | + | '''Parry''' 6, '''Toughness''' 6 | |
− | + | '''Skill'''s: Brows d8, Hacking d8, Search d8, Sneak d8, Trickery d8 | |
− | + | '''Special Abilities''' | |
:* '''Corrupt''': as Program | :* '''Corrupt''': as Program | ||
:* '''Data-Bomb''': as Program | :* '''Data-Bomb''': as Program | ||
Line 1,038: | Line 772: | ||
Cyberware and Bioware must be purchased with cash (the cost listed below does not normally include Surgery and recovery costs). Both have the following qualifiers… | Cyberware and Bioware must be purchased with cash (the cost listed below does not normally include Surgery and recovery costs). Both have the following qualifiers… | ||
:1. Cyberware and Bioware cost Strain as found in the SFC (pg. 29 but ½ Trait die for Strain Stat; i.e. d6 both Spirits and Vigor means max Strain 3.0) which has an adverse effect on the casting of spells by the user but also acts as a penalty for helpful spells casts on them (see Sorcery). Add all systems Strain cost together to get the final Essence Cost. | :1. Cyberware and Bioware cost Strain as found in the SFC (pg. 29 but ½ Trait die for Strain Stat; i.e. d6 both Spirits and Vigor means max Strain 3.0) which has an adverse effect on the casting of spells by the user but also acts as a penalty for helpful spells casts on them (see Sorcery). Add all systems Strain cost together to get the final Essence Cost. | ||
− | :2. Cultured Bioware can be ‘grown’ for a specific individual and when grafted into that person only costs | + | :2. Cultured Bioware can be ‘grown’ for a specific individual and when grafted into that person only costs 60% the base Essence (round to the nearest 0.1) and increase the Bioware cost by 50%. |
− | :3. Alphaware cybernetics are next generation technology and not as invasive into the recipient’s psyche. Reduce the | + | :3. Alphaware cybernetics are next generation technology and not as invasive into the recipient’s psyche. Reduce the Essence cost by 80% (round to the nearest 0.1) and increase the cost by 50%. Betaware reduces the Essence cost by 60% the base Essence (round to the nearest 0.1) and increases the cost by 100%. |
:4. Cyberware and Bioware can be Detected by modern scanners and sensors, and with Aura Reading (Astral Projection/Duel-Nature). Can be blocked by implanted neural interface disruptors. | :4. Cyberware and Bioware can be Detected by modern scanners and sensors, and with Aura Reading (Astral Projection/Duel-Nature). Can be blocked by implanted neural interface disruptors. | ||
:5. Cyberware automatically has built-in RFID tags to receive patches and software updates. Most runners and security personal have these function turn off (often illegal for civilians). | :5. Cyberware automatically has built-in RFID tags to receive patches and software updates. Most runners and security personal have these function turn off (often illegal for civilians). | ||
Line 1,058: | Line 792: | ||
'''Muscle Augmentation I-III''' (15,000¥/level, Strain 0.5/level): gene-therapy to enhance overall strength. Each level increases the subject’s Strength by +1 die step.</br> | '''Muscle Augmentation I-III''' (15,000¥/level, Strain 0.5/level): gene-therapy to enhance overall strength. Each level increases the subject’s Strength by +1 die step.</br> | ||
'''Muscle Toner I-III''' (25,000¥/level, Strain 0.5/level): gene-therapy to enhance overall hand-eye-coordination and balance. Each level increases the subject’s Agility by +1 die step.</br> | '''Muscle Toner I-III''' (25,000¥/level, Strain 0.5/level): gene-therapy to enhance overall hand-eye-coordination and balance. Each level increases the subject’s Agility by +1 die step.</br> | ||
− | '''Otherskin I- | + | '''Otherskin I-IV''' (5,000¥/level, Strain 0.25/level): toughing of subject’s skin and bio-enhanced strengthening of internal organs. Each level increases the subject’s Toughness score by +1.</br> |
'''Pathogenic Defense''' (2,500¥, Strain 0.25): gene-enhancements to the subject’s immune system adds +4 to resistant tests with Disease and Toxins (including poisons). Also gain +4 Toughness against any related direct damage attacks (inlcuding spells).</br> | '''Pathogenic Defense''' (2,500¥, Strain 0.25): gene-enhancements to the subject’s immune system adds +4 to resistant tests with Disease and Toxins (including poisons). Also gain +4 Toughness against any related direct damage attacks (inlcuding spells).</br> | ||
'''Reaction Enhancer''' (8,000¥, Strain 0.5): synaptic enhancers allows the subject to re-draw and Initiative Card results of a 5 or less.</br> | '''Reaction Enhancer''' (8,000¥, Strain 0.5): synaptic enhancers allows the subject to re-draw and Initiative Card results of a 5 or less.</br> | ||
'''Sleep Regulator''' (5,000¥, Strain 0.25): brain way enhancers allow the subject to only require three hours of sleep a night or to go up to three nights without sleep without drawbacks.</br> | '''Sleep Regulator''' (5,000¥, Strain 0.25): brain way enhancers allow the subject to only require three hours of sleep a night or to go up to three nights without sleep without drawbacks.</br> | ||
'''Superthyroid Gland''' (50,000¥, Strain 1.5): advanced gene therapy increases the subjects Agility, Strength and Vigor by +1 die step each.</br> | '''Superthyroid Gland''' (50,000¥, Strain 1.5): advanced gene therapy increases the subjects Agility, Strength and Vigor by +1 die step each.</br> | ||
− | '''Symbiotes I- | + | '''Symbiotes I-II''' (25,000¥/level, Strain 0.5/level): this gene and nana treatment allows the subject to make a natural healing check every day with level one and every 12 hours with level 2. Subjects Liftstyle increases by 50% due to increase consumption.</br> |
− | '''Synaptic Boost I- | + | '''Synaptic Boost I-III''' (35,000¥/level, Strain 0.75/level): gene enhancement to the spinal cord and brain steam grants the subject to ignore one Multi-Action penalty per level.</br> |
'''Tailored Pheromones I-II''' (8,000¥/level, Strain 0.25/level): artificial pheromones grant the subject a +2 to her Performance and Persuasion skill checks so long as the targets can “smell” her.</br> | '''Tailored Pheromones I-II''' (8,000¥/level, Strain 0.25/level): artificial pheromones grant the subject a +2 to her Performance and Persuasion skill checks so long as the targets can “smell” her.</br> | ||
'''Thermal Damper''' (4,000¥, Strain 0.25): advanced internal temperature dampeners. The grant the subject +2 to Stealth but only verses Thermal/IR vision.</br> | '''Thermal Damper''' (4,000¥, Strain 0.25): advanced internal temperature dampeners. The grant the subject +2 to Stealth but only verses Thermal/IR vision.</br> | ||
Line 1,076: | Line 810: | ||
:Knowsoft and Languagesoft base d4 skill chips cost 200¥ each; base d6 cost 500¥ each; base d8 cost 2,000¥ each. | :Knowsoft and Languagesoft base d4 skill chips cost 200¥ each; base d6 cost 500¥ each; base d8 cost 2,000¥ each. | ||
:Activesoft base d4 chips cost 2,500¥ each; base d6 cost 7,500¥ each; and a base d8 cost 15,000¥ each. No matter then number of chipjack slot the subject can only have one Activesoft skill running at a time. | :Activesoft base d4 chips cost 2,500¥ each; base d6 cost 7,500¥ each; and a base d8 cost 15,000¥ each. No matter then number of chipjack slot the subject can only have one Activesoft skill running at a time. | ||
− | '''Comlink, Internal''' (1,000¥, Strain 0.5): A base comlink is implanted into the lower part of the subject’s brain near one of his ears. The basic broadcast range is 100 yards (50”) and includes a standard Firewall ranting of 1. A signal broadcast boost to 1000 yards (500”) increases the cost by +500¥ and improving the Firewall to rating 2 increases the cost by +1,000¥ and rating 3 increase the cost by another +5,000¥. A Simsense Emersion upgrade costs 1,000¥ | + | '''Comlink, Internal''' (1,000¥, Strain 0.5): A base comlink is implanted into the lower part of the subject’s brain near one of his ears. The basic broadcast range is 100 yards (50”) and includes a standard Firewall ranting of 1. A signal broadcast boost to 1000 yards (500”) increases the cost by +500¥ and improving the Firewall to rating 2 increases the cost by +1,000¥ and rating 3 increase the cost by another +5,000¥. A Simsense Emersion upgrade costs 1,000¥.</br> |
'''Datajack''' (500¥, Strain 0.5): allows basic, hands free, control of any modern device (+2 to all basic skill check working with these devices) either through a datajack fiber optic cable or wirelessly within a comlink’s broadcast range. Allows full Emersion ability automatically when "plugged in".</br> | '''Datajack''' (500¥, Strain 0.5): allows basic, hands free, control of any modern device (+2 to all basic skill check working with these devices) either through a datajack fiber optic cable or wirelessly within a comlink’s broadcast range. Allows full Emersion ability automatically when "plugged in".</br> | ||
'''Encephalon''' (10,000¥, Strain 1.0): bleeding edge tech for memory boost and skill enhancers, allows the recipient to have a basic understanding of almost every subject. The subject does not suffer the normal skill penalty in untrained skills.</br> | '''Encephalon''' (10,000¥, Strain 1.0): bleeding edge tech for memory boost and skill enhancers, allows the recipient to have a basic understanding of almost every subject. The subject does not suffer the normal skill penalty in untrained skills.</br> | ||
Line 1,082: | Line 816: | ||
'''Olfactory Boost''' (2,500¥, Strain 0.5): cybernetic nasal boosts grants the subject the ability sense subjects by smell alone and track by scent. Target ignores illumination penalties within 3” of itself if it can smell the target and gains +2 to Survival when tracking a target which it can also smell.</br> | '''Olfactory Boost''' (2,500¥, Strain 0.5): cybernetic nasal boosts grants the subject the ability sense subjects by smell alone and track by scent. Target ignores illumination penalties within 3” of itself if it can smell the target and gains +2 to Survival when tracking a target which it can also smell.</br> | ||
'''Orientation System''' (500¥, Essence 0.25): GPS implant allows the subject to know its direction.</br> | '''Orientation System''' (500¥, Essence 0.25): GPS implant allows the subject to know its direction.</br> | ||
− | '''Radar Sensor''' (20,000¥, Strain 2.0): basic radar implant that ‘pings’ to sense surrounds (can be detected with High Frequency Hearing). Notice checks ignore all | + | '''Radar Sensor''' (20,000¥, Strain 2.0): basic radar implant that ‘pings’ to sense surrounds (can be detected with High Frequency Hearing). Notice checks ignore all illumination and invisibility penalties, fog and other penalties within 60 yards (30”)</br> |
'''Taste Boost''' (2,500¥, Strain 0.5): cybernetic taste enhancers allow the subject a Notice check with the tiniest of material to determine toxins, chemical compounds, etc.</br> | '''Taste Boost''' (2,500¥, Strain 0.5): cybernetic taste enhancers allow the subject a Notice check with the tiniest of material to determine toxins, chemical compounds, etc.</br> | ||
+ | '''Ultrasound Sensor''' (20,000¥, Strain 2.0): cybernetic implant that uses sound waves to sense surrounds within 60 yards (30”) (as Radar Sensors but can be detected by Low Frequency Hearing).</br> | ||
'''Voice Modulator''' (6,000¥, Strain 1.0): cybernetic replacement of the voice box allows the subject to disguise her voice well enough to fool voice analyzers. Adds +4 to any opposed check.</br> | '''Voice Modulator''' (6,000¥, Strain 1.0): cybernetic replacement of the voice box allows the subject to disguise her voice well enough to fool voice analyzers. Adds +4 to any opposed check.</br> | ||
− | |||
BODYWARE</br> | BODYWARE</br> | ||
Cybernetics found within the recipient’s body cavity, skeleton and spine.</br> | Cybernetics found within the recipient’s body cavity, skeleton and spine.</br> | ||
'''Biomonitor''' (500 ¥, Strain 0.5): cybernetic readout grants +2 to Healing checks against the subject.</br> | '''Biomonitor''' (500 ¥, Strain 0.5): cybernetic readout grants +2 to Healing checks against the subject.</br> | ||
− | '''Bone Lacing I | + | '''Bone Lacing I (Plastic)''' (3,000¥, Strain 1.0): plastic bone lacings grants the subject Armor +2 and unarmed damage of Str+d4. '''Bone Lacing II (Aluminum)''' (6,000¥, Strain 2.0): aluminum lacing grants the subject Armor +4 and unarmed damage Str+d6. '''Bone Lacing III (Titanium)''' (9,000¥, Strain 3.0): titanium lacing grants the subject Armor +6 and unarmed damage of Str+d8.</br> |
'''Boosted Reflexes I-II''' (10,000¥/level, Strain 1.0/level): cybernetic enhancers that each level grant the subject a +1 to their Parry and also others suffer a -1 to any ranged attacks against them.</br> | '''Boosted Reflexes I-II''' (10,000¥/level, Strain 1.0/level): cybernetic enhancers that each level grant the subject a +1 to their Parry and also others suffer a -1 to any ranged attacks against them.</br> | ||
'''Dermal Plating I-III''' (1,000¥/level, Strain 0.5/level): bio-plastic implants under the subject’s skin layer and each level grants the subject Armor +2.</br> | '''Dermal Plating I-III''' (1,000¥/level, Strain 0.5/level): bio-plastic implants under the subject’s skin layer and each level grants the subject Armor +2.</br> | ||
Line 1,098: | Line 832: | ||
'''Hand Spur''' (4,000¥, Strain 0.5, retractable +500¥, Strain +0.5): Combat claws implanted in the arms that extend though the back of wrists deals base Str+d6 and AP 2. Considered a Natural Weapon (SWAE pg. 104), Retractable as hand razor.</br> | '''Hand Spur''' (4,000¥, Strain 0.5, retractable +500¥, Strain +0.5): Combat claws implanted in the arms that extend though the back of wrists deals base Str+d6 and AP 2. Considered a Natural Weapon (SWAE pg. 104), Retractable as hand razor.</br> | ||
'''Internal Air Tanks I-IV'''(2,500¥/level, Strain 0.5/level): internal oxygen tanks replacing part of the subject’s lungs. Subject can hold its breath for one hour before requiring recharge.</br> | '''Internal Air Tanks I-IV'''(2,500¥/level, Strain 0.5/level): internal oxygen tanks replacing part of the subject’s lungs. Subject can hold its breath for one hour before requiring recharge.</br> | ||
− | '''Motion Sensor''' (6,000¥, Strain 1.0): implant | + | '''Motion Sensor''' (6,000¥, Strain 1.0): implant ca</br>n ‘see’ movement. Subject ignores all invisibility and illumination penalties within 5” (10 yards). Targets not moving/taking action add +2 their opposed check to avoid detection to Stealth.</br> |
− | '''Move-By-Wire I- | + | '''Move-By-Wire I-III''' (30,000¥/level, Strain 2.5/level): Move-by-wire system is the cutting edge in reaction augmentation. Each level allows the subject to ignore one Multi-Action penalty and each level adds +1 to Parry and others suffer a -1 to all ranged attacks against them. Finally each level grants the user a +1 to her Athletic and Stealth skill checks.</br> |
'''Muscle Replacements I-III''' (5,000¥/level, Strain 1.0/level): cybernetic muscle enhancer, each level grants a +1 step increase to the subject’s Strength.</br> | '''Muscle Replacements I-III''' (5,000¥/level, Strain 1.0/level): cybernetic muscle enhancer, each level grants a +1 step increase to the subject’s Strength.</br> | ||
'''Pain Editor I-II''' (2,000¥/level, Strain 1.0/level): cybernetic pain blockers allow the subject to ignore one Wound penalties per level.</br> | '''Pain Editor I-II''' (2,000¥/level, Strain 1.0/level): cybernetic pain blockers allow the subject to ignore one Wound penalties per level.</br> | ||
Line 1,106: | Line 840: | ||
'''Taser Hand''' (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.</br> | '''Taser Hand''' (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.</br> | ||
'''Vehicle Rig Control''' (VRC) (10,000¥, Strain 1.5) [Requires a Datajack or Comlink with Emersion upgrade. Also requires the rigger to be within her ‘broadcast’ range with vehicle to be controlled]: The rigger can control a number of drones and vehicles equal to ½ their Smart die, but still suffers multi-action penalties for controlling different vehicles (but see Emersion in the Matrix). Gain a +2 with Boating, Drive and Pilot and +1 Shooting with vehicle’s weapons with the Rigger upgrade. See Riggers (in the MATRIX).</br> | '''Vehicle Rig Control''' (VRC) (10,000¥, Strain 1.5) [Requires a Datajack or Comlink with Emersion upgrade. Also requires the rigger to be within her ‘broadcast’ range with vehicle to be controlled]: The rigger can control a number of drones and vehicles equal to ½ their Smart die, but still suffers multi-action penalties for controlling different vehicles (but see Emersion in the Matrix). Gain a +2 with Boating, Drive and Pilot and +1 Shooting with vehicle’s weapons with the Rigger upgrade. See Riggers (in the MATRIX).</br> | ||
− | '''Wired Reflexes I- | + | '''Wired Reflexes I-III''' (15,000¥/level, Strain 1.5/level): wire enhanced reflexes; each level allows the subject to ignore one Multi-Action penalty.</br> |
''Note that Damage Compensator and Pain Editors cannot be combined. Move-By-Wire, Vehicle Rig Control, Wired Reflexes or Synaptic Boost (Bioware) may not be taken together. Move-By-Wire and Wire Reflexes may not be combined with Boosted Reflexes.'' | ''Note that Damage Compensator and Pain Editors cannot be combined. Move-By-Wire, Vehicle Rig Control, Wired Reflexes or Synaptic Boost (Bioware) may not be taken together. Move-By-Wire and Wire Reflexes may not be combined with Boosted Reflexes.'' | ||
Line 1,112: | Line 846: | ||
CYBERNETIC EAR REPLACEMENTS</br> | CYBERNETIC EAR REPLACEMENTS</br> | ||
− | Cyber ear replacements and enhancements. | + | Cyber ear replacements and enhancements. Normal cyber ear replacements cost no Strain and cost 500¥ each ear. The following systems don’t require the cyberear replacement (i.e. meaning a cybernetic upgrade to the ear without requiring a cybernetic ear). These upgrades do cost Strain.</br> |
'''Amplification I-III''' (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.</br> | '''Amplification I-III''' (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.</br> | ||
'''Audio Upgrade''' (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.</br> | '''Audio Upgrade''' (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.</br> | ||
'''Dampner''' (+500¥, Strain 0.5): cybernetic volume control grants the subject a bonus of +4 to resist dangerous noise levels and +4 Toughness against Sonic/Sound damage (including spells).</br> | '''Dampner''' (+500¥, Strain 0.5): cybernetic volume control grants the subject a bonus of +4 to resist dangerous noise levels and +4 Toughness against Sonic/Sound damage (including spells).</br> | ||
'''High''' or '''Low Frequency Hearing''' (+500¥, Strain 0.25 each): this implant grants the subject either High or Low Frequency Hearing. Can be taken twice to cover both frequencies.</br> | '''High''' or '''Low Frequency Hearing''' (+500¥, Strain 0.25 each): this implant grants the subject either High or Low Frequency Hearing. Can be taken twice to cover both frequencies.</br> | ||
− | |||
CYBERNETIC EYE REPLACEMENTS</br> | CYBERNETIC EYE REPLACEMENTS</br> | ||
− | Cyber eye replacements and enhancements. | + | Cyber eye replacements and enhancements. Normal cyber eye replacements cost no Strain and cost 500¥ each eye. Unless otherwise noted in the description the following systems don’t require the cybereye replacement (i.e. meaning a cybernetic upgrade to the eye without requiring a cybernetic eye). These upgrades due cost Strain though.</br> |
'''Eye-Band Replacements''' (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.</br> | '''Eye-Band Replacements''' (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.</br> | ||
'''Flare Compensation''' (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.</br> | '''Flare Compensation''' (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.</br> | ||
'''Low Light Vision''' (+1,000¥, Strain 0.5): cybernetic implants grant the same as the racial ability.</br> | '''Low Light Vision''' (+1,000¥, Strain 0.5): cybernetic implants grant the same as the racial ability.</br> | ||
'''Thermal Vision''' (+1,000¥, Strain 0.5): cybernetic implant grant the same as the racial Infravision.</br> | '''Thermal Vision''' (+1,000¥, Strain 0.5): cybernetic implant grant the same as the racial Infravision.</br> | ||
− | '''Magnification I-III''' (+1,000¥/level, Stain 0.5/level): telescopic implants to vision means that for normal vision checks with Notice with a penalty of -1 per 30” at level I, -1 per 60” at level II, and -1 per 150” at level III. Level I ignore one weapon range penalty | + | '''Magnification I-III''' (+1,000¥/level, Stain 0.5/level): telescopic implants to vision means that for normal vision checks with Notice with a penalty of -1 per 30” at level I, -1 per 60” at level II, and -1 per 150” at level III. Level I ignore one weapon range penalty for medium range; level II ignores one weapon penalty for medium and long range; level III ignores medium range weapon penalties and one to both long and extreme range.</br> |
'''Microscopic I-III''' (+1,000¥/level), Strain 0.5/level): implants allow the subject to zoom into tiny objects. Level I will magnify x100, level II magnify to x500 and level III magnify down to x1,000.</br> | '''Microscopic I-III''' (+1,000¥/level), Strain 0.5/level): implants allow the subject to zoom into tiny objects. Level I will magnify x100, level II magnify to x500 and level III magnify down to x1,000.</br> | ||
'''Ocular Drone Mount''' (+5,000¥, Strain 0) [see Drones in Gear and Equipment. Requires One Eye cybernetic replacement and gain the One-Eye Hindrance when the drone is in use.]: mount for a Eye Drone, others are at -4 to notice it’s a drone. | '''Ocular Drone Mount''' (+5,000¥, Strain 0) [see Drones in Gear and Equipment. Requires One Eye cybernetic replacement and gain the One-Eye Hindrance when the drone is in use.]: mount for a Eye Drone, others are at -4 to notice it’s a drone. | ||
Line 1,137: | Line 870: | ||
[[File:SR.D5.Cyborg2.jpg | 300px | left]] | [[File:SR.D5.Cyborg2.jpg | 300px | left]] | ||
CYBERLIMB REPLACEMTNS</br> | CYBERLIMB REPLACEMTNS</br> | ||
− | '''Cyberarm''' or '''cyberleg''' (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness | + | '''Cyberarm''' or '''cyberleg''' (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness).</br> |
''Cyberarms only Upgrades''</br> | ''Cyberarms only Upgrades''</br> | ||
Line 1,147: | Line 880: | ||
'''Cyber-Weapon (Machine Pistol)''' (4,500¥, Strain 1.5) [Requires one cyber arm replacement]: a light machine pistol is mounted into a cyberarm. Range 12/24/48, Damage 2d6, AP 1, ROF 3, Ammo 24c, Min Str d4. Add Wt. +3.5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> | '''Cyber-Weapon (Machine Pistol)''' (4,500¥, Strain 1.5) [Requires one cyber arm replacement]: a light machine pistol is mounted into a cyberarm. Range 12/24/48, Damage 2d6, AP 1, ROF 3, Ammo 24c, Min Str d4. Add Wt. +3.5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> | ||
'''Cyber-Weapon (SMG)''' (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> | '''Cyber-Weapon (SMG)''' (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> | ||
− | '''Cyber-Weapon (Shotgun)''' (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> | + | '''Cyber-Weapon (Shotgun)''' (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.'''Shocker Hand''' (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.</br> |
− | '''Drone Hand''' (1,000¥) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.</br> | + | '''Drone Hand''' (1,000¥, no Strain) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.'''Shocker Hand''' (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.</br> |
'''Extra Arm(s)''' (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.</br> | '''Extra Arm(s)''' (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.</br> | ||
''Cyberleg only Upgrade''</br> | ''Cyberleg only Upgrade''</br> | ||
− | '''Leg Smash I-II''' (+500¥/level) | + | '''Leg Smash I-II''' (+500¥/level): each leg can purchased this upgrade separately. Level I grants unarmed Str+d6 kick damage and level II grants unarmed Str+d10 kick damage.</br> |
− | '''Movement Enhancers I-IV''' (+ | + | '''Movement Enhancers I-IV''' (+1,500¥/level) [Require both leg replacement]: each level increases the subject’s Pace by +2 and Run die by +1 step.</br> |
− | '''Hydraulic Jack I-II''' ( | + | '''Hydraulic Jack I-II''' (4,500¥/level) [Requires both leg replacements]: each level improvement the subject to leap distance. Level I horizontal base 4” and vertical 2”; Level II horizontal base 6” and vertical 3”.</br> |
''NOTE that for all Cyber-firearms, it takes a normal loading action to reload their Ammo capacity but the weapon must ‘out’ and in view, it cannot be hidden within the cyberarm during this time.'' | ''NOTE that for all Cyber-firearms, it takes a normal loading action to reload their Ammo capacity but the weapon must ‘out’ and in view, it cannot be hidden within the cyberarm during this time.'' | ||
= CHAPTER FIVE - GEAR AND EQUIPMENT = | = CHAPTER FIVE - GEAR AND EQUIPMENT = | ||
− | + | NOTE – During character creation you are not allowed to start with Illegal or Military grade gear without the Edge – Connection (Underworld) or (Military). After character creations, characters, purchasing Restricted or Illegal or Military grade Gear must make a successful Networking check | |
+ | (-2 to -4 for Illegal and Military grade gear) to find these items on at an illegal dealers. It takes 2d6 hours to find a restricted items dealer and 2d6 days to find an Illegal item dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. | ||
== ARMOR AND WEAPONS == | == ARMOR AND WEAPONS == | ||
Line 1,184: | Line 918: | ||
| Armored Vest with Insert Plates || 6* || d6 || 14 || 850¥ || Torso | | Armored Vest with Insert Plates || 6* || d6 || 14 || 850¥ || Torso | ||
|- | |- | ||
− | + | | Biker Helm || 3 || d4 || 3 || 100 || Head | |
− | |||
− | | Biker Helm || 3 || d4 || | ||
|- | |- | ||
− | | Combat Helm || 4* || d6 || | + | | Combat Helm || 4* || d6 || 4 || 400 || Head |
|- | |- | ||
| Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body | | Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body | ||
Line 1,203: | Line 935: | ||
|- | |- | ||
|} | |} | ||
− | ARMOR NOTES | + | ARMOR NOTES</br> |
− | + | '''Ballistic Protection''': Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes | |
− | + | physical shot fired from a firearm.</br> | |
+ | Armor cannot stack, assume the best AP rating at the location targeted vs. damage.</br> | ||
'''Synthetic-Leather Jacket''' and '''Pants''' a modern cheap reinforced leather-like material popular with gangs.</br> | '''Synthetic-Leather Jacket''' and '''Pants''' a modern cheap reinforced leather-like material popular with gangs.</br> | ||
Line 1,215: | Line 948: | ||
'''Armored Jacket''' a fashioned form of heavy Kevlar that is somewhat made to look like a normal jacket. It requires a normal Notice check to tell that it is actually armor.</br> | '''Armored Jacket''' a fashioned form of heavy Kevlar that is somewhat made to look like a normal jacket. It requires a normal Notice check to tell that it is actually armor.</br> | ||
'''Vest with Plates''' obvious armored vest that is worn over clothing.</br> | '''Vest with Plates''' obvious armored vest that is worn over clothing.</br> | ||
− | |||
'''Bike Helmet''' standard motorcycle helmet.</br> | '''Bike Helmet''' standard motorcycle helmet.</br> | ||
'''Combat Helmet''' a obvious a military combat helmet with snap down visor (Restricted)</br> | '''Combat Helmet''' a obvious a military combat helmet with snap down visor (Restricted)</br> | ||
Line 1,240: | Line 972: | ||
| Forearm Snap-Blades || Str+d6 || 1 || d6 || 2 || 300¥ || Worn in pairs +1 Parry | | Forearm Snap-Blades || Str+d6 || 1 || d6 || 2 || 300¥ || Worn in pairs +1 Parry | ||
|- | |- | ||
− | | Baton, Collapsible || Str+ | + | | Baton, Collapsible || Str+d4 || -- || d4 || 2 || 150¥ || -- |
|- | |- | ||
| Stun Baton || Stunned || -- || d4 || 3 || 500¥ || Touch, Stronger | | Stun Baton || Stunned || -- || d4 || 3 || 500¥ || Touch, Stronger | ||
Line 1,250: | Line 982: | ||
|} | |} | ||
'''Ceramic Knife''' made of high strength ceramics, these knives are hard to detect with most modern detection systems (Stealth +2 to hide on yourself, +4 against MAD scanners). </br> | '''Ceramic Knife''' made of high strength ceramics, these knives are hard to detect with most modern detection systems (Stealth +2 to hide on yourself, +4 against MAD scanners). </br> | ||
− | '''Shock | + | '''Shock Gloves''' require only a touch to deliver a powerful shock that can stun opponents (Touch attack +2, but no base Strength damage). Vigor check (-2 with a raise on attack roll) or are Stunned (SWAE pg. 106).</br> |
'''Forearm Snap-Blades''' these blades (sold seperately) can are strapped to the user's forearms and are retractable and can be concealed under a jacket sleeve when not in use (Stealth +2 to hide on self). If two are employeed at the same time add +1 to Parry score.</br> | '''Forearm Snap-Blades''' these blades (sold seperately) can are strapped to the user's forearms and are retractable and can be concealed under a jacket sleeve when not in use (Stealth +2 to hide on self). If two are employeed at the same time add +1 to Parry score.</br> | ||
'''Baton, Collapsible''' a high density plastic baton that when collased is easy to hide on oneself (Stealth +2 to hide on person when not in use)</br> | '''Baton, Collapsible''' a high density plastic baton that when collased is easy to hide on oneself (Stealth +2 to hide on person when not in use)</br> | ||
Line 1,271: | Line 1,003: | ||
ADVANCED ARROWS AND BOLTS</br> | ADVANCED ARROWS AND BOLTS</br> | ||
− | Advanced options: | + | Advanced options: Armor Piercing Arrows/Bolt cost 5¥ and weigh 0.1lb each and reduces Armor Pen down to 3. Explosive Tipped Arrows/Bolt cost 20¥ each, and weigh 0.3lb each. Add +1d6 damage but can explode if exposed to extreme heat (fire attacks, etc.) 1-in-6 chance.</br> |
ELECTRONIC TASERS | ELECTRONIC TASERS | ||
Line 1,279: | Line 1,011: | ||
| Defiant EX Shocker || 4/8/12 || 1 || 4 || d4 || 3 || 600¥ || -- | | Defiant EX Shocker || 4/8/12 || 1 || 4 || d4 || 3 || 600¥ || -- | ||
|- | |- | ||
− | | Yamaha Pulser || 4/8/12 || 1 || | + | | Yamaha Pulser || 4/8/12 || 1 || 4 || d4 || 2 || 450¥ || -- |
|- | |- | ||
|} | |} | ||
Line 1,287: | Line 1,019: | ||
BALLISTIC FIREARMS </br> | BALLISTIC FIREARMS </br> | ||
NEW FIREARM NOTES | NEW FIREARM NOTES | ||
− | :'''Bulk''' this weapon is bulky and rather unwieldly. Attacker suffers a -2 to Pace and Parry score | + | :'''Bulk''' this weapon is bulky and rather unwieldly. Attacker suffers a -2 to Pace and Parry score when firing. |
:'''Laser''' the weapon includes a laser sight | :'''Laser''' the weapon includes a laser sight | ||
:'''Smart''' the weapon includes the smartgun link upgrade | :'''Smart''' the weapon includes the smartgun link upgrade | ||
:'''Scope''' - includes a Image Scope (see Firearm Assosories below) | :'''Scope''' - includes a Image Scope (see Firearm Assosories below) | ||
:'''½H''' - ½ Handed. For Min Str, use the listed level when used two handed. If used one handed increase Min Str by +1 die step | :'''½H''' - ½ Handed. For Min Str, use the listed level when used two handed. If used one handed increase Min Str by +1 die step | ||
+ | :'''2H''' - 2 Handed | ||
+ | :Bullets Rate of Fire updated (SWAE pg. 93) ROF 2 =2 rounds, ROF 3 =5 rounds, ROF 4 = 10 rounds, ROF 5 = 20 rounds, ROF 6 =50 rounds. | ||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | ||
Line 1,313: | Line 1,047: | ||
| Colt Manhunter || 12/24/48 || 2d6+2 || 2 || 1 || 18 || d6 || 3 || 650¥ || Laser | | Colt Manhunter || 12/24/48 || 2d6+2 || 2 || 1 || 18 || d6 || 3 || 650¥ || Laser | ||
|- | |- | ||
− | | Ares Predator || 15/30/60 || 2d8+1 || 2 || 1 || 15 || d8 || 4 || 1, | + | | Ares Predator || 15/30/60 || 2d8+1 || 2 || 1 || 15 || d8 || 4 || 1,000¥ || Smart |
|- | |- | ||
− | | Ruger Super-Warhawk || 15/30/60 || 2d10+1 || 2 || 1 || 6 || | + | | Ruger Super-Warhawk || 15/30/60 || 2d10+1 || 2 || 1 || 6 || d10 || 5 || 750¥ || ½H |
|- | |- | ||
− | | Ares Thunderbolt || 12/24/48 || 2d8 || 2 || 1 || 12 || d8 || | + | | Ares Thunderbolt || 12/24/48 || 2d8 || 2 || 1 || 12 || d8 || 6 || 1,000¥ || ½H, 3RB, laser |
|- | |- | ||
− | | AK-97 SMG || 18/36/72 || 2d6+2 || 2 || 3 || | + | | AK-97 SMG || 18/36/72 || 2d6+2 || 2 || 3 || 30 || d6 || 6 || 650¥ || ½H |
|- | |- | ||
− | | HK MP-5 TX || 15/30/60 || 2d6+1 || 1 || | + | | HK MP-5 TX || 15/30/60 || 2d6+1 || 1 || 1 || 24 || d6 || 4 || 750¥ || 3RB, laser |
|- | |- | ||
| HK-227S || 18/36/72 || 2d8 || 2 || 3 || 36 || d6 || 6 || 900¥ || ½H, 3RB, laser | | HK-227S || 18/36/72 || 2d8 || 2 || 3 || 36 || d6 || 6 || 900¥ || ½H, 3RB, laser | ||
Line 1,327: | Line 1,061: | ||
| Uzi III || 18/36/72 || 2d8+1 || 2 || 3 || 30 || d6 || 6 || 850¥ || ½H, 3RB, laser | | Uzi III || 18/36/72 || 2d8+1 || 2 || 3 || 30 || d6 || 6 || 850¥ || ½H, 3RB, laser | ||
|- | |- | ||
− | | Ingram Smartgun X || 18/36/72 || 2d6+2 || 2 || 3 || 32 || d6 || 5 || 1, | + | | Ingram Smartgun X || 18/36/72 || 2d6+2 || 2 || 3 || 32 || d6 || 5 || 1,100¥ || ½H, smart |
|- | |- | ||
| AK-97 || 24/48/96 || 2d8+1 || 2 || 3 || 38 || d6 || 9 || 900¥ || 2H | | AK-97 || 24/48/96 || 2d8+1 || 2 || 3 || 38 || d6 || 9 || 900¥ || 2H | ||
Line 1,335: | Line 1,069: | ||
| FN HAR || 24/48/96 || 2d8+2 || 2 || 3 || 40 || d6 || 12 || 1,200¥ || 2H, 3RB, laser | | FN HAR || 24/48/96 || 2d8+2 || 2 || 3 || 40 || d6 || 12 || 1,200¥ || 2H, 3RB, laser | ||
|- | |- | ||
− | | Ares Alpha || 24/48/96 || 2d8+2 || 2 || 3 || 36 || d8 || 18 || 2, | + | | Ares Alpha || 24/48/96 || 2d8+2 || 2 || 3 || 36 || d8 || 18 || 2,000¥ || 2H, 3RB, smart |
|- | |- | ||
| HK XM30 || * || * || * || * || * || d8 || 10* || 4,500¥ || 2H, smart, snapshot | | HK XM30 || * || * || * || * || * || d8 || 10* || 4,500¥ || 2H, smart, snapshot | ||
|- | |- | ||
− | | Rugger 100 || 30/60/120 || 2d10+1 || 2 || 1 || 9 || d8 || 14 || 900¥ || 2H | + | | Rugger 100 || 30/60/120 || 2d10+1 || 2 || 1 || 9 || d8 || 14 || 900¥ || 2H, snapshot |
|- | |- | ||
| PJSS Behemoth Gun || 30/60/120 || 2d12+1 || 3 || 1 || 2 || d8 || 18 || 1,000¥ || 2H, snapshot | | PJSS Behemoth Gun || 30/60/120 || 2d12+1 || 3 || 1 || 2 || d8 || 18 || 1,000¥ || 2H, snapshot | ||
|- | |- | ||
− | | Walter MA-21 || 50/100/200 || 2d12 || 2 || 1 || 15 || d10 || 16 || 1,600¥ || 2H | + | | Walter MA-21 || 50/100/200 || 2d12 || 2 || 1 || 15 || d10 || 16 || 1,600¥ || 2H, smart, snapshot |
|- | |- | ||
− | | Ranger Arms SM-4 || 50/100/200 || 2d10 || 2 || 1 || 15 || d8 || 12 || 1,250¥ || 2H, laser | + | | Ranger Arms SM-4 || 50/100/200 || 2d10 || 2 || 1 || 15 || d8 || 12 || 1,250¥ || 2H, laser, snapshot |
|- | |- | ||
| Mossberg AM-CMDT || 12/24/48 || 1-3d6 || 0 || 3 || 24 || d8 || 18 || 1,200¥ || 2H, 3RB, smart | | Mossberg AM-CMDT || 12/24/48 || 1-3d6 || 0 || 3 || 24 || d8 || 18 || 1,200¥ || 2H, 3RB, smart | ||
Line 1,353: | Line 1,087: | ||
| Remington 990 || 12/24/48 || 1-3d6 || 0 || 1 || 8 || d6 || 9 || 500¥ || 2H | | Remington 990 || 12/24/48 || 1-3d6 || 0 || 1 || 8 || d6 || 9 || 500¥ || 2H | ||
|- | |- | ||
− | | Ingram White Knight LMG || 24/48/96 || 2d8+1 || 2 || 3 || | + | | Ingram White Knight LMG || 24/48/96 || 2d8+1 || 2 || 3 || 50 || d8 || 24 || 1,400¥ || 2H, snapshot |
|- | |- | ||
− | | Ares Gatlin LMG || 24/48/96 || 2d8 || 2 || 4 || | + | | Ares Gatlin LMG || 24/48/96 || 2d8 || 2 || 4 || 200 || d8 || 32 || 2,400¥ || 2H, bulk, snapshot |
|- | |- | ||
− | | Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H | + | | Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H, HW, smart, snapshot |
|- | |- | ||
|} | |} | ||
Line 1,383: | Line 1,117: | ||
[[File:SR.D5.Rifle.jpg | 300px | left]] | [[File:SR.D5.Rifle.jpg | 300px | left]] | ||
'''Ares-Alpha''' designed specifically for Ares Firewatch squads, it is also very popular on the shadowy streets of the world and at the front lines of bush wars. It has an intergraded Ares Antioch-2 grenade launcher (weight & price included) and Smartgun link (Military).</br> | '''Ares-Alpha''' designed specifically for Ares Firewatch squads, it is also very popular on the shadowy streets of the world and at the front lines of bush wars. It has an intergraded Ares Antioch-2 grenade launcher (weight & price included) and Smartgun link (Military).</br> | ||
− | '''HK XM30''' This highly specialized 'weapon platform' systems comes with a sleek carry case with all the different barrels, attachments and ammunition systems (base weight 24lbs total | + | '''HK XM30''' This highly specialized 'weapon platform' systems comes with a sleek carry case with all the different barrels, attachments and ammunition systems (base weight 24lbs total). The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). This takes one minute to install or breakdown one barrel at a time. Each barrel and ammo adds to the base weigh on the weapon (see above) and has different stats. The standard weapon barrels that are included - (a) '''''Assault Rifle''''' Range 24/48/96, Damage 2d8, AP 2, ROF 3 (3RB), Shots 40, Wt. +4lbs (b) '''''Sniper Rifle''''' Range 30/60/120, Damage 2d10+1, AP 3, ROF 1, Shots 15, Wt. +6lbs (d) '''''Shotgun''''' Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, Shots 10, Wt. +4lbs (e) '''''LMG''''' Range 24/48/96, Damage 2d8, AP 2, ROF 3, Shots 50 or 100 round belt, Wt. +6 or 8lbs (f) '''''Grenade Launcher''''' Range 24/48/96, Damage & AP by granade type, ROF 1, Ammo 4, Wt. +4lbs. (Military).</br> |
− | The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). This takes one minute to install or breakdown one barrel at a time. Each barrel and ammo adds to the base weigh on the weapon (see above) and has different stats. The standard weapon barrels that are included - | ||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Ruger 100''' a favored weapon of many professional big game hunters, it has an built in Image Scope.</br> | '''Ruger 100''' a favored weapon of many professional big game hunters, it has an built in Image Scope.</br> | ||
'''PJSS Behemoth Gun''' a double barrel heavy rifle popular with those whom hunt the biggest paracritters around.</br> | '''PJSS Behemoth Gun''' a double barrel heavy rifle popular with those whom hunt the biggest paracritters around.</br> | ||
Line 1,409: | Line 1,137: | ||
| Arms-Tech MGL-12 || 24/48/96 || grenade || grenade || 1 || 12 || d6 || 16 || 1,400¥ || 2H, smart, snapshot | | Arms-Tech MGL-12 || 24/48/96 || grenade || grenade || 1 || 12 || d6 || 16 || 1,400¥ || 2H, smart, snapshot | ||
|- | |- | ||
− | | Aztechnology Striker || 100/200/400 || 4d10 || 12 || 1 || 1 || d6 || 10 || 1,200¥ || 2H | + | | Aztechnology Striker || 100/200/400 || 4d10 || 12 || 1 || 1 || d6 || 10 || 1,200¥ || 2H, HW, scope, snapshot |
|- | |- | ||
− | | Misubishi Yakusoku MRL || | + | | Misubishi Yakusoku MRL || 10-/200/400 || 4d10 || 12 || 1 || 4 || d8 || 22 || 2,400¥ || 2H, HW, scope, snapshot |
|- | |- | ||
|} | |} | ||
Line 1,494: | Line 1,222: | ||
COMMUNICATIONS GEAR</br> | COMMUNICATIONS GEAR</br> | ||
− | '''Comlink''' (50¥, Wt. ½ lb.): a basic model cellphone, PDA, and hand held computer. Standard build has a signal strength of 100 yards (50"), a Firewall of 1, and a Hardness of 6 against Matrix damage | + | '''Comlink''' (50¥, Wt. ½ lb.): a basic model cellphone, PDA, and hand held computer. Standard build has a signal strength of 100 yards (50"), a Firewall of 1, and a Hardness of 6 against Matrix damage. Includes a pair of AR Glasses or Contacts and a pair of skin tight AR Gloves. Pretty universial although styles and fads can increase the cost with no real enhancements (excepting looking cool to your friends). |
− | :''Upgrades'' include signal boost to 1,000 yards (500") for +500¥ and Satellite Uplink (low-Earth orbit) for +750¥ and weighs +4lbs. Enhanced Firewall rating of 2 for +1,000¥ and Firewall 3 for +5,000¥. Simsense rig upgrade cost +500¥ and allows Cold Emersion (or Hot Emersion with a Dajajack implant). The comlinks’ A.I. | + | :''Upgrades'' include signal boost to 1,000 yards (500") for +500¥ and Satellite Uplink (low-Earth orbit) for +750¥ and weighs +4lbs. Enhanced Firewall rating of 2 for +1,000¥ and Firewall 3 for +5,000¥. Simsense rig upgrade cost +500¥ and allows Cold Emersion (or Hot Emersion with a Dajajack implant). The comlinks’ A.I. can also take any Knowledge skill plus the Hacking skill at the following costs – d4 - 500¥, d6 – 2,500¥, d8- 7,500¥, d10 -20,000¥. These skills can be accessed as an Action or used for Support rolls (SWA pg. 106). Threat the comlink as an Extra. A comlink can also have Persona skills of Browse and Search without requiring a Persona and program Scan as normal cost (see Matrix). |
− | '''Cyber-Deck''' (5,000¥, Wt. 1lb): this custom built comlink can better handle the rigors of Matrix Programs and combat. Basic model includes a signal strength of 100 yards (50") and a Firewall of 2 | + | '''Cyber-Deck''' (5,000¥, Wt. 1lb): this custom built comlink can better handle the rigors of Matrix Programs and combat. Basic model includes a signal strength of 100 yards (50") and a Firewall of 2. It is also a hardness of 8 vs. Matrix damage. Automatically includes Emersion. Signal Boost upgrades and Firewall 3 cost as a standard comlink. Can also increase the Hardness for Matrix combat to 9 for +500¥ or 10 for +2,500¥. Can add the various skills as a comlink (Illegal).</br> |
'''Biometric Monitor''' (250¥, Wt. ½lb, gain +2 to Healing, only for First Aid, Useable by others who can read the display): Worn on a belt or arm shelve, it monitors your vital signs and grants a bonus with First Aid. Wireless communications can also alert teammates to conditions, etc.</br> | '''Biometric Monitor''' (250¥, Wt. ½lb, gain +2 to Healing, only for First Aid, Useable by others who can read the display): Worn on a belt or arm shelve, it monitors your vital signs and grants a bonus with First Aid. Wireless communications can also alert teammates to conditions, etc.</br> | ||
'''Subvocal Microphone''' (100¥, ½lb, allows wearer to communicate by moving throat muscles not speaking out loud; if comes into question, -4 Notice to hear conversation): Throat patch.</br> | '''Subvocal Microphone''' (100¥, ½lb, allows wearer to communicate by moving throat muscles not speaking out loud; if comes into question, -4 Notice to hear conversation): Throat patch.</br> | ||
Line 1,505: | Line 1,233: | ||
'''Auto lock-picker''' (300¥, Wt. ½lb): auto “squeeze-grip” gun; +2 to Thievery vs. old style locks & padlocks. (Restricted)</br> | '''Auto lock-picker''' (300¥, Wt. ½lb): auto “squeeze-grip” gun; +2 to Thievery vs. old style locks & padlocks. (Restricted)</br> | ||
'''Biometric Gene-lock Bypass''' (2,000¥, Wt. ½lb): worn glove, required when attempting to bypass a Biometric Gene lock* (Thievery -4). (Illegal). Superior models, adding +1 to Thievery checks to open such a lock, for +3,000¥. Can be upgrade a total of 3 times.</br> | '''Biometric Gene-lock Bypass''' (2,000¥, Wt. ½lb): worn glove, required when attempting to bypass a Biometric Gene lock* (Thievery -4). (Illegal). Superior models, adding +1 to Thievery checks to open such a lock, for +3,000¥. Can be upgrade a total of 3 times.</br> | ||
− | |||
'''Fake License''' (1,000¥, nil weight): For Restricted equipment, required for each item. Requires a Fake SIN. (Illegal)</br> | '''Fake License''' (1,000¥, nil weight): For Restricted equipment, required for each item. Requires a Fake SIN. (Illegal)</br> | ||
'''Gecko Climbing Gloves and Pads''' (250¥, Wt. 4lbs): allows climbing of almost any vertical surface without requiring an Athletics skill check. Pace is halved (no Run die). Ceiling are possible but no movement, can only hang motionless or moving at 1" costs 4" Pace.</br> | '''Gecko Climbing Gloves and Pads''' (250¥, Wt. 4lbs): allows climbing of almost any vertical surface without requiring an Athletics skill check. Pace is halved (no Run die). Ceiling are possible but no movement, can only hang motionless or moving at 1" costs 4" Pace.</br> | ||
Line 1,529: | Line 1,256: | ||
'''Dampener I-III''' (+200¥/level; each level adds +2 to resistant tests vs. sudden noise effects).</br> | '''Dampener I-III''' (+200¥/level; each level adds +2 to resistant tests vs. sudden noise effects).</br> | ||
'''High/Low Freq Hearing''' (+500¥; adds High and Low Frequenting Hearing)</br> | '''High/Low Freq Hearing''' (+500¥; adds High and Low Frequenting Hearing)</br> | ||
− | '''Spatial Sound Recognizer''' (+1,000¥, requires 2 Enhancements, Allows user to ‘see’ surrounds and | + | '''Spatial Sound Recognizer''' (+1,000¥, requires 2 Enhancements, Allows user to ‘see’ surrounds and to ignore illumination penalties from fog, darkness and even invisibility and illusion penalties. Detected automatically with Low Freq Hearing).</br> |
''Visual Devices''</br> | ''Visual Devices''</br> | ||
Line 1,574: | Line 1,301: | ||
SENSORS AND SPECIALIZE GEAR</br> | SENSORS AND SPECIALIZE GEAR</br> | ||
− | '''Atmosphere Sensor''' (500¥, Wt. 2lbs): | + | NOTE that for the following gear its listed “Rank”: Rank 1 is equal to a d4 skill, Rank 2 is equal to a d6 skill, etc. up to Rank 5 equal to a d12 skill. The user rolls this skill or treat the sensor as an ally making a Support check (SWA pg. 106) and is considered an Extra.</br> |
− | '''Cyberware Scanner''' (1, | + | '''Atmosphere Sensor''' (500¥/Rank, Wt. 2lbs): determines weather patterns for next 24 hours in area.</br> |
− | '''Directional Microphone''' ( | + | '''Cyberware Scanner''' (1,000¥/Rank, Wt. 2lbs): Used to detecting Cyberware (not Bioware) with basic Skill check. ½ the target’s Strain (round up) counts as a bonus to this roll.</br> |
− | '''Geiger Counter''' ( | + | '''Directional Microphone''' (500¥/Rank, Wt. 2lbs): Use Skill in place of Notice to listen to conversation at great distance within line-of-sight (base 100” range).</br> |
− | '''Laser Microphone''' ( | + | '''Fake SIN''' (2,500¥/Rank, nil weight): Fake SIN/ID opposed check vs. Electronics to detect if it is fake (requires access to a databank to detect fakes, etc.) (Illegal)</br> |
− | '''Laser Range Finder''' ( | + | '''Geiger Counter''' (20¥/Rank, Wt. ½lb): Used to detect radioactive material and background in an area with basic Skill check. High or low levels may give bonus or penalty depending on this ylevels. The system can also automatically check at any pre-determined time set by you (every minutes, every hour, etc.)</br> |
− | '''MAD Scanner''' ( | + | '''Laser Microphone''' (500¥/Rank, Wt. 2lbs): Used to listen in on conversations within line of sight. Possible to focus against windows, hard surface, etc. which normally blocks such conversions.</br> |
− | '''Motion Sensor''' ( | + | '''Laser Range Finder''' (50¥/Rank, Wt. ½lb): Used to determine distances with check (-1 per mile).</br> |
− | '''Olfactory Sensory''' ( | + | '''MAD Scanner''' (750¥/level, Wt. 2lbs): Used to detect firearms and metal weapons with basic Skill check opposed by the target’s Stealth within 2” (4yds).</br> |
− | '''Radio Signal Scanner''' (500¥, Wt. 2lbs): Used to detect wireless radio signals in a certain ‘cone’ direction out to 50” (100yds) with | + | '''Motion Sensor''' (750¥/Rank, Wt. 2lbs): Used to detect motion within a short area (base Skill check vs. Stealth, -1 per 10” Range). Can be used to ignore darkness penalties within range (also ignores invisibility). Note targets must be moving (Stationary ‘living’ targets get +2 to Stealth checks).</br> |
− | '''Ultrasound Scanner''' ( | + | '''Olfactory Sensory''' (500¥/Rank, Wt. 2lbs): Detects and analyzes ‘smells’ within an 5” (10yd) area with a basic Skill check (Smart -2 to gain analytical information, etc.).</br> |
− | '''Sensor Suite'''' ( | + | '''Radio Signal Scanner''' (500¥/Rank, Wt. 2lbs): Used to detect wireless radio signals in a certain ‘cone’ direction out to 50” (100yds) with a simple Skill check minus the Firewall rating.</br> |
+ | '''Ultrasound Scanner''' (1,000¥/Rank, Wt. 3lbs): Using sound, paints a picture of the surrounding area. Can ignore darkness or other visual penalties within 20” (40yds) with a simple Skill check.</br> | ||
+ | '''Sensor Suite'''' (1,000¥/level, Wt. 5lbs): Very advanced optical, chemical, motion, and other active sensors ignore illumination penalties to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Range of 50 yards (25”).</br> | ||
Line 1,610: | Line 1,339: | ||
TOOLS AND CARRYING CASES</br> | TOOLS AND CARRYING CASES</br> | ||
− | '''Mini-Kits''' (500¥, Wt. 5lbs) basic tool kit that allows one to make basic Electronics or Repair skill checks without penalty. There is an Electronic and a | + | '''Mini-Kits''' (500¥, Wt. 5lbs) basic tool kit that allows one to make basic Electronics or Repair skill checks without penalty. There is an Electronic and a Mechanical version that must be purchased separately.</br> |
− | '''Advanced Kit''' (1,500¥, Wt. 15lbs): advanced kit that must be taken and paid for separately for Electronic or | + | '''Advanced Kit''' (1,500¥, Wt. 15lbs): advanced kit that must be taken and paid for separately for Electronic or Mechanical repair (grant +2 skill bonus).</br> |
'''Demolitions Kit''' (750¥, Wt. 4lbs): Require to set and disarm explosives. Without suffer a -2 on Repair check.</br> | '''Demolitions Kit''' (750¥, Wt. 4lbs): Require to set and disarm explosives. Without suffer a -2 on Repair check.</br> | ||
'''Monofilament Chainsaw''' (750¥, Wt. 5lb.): Damage Str+d10, AP 6, Min Str d6, Two-Handed. Wielder is at -2 to Fighting and Parry if used in melee combat. A Chainsaw with monofilament teeth to extra cutting power (Restricted).</br> | '''Monofilament Chainsaw''' (750¥, Wt. 5lb.): Damage Str+d10, AP 6, Min Str d6, Two-Handed. Wielder is at -2 to Fighting and Parry if used in melee combat. A Chainsaw with monofilament teeth to extra cutting power (Restricted).</br> | ||
Line 1,659: | Line 1,388: | ||
= CHAPTER SIX – VEHICLES AND DRONES = | = CHAPTER SIX – VEHICLES AND DRONES = | ||
− | Vehicles and Drones are using a heavily modified version of the system found originally in the Science Fiction Companion. I kind of re-built everything and using the ideas from | + | Vehicles and Drones are using a heavily modified version of the system found originally in the Science Fiction Companion. I kind of re-built everything and using the ideas from SWAE vehicles to add me so. |
− | All 'modern' (2060's) have the following installed automatically (included in the vehicle's price already): Broadcast 50” and | + | All 'modern' (2060's) have the following installed automatically (included in the vehicle's price already): Basic Alarm System (Opposed vehicle's ''Notice'' d10 against ‘carjacker’ Thievery or alarm is set off. Can be a loud or silent and includes informing the owner wirelessly), Broadcast 50” and Firewall 1. To increase a vehicles Broadcast to 1,000" (2,000 yards) costs +500. Adding a Satellite Uplink costs +500. Improved Firewalls cost +1,000 for rating 2 or +5,000 for rating 3 |
− | Vehicles that are large size or greater have extra Wounds as large sized creatures (see table on Beastiary Size, | + | Vehicles that are large size or greater have extra Wounds as large sized creatures (see table on Beastiary Size, SWAE pg. 179) |
Vehicles with Automated Control can follow very simply commands to drive that way, go to this destination, etc. depending on the 'Skills' it processes. | Vehicles with Automated Control can follow very simply commands to drive that way, go to this destination, etc. depending on the 'Skills' it processes. | ||
Line 1,670: | Line 1,399: | ||
BASIC CHASSIS </br> | BASIC CHASSIS </br> | ||
− | The basic Chassis and Size of a | + | The basic Chassis and Size of a vehicles which determines its basic speed, handling, mods (upgrades) it can hold, etc. |
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
− | | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples''' | + | | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost (¥)''' || '''Examples''' |
|- | |- | ||
− | | Ultralight || 0 || 45*mph || +3 || 5 || 2 || 1 || | + | | Ultralight || 0 || 45*mph || +3 || 5 || 2 || 1 || 500 || Bicycle, scooter |
|- | |- | ||
− | | Light || 1 || 40mph || +2 || 9 (2) || 5 || 2 || | + | | Light || 1 || 40mph || +2 || 9 (2) || 5 || 2 || 1K || Motorbike |
|- | |- | ||
− | | Moderate || 2 || 35mph || +1 || 12 (3) || 8 || 3 || | + | | Moderate || 2 || 35mph || +1 || 12 (3) || 8 || 3 || 2K || Heavy motorbike, off-road rec-ATV |
|- | |- | ||
− | | Medium || 3 || 30mph || +0 || 15 (4) || 10 || 5 || | + | | Medium || 3 || 30mph || +0 || 15 (4) || 10 || 5 || 5K || Mini and compact cars |
|- | |- | ||
− | | Large || | + | | Large || 4 || 25mph || +0 || 20 (5) || 15 || 10 || 10K || Stock car frame |
|- | |- | ||
− | | Heavy || | + | | Heavy || 6 || 20mph || -1 || 25 (6) || 20 || 15 || 25K || SUV, limo |
|- | |- | ||
− | | Super Heavy || | + | | Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || 20 || 50K || Assault Tank, fighter aircraft |
|- | |- | ||
− | | Titan || | + | | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 60 || 100K || Train engine or car, pleasure yacht |
|- | |- | ||
− | | Colossus || | + | | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 100 || 250K || Heavy aircraft transport, jet liner |
|- | |- | ||
− | | Goliath || | + | | Goliath || 16 || 10mph || -4 || 45 (10) || 60 || 200 || 1M || Light sea carrier ship |
|- | |- | ||
|} | |} | ||
Line 1,698: | Line 1,427: | ||
MODIFIERS</br> | MODIFIERS</br> | ||
Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has). For Ultralights and small Drones (see below) treat Size 0 and less as 1 for prices based on the vehicle's Size. | Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has). For Ultralights and small Drones (see below) treat Size 0 and less as 1 for prices based on the vehicle's Size. | ||
− | |||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | ||
Line 1,710: | Line 1,438: | ||
| '''Advanced Sensors''' (5*): Each adds one of the following for passengers and crew (and automated control): Hi/Low Freq Hearing, Low-Light Vision, Thermal Vision, Telescopic Visor, Ultrasonic Hearing. No matter the number of times taken it only requires one mod to lace these systems into a vehicle || 1* || 500¥ | | '''Advanced Sensors''' (5*): Each adds one of the following for passengers and crew (and automated control): Hi/Low Freq Hearing, Low-Light Vision, Thermal Vision, Telescopic Visor, Ultrasonic Hearing. No matter the number of times taken it only requires one mod to lace these systems into a vehicle || 1* || 500¥ | ||
|- | |- | ||
− | | '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph but suffers -1 Handling for their Size. The Speed Mod increase TS by 40 instead of 10 | + | | '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph but suffers -1 Handling for their Size. They can fly or hover without stalling. The Speed Mod increase TS by 40 instead of 10 || ½ Size || 5K¥ xSize |
|- | |- | ||
| '''Aircraft, Jet Plane (1)''': Jet aircraft have a top speed of 600mph. They must move at lease ½ their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100 instead of 10 || ½ Size || 10K¥ xSize | | '''Aircraft, Jet Plane (1)''': Jet aircraft have a top speed of 600mph. They must move at lease ½ their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100 instead of 10 || ½ Size || 10K¥ xSize | ||
Line 1,716: | Line 1,444: | ||
| '''Aircraft, Propeller (1)''': A traditional prop plane has a top speed of 150mph. Propeller planes must move at least ½ their speed every round or go Out of Control (stall). The Speed Mod increases the top speed by 50 instead of 10 || ¼ Size || 3K¥ xSize | | '''Aircraft, Propeller (1)''': A traditional prop plane has a top speed of 150mph. Propeller planes must move at least ½ their speed every round or go Out of Control (stall). The Speed Mod increases the top speed by 50 instead of 10 || ¼ Size || 3K¥ xSize | ||
|- | |- | ||
− | | '''Aircraft, VTOL (1)''': Vertical Take Off and Landing aircraft have a top speed of 300mph and a +1 to their Handling based on size. The Speed mod increases top speed by 75 instead of 10. They can hover and fly and have no stall speed || Size || 15K¥ xSize | + | | '''Aircraft, VTOL (1)''': Vertical Take Off and Landing aircraft have a top speed of 300mph and a +1 to their Handling based on size. The Speed mod increases top speed by 75 instead of 10. They can hover and fly and have no stall speed. The Speed Mod increase the top speed by 50 instead of 10 || Size || 15K¥ xSize |
|- | |- | ||
| '''Aircraft, VSLT (1)''': Very Short Take-Off/Landing boosters can be added to a Jet Aircraft for ½ normal Stall speeds and normal space required for runways and landing. || ¼ Size || 2K¥ xSize | | '''Aircraft, VSLT (1)''': Very Short Take-Off/Landing boosters can be added to a Jet Aircraft for ½ normal Stall speeds and normal space required for runways and landing. || ¼ Size || 2K¥ xSize | ||
|- | |- | ||
− | | '''Aircraft, Vector Thrust (1)''': Jet/rocket powered VTOL type system with a Top Speed 180mph and a maximum altitude of around 60 yards (30"). Speed mod increases top speed by | + | | '''Aircraft, Vector Thrust (1)''': Jet/rocket powered VTOL type system with a Top Speed 180mph and a maximum altitude of around 60 yards (30"). It can fly and hover without a stalling. Speed mod increases top speed by 50 instead of 10 || Size || 10K¥ x Size |
|- | |- | ||
| '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to vehicle operations skill or ''Electronics'' rolls made to evade missile attacks. || 1 || 5K¥ xSize | | '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to vehicle operations skill or ''Electronics'' rolls made to evade missile attacks. || 1 || 5K¥ xSize | ||
Line 1,750: | Line 1,478: | ||
| '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || 1K¥ | | '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || 1K¥ | ||
|- | |- | ||
− | | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || | + | | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || 2K¥ xSize |
|- | |- | ||
| '''Hover Vehicle (1)''': The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. Also add +10mph to its base top speed || 5 || 5K¥ xSize | | '''Hover Vehicle (1)''': The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. Also add +10mph to its base top speed || 5 || 5K¥ xSize | ||
Line 1,758: | Line 1,486: | ||
| '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total) || n/a || n/a | | '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total) || n/a || n/a | ||
|- | |- | ||
− | | '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base | + | | '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. || 4 || 5K¥ |
|- | |- | ||
| '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || 5K¥ xSize | | '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || 5K¥ xSize | ||
Line 1,778: | Line 1,506: | ||
| '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || 3K¥ xSize | | '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || 3K¥ xSize | ||
|- | |- | ||
− | | '''Speed (U)''': Increases the vehicle’s Speed by 10mph. (This cannot be taken with Speed Reduction mod) || | + | | '''Speed (U)''': Increases the vehicle’s Speed by 10mph. (This cannot be taken with Speed Reduction mod) || ¼ Size || 1K¥ xSize |
|- | |- | ||
| '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gains ½ its Size in additional Mods || n/a || n/a | | '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gains ½ its Size in additional Mods || n/a || n/a | ||
|- | |- | ||
| '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle su¥btract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || 10K¥ xSize | | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle su¥btract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || 10K¥ xSize | ||
− | |||
− | |||
|- | |- | ||
| '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || 10K¥ xSize | | '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || 10K¥ xSize | ||
Line 1,793: | Line 1,519: | ||
|- | |- | ||
|} | |} | ||
− | + | ||
== VEHICLES == | == VEHICLES == | ||
GROUND VEHICLES</br> | GROUND VEHICLES</br> | ||
− | '''Dodge Scooter''': A very basic and cheap, around the town scooter. Cost 250¥, Ultralight - Size 0, Handling +3, Top Speed 45mph, Toughness 5, Crew 1, Mods ( | + | '''Dodge Scooter''': A very basic and cheap, around the town scooter. Cost 250¥, Ultralight - Size 0, Handling +3, Top Speed 45mph, Toughness 5, Crew 1, Mods (remaining 2): Exposed Crew.</br> |
[[File:SR.D5.Bike.jpg | 300px | left]] | [[File:SR.D5.Bike.jpg | 300px | left]] | ||
− | '''Suzuki Mirage''': Popular racing bike, especially with go-gangers who desire speed. Cost 5,500¥, Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods ( | + | '''Suzuki Mirage''': Popular racing bike, especially with go-gangers who desire speed. Cost 5,500¥, Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods (0 remaining): Exposed Crew, Speed 5</br> |
− | '''Yamaha Growler''': A popular off-roads dirt bike. Cost 4,500¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 11 (2), Crew 1+1, Mods ( | + | '''Yamaha Growler''': A popular off-roads dirt bike. Cost 4,500¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 11 (2), Crew 1+1, Mods (1 remaining): Exposed Crew, Off-Road, Reinforced Chassis I, Speed II</br> |
− | '''Harley Davidson Scorpion''': A very large and heavy street 'copper', built to take a beating (or carry a troll). Cost 11,000¥, Moderate - Size 2, Handling +1, Top Speed 65mph, Toughness 18 (5), Crew 1+2, Mods ( | + | '''Harley Davidson Scorpion''': A very large and heavy street 'copper', built to take a beating (or carry a troll). Cost 11,000¥, Moderate - Size 2, Handling +1, Top Speed 65mph, Toughness 18 (5), Crew 1+2, Mods (2 remaining): Armor I, Exposed Crew, Reinforced Chassis II, Speed III </br> |
− | '''Honda Spirit''': A simples and cheap around town 3-wheel mini-car. Cost 4,000¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 9 (2), Crew 1+ | + | '''Honda Spirit''': A simples and cheap around town 3-wheel mini-car. Cost 4,000¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 9 (2), Crew 1+1, Mods (2 remaining): Automation (Drive d6, Notice d6), Speed II</br> |
− | '''Eurocar Westwind 3K''': A popular racing car with booster engines for added speed. Cost 25,000¥, Moderate Size 2, Handling +1, Top Speed 95mph (150mph with boosters), Toughness 12 (3), Crew 1+1, Mods ( | + | '''Eurocar Westwind 3K''': A very popular racing car with booster engines for added speed. Cost 25,000¥, Moderate Size 2, Handling +1, Top Speed 95mph (150mph with boosters), Toughness 12 (3), Crew 1+1, Mods (0 remaining): Advanced Alarm System, Automation (Drive d6, Notice d6), Boosters I, Speed VI</br> |
− | '''Toyota Gopher''': A | + | '''Toyota Gopher''': A off-road sports recreational vehicle. Cost 26,000¥, Medium - Size 3, Handling +1, Top Speed 60mph, Toughness 15 (4), Crew 1+4, Mods (4 remaining): Automation (Drive d6, Notice d6), Handling I, Off-Road, Speed III</br> |
− | '''Ford Spirit 115Ti''': A | + | '''Ford Spirit 115Ti''': A heavy sports car. Fairly popular. Cost 29,500¥, Medium - Size 3, Handling +0, Top Speed 90mph, Toughness 15 (4), Crew 1+3, Mods (4 remaining): Advanced Alarm System, Automaton (Drive d6, Notice d6), Speed VI</br> |
− | '''Ford Phantom 3R''': A common and popular family town car. Cost 26,000¥, Large - Size | + | '''Ford Phantom 3R''': A common and popular family town car. Cost 26,000¥, Large - Size 4, Handling +0, Top Speed 55mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (11 remaining): Automaton (Drive d6, Notice d6), Speed III</br> |
− | '''Mercury Comet''': A fancier and sleeker sadan. Cost 36,000¥, Large - Size | + | '''Mercury Comet''': A fancier and sleeker sadan. Cost 36,000¥, Large - Size 4, Handling +1, Top Speed 75mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (8 remaining): Advanced Alarm System, Automaton (Drive d6, Notice d6), Handling I, Speed IV</br> |
− | + | '''Mitsubishi Nightsky''': A very sleek armored limousine for the corporate or criminal elite. Cost 147,000¥, Heavy - Size 6, Handling +1, Top Speed 70mph, Toughness 33 (10, Heavy), Wounds* +1, Crew 1+10, Mods (8 remaining): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Armor II (Heavy), Fewer Crew (+1), Handling II, Luxury Featuresm, Reinforced Chassis II, Speed V (also Broadcast 1,000" with Satellite Uplink and Firewall 3) </br> | |
− | '''Mitsubishi Nightsky''': A very sleek armored limousine for the corporate or criminal elite. Cost 147,000¥, Heavy - Size | + | [[File:SR.D5.StepV.jpg | 300px | right]] |
− | [[File:SR.D5.StepV.jpg | | + | '''GMC Bulldog Step Van''': A common light security and cargo van. Cost 64,000¥, Heavy - Size 6, Handling -1, Top Speed 50mph, Toughness 29 (8, Heavy), Wounds* +1, Crew 1+5, Mods (15 remaining): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor I (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br> |
− | '''GMC Bulldog Step Van''': A common light security and cargo van. Cost 64,000¥, Heavy - Size | + | '''Ares Roadmaster''' : A very large armored urban transport occasionally used by law enforcement and corporate security forces. Cost 110,000¥, Super Heavy - Size 8, Handling -2, Top Speed 45mph, Toughness 36 (11, Heavy), Wounds* +2, Crew 1+10, Mods (23 remaining): Advanced Alarm System, Automaton (Drive d6, Notice d6), Armor II (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br> |
− | '''Ares Roadmaster''' : A very large armored urban transport occasionally used by law enforcement and corporate security forces. Cost 110,000¥, Super Heavy - Size | + | '''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over all distances. Their basic fuel (or electrical) systems allows them to operate for up to 48 hours without needing to stop and refuel or recharge. Cost 249,000¥, Titan - Size 10, Handling +0, Top Speed 40mph, Toughness 35 (8), Wounds* +2, Crew 1?, Mods (40 remaining): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Extra Fuel Tanks (or Batteries) VI, Fewer Crew (+15), Handling II, Speed IV (also Broadcast 1,000" with Satellite Uplink and Firewall 3). Standard Trailer pulled Tough 24 (8, heavy), Wounds* +2 and can hold up to 24 tons of cargo.</br> |
− | '''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over | ||
+ | SECURITY GROUND CRAFT</br> | ||
+ | '''Chrysler-Nissan Patrol-1''': Basic armored and boosted police cruiser. Cost 70,000¥, Large - Size 4, Handling +1, Top Speed 25mph, Toughness 20 (5), Crew 1+3, Mods (4 remaining): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Armored Passenger Area (for 2 back passenges barrier between Toughness 16 (4)), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed V (also Broadcast 1,000" and Firewall 3)</br> | ||
+ | :'''Ares Citymaster''' (Heavy, Size 6, Handling: -1, Top Speed: 60 mph, Toughness: 30 (9, heavy), Wounds* +1, Crew: 1+12, Cost: 105,200¥, Mods (+0): Adv. Adv. Alarm System, Adv. Crash System, Adv. Sensor System 2 (Night Vision, Thermal Vision), Armor 2, Armored Passenger Area (+4 Armor for Passenger area only), Broadcast 1,000”, Firewall 3, Automated Control 2 (Drive d6), Basic Sensor System 2 (Notice d6), Cargo 1, Passenger Space 1, Reinforced Chassis 3, Speed 3) (Restricted). Armored urban transport that carries 11 troops and 1 ton of cargo. | ||
− | |||
− | |||
− | |||
+ | '''HOVERCRAFT''' | ||
+ | :'''GMC Everglades''' (Large, Size 4, Handling: +0, Top Speed: 60 mph, Toughness: 17 (6, heavy), Wounds* +1, Crew: 1+8, Cost: 44,000¥, Mods (+1): Armor 1, Basic Crash System, Hovercraft, Passenger 1, Speed 4). Lightweight Hovercraft van. | ||
+ | :'''GMC Beachcraft''' (Large, Size 4, Handling: +0, Top Speed: 60 mph, Toughness: 19 (8, heavy), Wounds* +1, Crew: 1+5, Cost: 86,000¥, Mods (+4): Adv. Alarm System, Armor 2, Automated Control 1 (Drive d4), Basic Sensor System 2 (Notice d6), Basic Crash System, Firewall 2, Hovercraft, Speed 4) (Restricted): Armored patrol craft. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''BOATS AND SUBS''' | ||
+ | :'''Morgan Cutlass''' (Large, Size 4, Handling: +0, Top Speed: 30 mph, Toughness: 19 (8, heavy), Wounds* +1, Crew: 3+3, Cost: 63,350¥, Mods (+3): Adv. Alarm System, Advanced Sensors 3 (Alertness, Night Vision, Thermal Vision), Armor 2, Broadcast 1,000” (Satellite uplink), Firewall 2, Automated Controls 1 (Boating d4), Basic Sensor System 2 (Notice d6), Sensor Suite 2 (radar d6, -1 per 100”), Sonar 3 (d8, -1 per 100” underwater), Speed 4, Turrets 2, Watercraft) (Restricted). Armored patrol boat. | ||
+ | :'''SC Otter''' (Large, Size 4, Handling: +0, Top Speed: 70 mph, Toughness: 15 (4), Wounds* +1, Crew: 1+5, Cost: 76,800¥, Mods (+0): Adv. Alarm System, Adv. Sensors 2 (Night Vision, Thermal Vision), Broadcast 10 miles, Speed 10, Watercraft). popular sports speed boat of the rich and well to do smugglers. | ||
+ | :'''MT Sea Nymph''' (Super Heavy, Size 8, Handling: -2, Top Speed: 30 mph, Toughness: 31 (10, heavy), Wounds* +2, Crew: 4+30, Cost: 154,800¥, Mods (+8): Adv. Alarm System, Broadcast 1,000” (Satellite uplink), Firewall 2, Armor 2, Automated Controls 2 (Boating d6), Basic Sensor System 2 (Notice d6), Passenger Space 4, Living Space 4, Luxury Features, Sonar 3 (d8; -1 per 100”), Speed 4, Watercraft). A popular pleasure yacht of the ultra-rich. | ||
+ | :'''Vulkan Electronaut''' (Large, Size 4, Handling: +0, Top Speed: 30 mph (15 mph submerged), Toughness: 15 (4), Wounds* +1, Crew: 1+4, Cost: 67,000¥, Modifiers (+4): Adv. Alarm System, Automated Controls 2 (Boating d6), Basic Sensor System 2 (Notice d6), Speed 4, Sonar 3 (d8, -1 per 100”), Submersible) (Restricted). A licensed recreational mini-submarine. | ||
− | AIRCRAFT | + | |
− | '''Northup Wasp''' | + | '''AIRCRAFT''' |
− | '''Hughes Stallion''': A civilian utility helicopter. | + | :'''Northup Wasp''' (Medium, Size 2, Handling: +1, Top Speed: 110 mph, Toughness: 16 (7, heavy), Crew: 1+0, Cost: 61,850¥, Mods (+4): Adv. Alarm System, Aircraft Helicopter, Armor 2, Basic Crash System, Advanced Sensors 3 (Alertness, Night Vision, Thermal Vision), Automated Control 2 (Pilot d6), Basic Sensor System 2 (Notice d6), Broadcast 1,000”, Firewall 2, Reduced Crew Space 1 (+1), Rigger Upgrade, Sensor Suite 3 (radar d8, -1 per 100”), Speed 3, Turret Mount 4) (Restricted): a one person copter with weapon turret mounts included. |
− | ''' | + | :'''Hughes Stallion''' (Large, Size 4, Handling: +1, Top Speed: 120 mph, Toughness: 15 (4), Wounds* +1, Crew: 2+4, Cost: 49,550¥, Mods (+3): Adv. Alarm System, Advanced Sensor System 1 (Night Vision), Aircraft Helicopter, Automated Controls 2 (Pilot d6), Basic Sensor System 2 (Notice d6), Broadcast 10 miles, Firewall 2, Improved Handling 1, Sensor Suite 2 (radar d6, -1 per 100”), Speed 4). A civilian utility helicopter. |
− | '''GMC Banshee''' | + | :'''Cessna C750''' (Super-Heavy, Size 8, Handling: -2, Top Speed: 400 mph, Toughness: 23 (4), Wounds* +2, Crew: 2+9, Cost: 119,200¥, Mods (+12): Adv. Alarm System, Advanced Sensors 3 (Eagle Eyes 2, Night Vision), Aircraft Propeller Airplane (Stall 200 mph), Automated Controls 2 (Pilot d6), Basic Sensor System 2 (Notice d6), Basic Crash System, Broadcast 10 mile, Cargo 2 (8,000lbs), Sensor Suite 2 (radar d6, -1 per 100”), Speed 2). A private twin-prop engine plane. |
+ | :'''Ares Dragon''' (Super-Heavy, Size 8, Handling: -1, Top Speed: 100 mph, Toughness: 25 (6), Wounds* +2, Crew: 2+9, Cost: 121,200¥, Mods (+13): Adv. Alarm System, Adv. Sensor System 1 (Night Vision), Aircraft Helicopter, Broadcast 10 miles, Firewall 2, Automated Controls 2 (Pilot d6), Basic Sensor System 2 (Notice d6), Cargo 2, Hauler, Improved Handling 1, Sensor Suite (radar d6; -1 per 100”), Speed 2). A heavy cargo helicopter that carries a standard load of 8 tons plus an additional 16 tons in sling. | ||
+ | :'''GMC Banshee''' (Titan, Size 10, Handling: -1, Top Speed: 230 mph, Toughness: 34 (9, heavy), Crew: 1+7, Cost: 325,750¥, Mods (+7): Adv. Alarm System, Adv. Sensors 2 (Night Vision, Thermal Vision), AMCM, Aircraft, Vector, Armor 2, Automated Control 2 (Pilot d6), Basic Sensor System 2 (Notice d6), Basic Crash System, Broadcast 10 miles, Firewall 2, Cargo 2, ECCM 3 (d8), Jamming 3 (d8), Reduce Crew 3 (+3), Rigger Adaption, Reinforced Chassis 2, Sensor Suite 3 (radar d8, greater range: -1 per 1,000”), Speed 1) (Military): the ‘thunerbird’ is a low-altitude VTOL armored craft that hauls up to 5 tons of cargo standard. The ‘free’ Mods are often used for Fixed and Turret weapon mounts or more cargo. | ||
[[File:SR.D5.Banshee.jpg]] | [[File:SR.D5.Banshee.jpg]] | ||
− | '''Federal-Boeing Commuter''' | + | :'''Federal-Boeing Commuter''' (Goliath, Size 14, Handling: -3, Top Speed: 800 mph, Toughness: 29 (7), Crew: 8+82, Cost: 1.16M¥, Mods (+12): Adv. Alarm System, Adv. Sensors 3 (Alertness, Night Vision, Thermal Vision) AMCM, Aircraft, VSTL (Stall 150 mph), Broadcast 10 miles, Firewall 3, Automated Control 2 (Pilot 0d6), Basic Sensor System 2 (Notice d6), Basic Crash System, Cargo 2 (14,000lbs), Passenger Space 10, Sensor Suite 2 (radar d6, greater range: -1 per 1,000”), Speed 2): a short take-off and landing civilian passenger transport or cargo hauler (can be reconfigured to have less passengers or less cargo). |
== DRONES == | == DRONES == | ||
− | Drones are built as Robots from the SFC | + | Drones are built as Robots from the SFC pg. 37 with the following changed: Base cost 5,000¥, Modifiers 8 and they are not Sentient (just advanced AI software). This also means that Drones use Skills normally and do not have to purchase separate systems for automated control, etc. They do however use Boating, Drive or Piloting, instead of Athletics, for such skill checks. They have a normal Pace (-1 per size penalty), Parry, Toughness. |
− | Drones are | + | Drones are '''Construct''' (+2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties) and have '''Environmental Weakness (Electricity)''' (Drones suffer +2 damage from electrical attacks). |
Drones use the Mods as found in vehicles but any drone smaller then Size 1 reduce cost by ½ for most specialized systems. Drone aircraft use the basics for helicoper (call rotor), jet, prop and VTOL systems but halve the base top speed and the Speed increase of each additional 'Mod'. Other drone movement are treated as 'walking' with a basic Pace as follows - Hover 8, Tracked 4, Watercraft 6 (and Amphibious and Sumersables as normal, half or one-quarter). | Drones use the Mods as found in vehicles but any drone smaller then Size 1 reduce cost by ½ for most specialized systems. Drone aircraft use the basics for helicoper (call rotor), jet, prop and VTOL systems but halve the base top speed and the Speed increase of each additional 'Mod'. Other drone movement are treated as 'walking' with a basic Pace as follows - Hover 8, Tracked 4, Watercraft 6 (and Amphibious and Sumersables as normal, half or one-quarter). | ||
− | Drones are always Extras, except when a Rigger is jacked-in and directly controlling it. All drones automatically come with the following systems (at no cost or mods): Broadcast 100”, | + | Drones are always Extras, except when a Rigger is jacked-in and directly controlling it. All drones automatically come with the following systems (at no cost or mods): Basic Alarm System (Opposed Notice d10 vs. Stealth of hacker or alarm sounded), Broadcast 100”, Firewall 1, and Rigger Upgrade. |
Depending on the Drone's Smarts score determines how well it can operate independently (on auto-pilot). Drones will responed to its owners commands, be they verbal or wirelessly to the best of their abilities. GM has finally say. | Depending on the Drone's Smarts score determines how well it can operate independently (on auto-pilot). Drones will responed to its owners commands, be they verbal or wirelessly to the best of their abilities. GM has finally say. | ||
All drones are also considered at least ‘Restricted’ type of gear (Military also listed). | All drones are also considered at least ‘Restricted’ type of gear (Military also listed). | ||
− | |||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' | ||
|- | |- | ||
− | | '''Aircraft, Bird Wings (1)''': this air drone provides lift with bird-like wings to provide it flight. Top Speed 20mph and it can hover without stalling. Max size is -2. Often combined with Animal Form mods to look like a real bird || 1 || | + | | '''Aircraft, Bird Wings (1)''': this air drone provides lift with bird-like wings to provide it flight. Top Speed 20mph and it can hover without stalling. Max size is -2. Often combined with Animal Form mods to look like a real bird || 1 || 2,500¥ |
|- | |- | ||
| '''Aircraft, LTA''' (1): Lighter-then-air ballon like drones. Can fly and hover for long periods of time with a Top Speed of 10mph, ½ base Toughness score for Size (not armor). Can remain operational for up to 72 hours base. Each additional 48 hours costs 500¥ x Size. Drone's base Price drops by one-quarter and its ground Pace drops to 0 || 1 xSize || 500¥ xSize | | '''Aircraft, LTA''' (1): Lighter-then-air ballon like drones. Can fly and hover for long periods of time with a Top Speed of 10mph, ½ base Toughness score for Size (not armor). Can remain operational for up to 72 hours base. Each additional 48 hours costs 500¥ x Size. Drone's base Price drops by one-quarter and its ground Pace drops to 0 || 1 xSize || 500¥ xSize | ||
Line 1,871: | Line 1,599: | ||
|- | |- | ||
| '''Pace (4)''': Increases the drones ground Pace and Running by +2 || 1 || 1K¥ xSize | | '''Pace (4)''': Increases the drones ground Pace and Running by +2 || 1 || 1K¥ xSize | ||
− | |||
− | |||
|- | |- | ||
| '''Size Increase (2)''': Increases the drone’s Size and Mod slots by +2. This increases Strength and Toughness by +1 each time it’s taken || -- || 3K¥ | | '''Size Increase (2)''': Increases the drone’s Size and Mod slots by +2. This increases Strength and Toughness by +1 each time it’s taken || -- || 3K¥ | ||
Line 1,885: | Line 1,611: | ||
|- | |- | ||
| '''Wall-Walking System (1)''': Walks up and down walls like a bug (normal Pace and Run). Maximum Size of the drone is -2 || 1 || 2,500¥ | | '''Wall-Walking System (1)''': Walks up and down walls like a bug (normal Pace and Run). Maximum Size of the drone is -2 || 1 || 2,500¥ | ||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
− | </ | + | |
− | + | '''Weapon Mounts''' are a special type of modifier that does not fit easily into the chart above nor with regular vehicle weapons, so. Drone's weapons tend to be fixed (as unlike Robots they don't normally have arms). A 'Light Pistol' (hold-out pistols, dagger, etc) sized mount uses uses ½ (min 1) Mods and cost 200¥ and have a minimum Drone Size of -2. 'Pistol' (medium pistols, machine pistols, etc.) sized mount uses ½ (min 1) Mods and cost 250¥ and have a minimum Drone Size of -1. 'SMG' (heavy pistols, SMG, saw-off shotguns, etc.) use 1 Mod and cost 350¥ and a minimum Drone Size of 0. 'Rifle' (assualt rifles, hunting rifle, etc.) mounts use 1½ (min 2) and cost 500¥ each, and have a min Size of 0. Finally a 'LMG' (LMG, sniper rifles, grenade launchers, etc) size mount uses 2 Mods and costs 750¥ each and minimum size of 1. Drones must meet the weapons Min Str also.</br> | |
+ | A Size -2 drone may only carry a single light pistol sized weapon, a Size -1 drone can carry single medium pistol sized weapon or two light pistol weapons. A Size 0 drone can carry a single rifle sized weapon, 2 SMG size weapons or three pistols sized weapons. A Size 1 drone can carry a single LMG sized weapon or two rifle sized, 3 SMG sized or 4 pistol sized weapons. A Size 2 drone can double the number of weapons a 1 can carry. | ||
− | STOCK DRONES | + | STOCK DRONES |
− | ''' | + | :'''Optical Drone''' [requires Cyber-Eye Replacement and Optic-Drone Mount] (Cost 28,000¥, Size: -4; Agility d8, Smarts d6, Spirits d6, Strength d4, Vigor d4; Pace 0, Parry 2; Toughness 1; Skills: Notice d6, Pilot d6, Stealth d10; Mods (+0): Advanced Sensors 3 (Alertness, Night Vision, Thermal Vision), Aircraft, VTOL (Top Speed 120 mph, can hover or fly), Broadcast 400”, Firewall 2, Immovable (+2), Reduced Skills -4 (+2), Reduced Trait -1 (+1), Size Reduction 4, Stealth System). A detectable VTOL cybernetic eye spy micro-drone. |
− | '''Shiawase Kanmushi''' | + | :'''Shiawase Kanmushi''' (Cost 20,500¥, Size -4; Agility d6, Smarts d6, Spirits d6, Strength d4, Vigor d6; Pace 2 (d2); Parry 2; Toughness 1; Skills: Drive d4, Notice d6, Stealth d8; Mods (+0): Advanced Sensors 2 (Night Vision, Thermal Vision), Animal Form/Disguise (Cockroach, Smarts -2 to realize it’s a drone), Reduced Skills -8 (+4), Reduced Trait -1 (+1), Size Reductions 4, Stealth Systems, Wall-Crawling). Designed to look like a cockroach with standard ‘gecko-crawl’ system. |
− | '''Sikorshy-Bell Microskimmer''' | + | :'''Sikorshy-Bell Microskimmer''' (Cost 8,000¥, Size -3; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Pace 0 (0); Parry 2; Toughness 1; Skills: Notice d10, Pilot d10, Stealth d10; Mods (+1): Advanced Sensors 4 (Alertness, Eagle Eye, x2 with vision, Night Vision, Thermal Vision), Aircraft, Rotor (Top Speed 120 mph, can hover or fly), Broadcast 400”, Firewall 2, Immobility (+2), Size Reduction 3): this is a very small rotor vehicle (size of a small hummingbird) used for surveillance. |
− | ''' | + | :'''Drone Hand''' [requires a Cyberarm and Drone-Hand Mount] (Cost 15,500¥, Size -3; Agility d8, Smarts d6, Spirits d6, Strength d4, Vigor d6; Pace 3 (d3); Parry 2; Toughness 2; Skills: Drive d6, Notice d6, Stealth d8; Mods (+2): Advanced Sensors 2 (Night Vision, Thermal Vision), Reduced Skills -8 (+4), Size Reduction 3, Stealth System, Wall-crawling). A detectable cybernetic hand that can act like a remote stealth drone. |
− | '''MCT | + | :'''MCT Fly-Spy''' (Cost 9,500¥, Size -3; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 2, Pace 3 (d3), Toughness 2; Skills: Notice d10, Pilot d8, Stealth d8; Mods (+0): Advanced Sensors 4 (Alertness, Eagle Eye 3), Aircraft, Bird Wing (60 mph, can hover or fly), Animal Form/Disguise (Bird, Smarts -2 to realize it’s a drone), Broadcast 400”, Reduced Skills -4 (+2), Size Reduction 3). Designed to look like a common bird (normally a pigeon or a crow). |
− | '''Lone Star iBall''' | + | :'''Lone Star iBall''' (Cost 10,000¥, Size -3; Agility d8, Smarts d6, Spirits d6, Strength d4, Vigor d6; Parry 2, Pace 3 (d3), Toughness 2; Skills: Drive d8, Notice d6, Shooting d8, Stealth d8; Mods (+4): Advanced Sensors 5 (Alertness, Bat-Ears 2, Night Vision, Thermal Vision), Firewall 3, Reduced Skills -4 (+2), Roller Move (double penalty for difficult terrain, cannot handle stairs, etc.) (+1), Size Reduction 3). Designed to be tossed or rolled into a room, this ball can roll on its own but cannot handle stairs (except to roll down them). For (3) Mods and +1,000¥ can add an integrated 3-charge Flash-Bang grenade system. |
− | + | :'''Lockheed Optic-X''' (Cost 8,000¥, Size -1; Agility d6, Smarts d8, Spirits d6, Strength d4, Vigor d6; Parry 2, Pace 0 (0), Toughness 4; Skills: Notice d8, Pilot d6, Stealth d6; Mods (+2): Advanced Sensors 4 (Alertness, Eagle Eyes 1, Night Vision, Thermal Vision), Aircraft, Jet (Top Speed 400 mph, Stall 200 mph), Broadcast 400”, Firewall 2, Immovable (+2), Skill Reduction -8 (+4), Size Reduct 1, Stealth Systems). A fixed-winged stealth jet drone for surveillance and monitoring, not combat. | |
− | + | [[File:SR.D5.drone2.jpg | right]] | |
− | + | :'''Aztechnology Crawler''' (Cost 15,000¥, Size 0; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 5, Pace 6 (d6), Toughness 9 (2); Skills: Climb d4, Drive d6, Fighting d6, Notice d6, Shooting d6, Stealth d6; Mods (+0): Advanced Senses 4 (Alertness, Bat-Ears, Night Vision, Thermal Vision), Armor 1, Broadcast 100”, Firewall 2, Deflect 2 (i.e. range attack suffer -2 to hit), Fixed Weapon Mount 2, Reinforced Chassis 1, Skill Reduction -4 (+2)). Built low to the ground and to operate in rough rural or urban environments and can handle stairs and other obstacles. It design makes it hard to hit with ranged attacks (with a low to the ground signature). | |
− | + | :'''Cyberspace Designs Dalmatian''' (Cost 18,000¥, Size 0; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 2, Pace 0 (0), Toughness 9 (4); Skills: Notice d8, Piloting d8, Shooting d8, Stealth d6; Mods (+0): Advance Sensors 4 (Eagle Eyes 2, Night Vision, Thermal Vision) (1), Aircraft, VTOL (Top Speed 120 mph, can hover or fly), Armor 2, Broadcast 400”, Firewall 2, Fixed Weapon Mount 2, Immobility (+2)). An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties, but comes with a light weapons mount standard. | |
− | + | :'''MCT-Nissan Roto-Drone''' (Cost 14,000¥, Size 0; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 4, Pace 6 (d6), Toughness 11 (4); Skills: Fighting d4, Notice d6, Pilot d6, Shooting d6, Stealth d6; Mods (+1): Advanced Sensors 2 (Night Vision, Thermal Vision), Aircraft, Rotor (Top Speed 80 mph, can hove or fly), Armor 2, Fixed Weapon Mounts 4, Immobility (+2), Motion Sense (ignores darkness and invisibility, stationary targets get +4 to Stealth), Reduced Skills -6 (+3), Reinforced Chassis 1). A simple rugged no-nonsense rotor-wing drone that can handle two light (SMG) firearm mounts or one heavy (LMG). | |
− | + | :'''GM-Nissan Doberman''' (Cost ¥19,500, Size 1; Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d8; Parry 5, Pace 6 (d6), Toughness 13 (4); Skills: Drive d6, Fighting d6, Notice d6, Shooting d6; Mods (+0): Advanced Senses 3 (Alertness, Night Vision, Thermal Vision), Broadcast 100”, Firewall 2, Armor 2, Fixed Weapon Mounts 4, Motion Sense (ignores darkness and invisibility, stationary targets get +4 to Stealth), Reduced Skills -6 (+3), Reinforced Chassis 1, Size Increase 1 (+1)). This four wheeled drone used as a light security patrol vehicle. | |
+ | :'''DocWagon Crash-Craft AutoDoc''' (Cost ¥23,000, Size 2; Agility d6, Smarts d8, Spirits d6, Strength d8, Vigor d6; Parry 2, Pace 6 (d6), Toughness 13 (4); Skills: Drive d6, Healing d8, Notice d8; Mods (0): Arm-Actuator Lifts 2, Armor 2, Broadcast 400”, Firewall 2, Feat – Healer, Passenger Space (1 person), Reinforced Structure 1, Size Increase 2 (+2), Skill Reduction -6 (+3)). This six wheeled drone has a pair of specially padded actuator arms that can lift one human-sized body (max size +1, so no trolls allowed) into the drone’s med-coffin where the AutoDoc program suite takes over. | ||
[[File:SR.D5.drone3.jpg | 300px | right]] | [[File:SR.D5.drone3.jpg | 300px | right]] | ||
− | '''Steel Lynx Combat Drone''' | + | :'''Steel Lynx Combat Drone''' (Military) (Cost 32,500¥, Size 2; Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d8; Parry 5, Pace 6 (d6), Toughness 16 (4); Skills: Drive d6+1, Fighting d6, Notice d6, Shooting d6; Mods (+0): Advanced Sensors 2 (Night Vision, Thermal Vision), Broadcast 100”, Firewall 2, Armor 2, Fixed Weapon Mounts 4, Motion Sensor (ignores darkness and invisibility, stationary targets get +2 to Stealth), Reduced Skills -4 (+2), Reinforced Structure 2, Sensor Suite 3 (radar, d8, -1 per 100”), Size Increase 2 (+2), Tacked). Military tacked combat drone. |
− | '''Renraku Stormcloud''' | + | :'''Renraku Stormcloud''' (Cost 22,500¥, Base Size 2; Agility d6, Smarts d8, Spirits d6, Strength d8, Vigor d6; Parry 2, Pace 0 (0), Toughness 6; Skills: Notice d8, Pilot d6; Mods (0): Advanced Sensors 5 (Eagle Eyes 3, Night Vision, Thermal Vision), Aircraft, LTA (Top Speed 20 mph, can hover or fly), Broadcast 1,000” (Satellite uplink), Firewall 2, Immobility (+2), Power Pack 2, Reduced Skills -6 (+3), Sensor Suite 3 (radar, d8, -1 per 100”), Size Increase 2 (+2)). This is a lighter-than-air, solar power mini-blimp can stay in the air for days at a time (minimum 144 hours). |
= CHAPTER SEVEN – HIDEOUTS and LIFESTYLES = | = CHAPTER SEVEN – HIDEOUTS and LIFESTYLES = | ||
Line 1,919: | Line 1,645: | ||
'''LIFESTYLE'''</br> | '''LIFESTYLE'''</br> | ||
Characters are not always running or committing crimes. In between runs, most spend a lot of time at ‘home’, sleeping, eating, watching their favorite vid, etc. | Characters are not always running or committing crimes. In between runs, most spend a lot of time at ‘home’, sleeping, eating, watching their favorite vid, etc. | ||
− | * '''Squatter''': You are almost living on the streets. You | + | * '''Squatter''': You are almost living on the streets. You might have a small, single room cube/coffin where you can store some stuff without it being stolen when your back is turned. You probably have to share a bathroom with you fellow cube-dwellers. You eat only the most basic soy- or tofu products with no food flavoring substitute. 250¥/month. Characters tend to suffer a -1 to all trait tests against Hazards (SWAE pg. 125). |
* '''Low''': You crash in a basic studio apartment, with a kitchenette and small bath unit, maybe even with an actual maglock to secure the door. You probably have a basic tridvid set up linked to your comlink for entertainment. You still eating soy and tofu food produces but now with some simple flavoring substitute so you can almost pretend the food is real. 1,000¥/month. | * '''Low''': You crash in a basic studio apartment, with a kitchenette and small bath unit, maybe even with an actual maglock to secure the door. You probably have a basic tridvid set up linked to your comlink for entertainment. You still eating soy and tofu food produces but now with some simple flavoring substitute so you can almost pretend the food is real. 1,000¥/month. | ||
* '''Middle''': You have a one or two bedroom apartment, maybe with a separate kitchen area and maybe even a real shower that you can use every day. Your trid set up is better linked in and the food you eat has better flavoring substitute and you can occasionally offer some of the real stuff! 5,000¥/month. Characters living at this level for at least a month gain one additional Benny an adventure (not session but the whole adventure). | * '''Middle''': You have a one or two bedroom apartment, maybe with a separate kitchen area and maybe even a real shower that you can use every day. Your trid set up is better linked in and the food you eat has better flavoring substitute and you can occasionally offer some of the real stuff! 5,000¥/month. Characters living at this level for at least a month gain one additional Benny an adventure (not session but the whole adventure). | ||
Line 1,925: | Line 1,651: | ||
[[File:SR.D5.Team5.jpg | 700px]] | [[File:SR.D5.Team5.jpg | 700px]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |