Editing Savage Shadowrun AE Conversion
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* 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 basic Fake ID (d6) for free (see GEAR) | * All Shadowrunners also start with a basic Fake ID (d6) for free (see GEAR) | ||
− | * Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any category – | + | * 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 == | ||
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'''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br> | '''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br> | ||
− | + | '''TROLL'''</br> | |
Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br> | Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br> | ||
− | '''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. | + | '''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.</br> |
'''Clumsy''': -2 to Agility trait test (not linked skills)</br> | '''Clumsy''': -2 to Agility trait test (not linked skills)</br> | ||
'''Dermal Plating''': +2 Armor Points that stack with any other armor.</br> | '''Dermal Plating''': +2 Armor Points that stack with any other armor.</br> | ||
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'''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br> | '''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br> | ||
'''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 2.0 points of Strain penalty when casting spells.</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> | ||
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:'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients. | :'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients. | ||
:'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals. | :'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals. | ||
− | :'''Fixer''' – good for getting jobs but | + | :'''Fixer''' – good for getting jobs but might sell valuable information. Gang Member – good local knowledge about the people. |
:'''Government Agent''' - a low to mid government agent like with the federal or local government, maybe a FBI field agent or metroplex auditor, etc. Good intel in their field and maybe knows whats going on around them. | :'''Government Agent''' - a low to mid government agent like with the federal or local government, maybe a FBI field agent or metroplex auditor, etc. Good intel in their field and maybe knows whats going on around them. | ||
:'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc. In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc. | :'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc. In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc. | ||
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Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only. | Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only. | ||
− | Magic uses the basic Power System from SWAE Powers. There are four basic types of Magic | + | Magic uses the basic Power System from SWAE Powers. 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). | 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). | ||
− | + | NOTE that the Teleport and Summon Ally powers are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers). | |
− | |||
[[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. | ||
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:'''Range''': Smarts | :'''Range''': Smarts | ||
:'''Duration''': 10 | :'''Duration''': 10 | ||
− | ''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> |
− | |||
− | 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]] | ||
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:* '''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. | ||
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'''GREATER ELEMENTALS AND SPIRITS'''</br> | '''GREATER ELEMENTALS AND SPIRITS'''</br> | ||
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[[File:SR.D5.Matrux.jpg | 350px | left]] | [[File:SR.D5.Matrux.jpg | 350px | left]] | ||
− | + | 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> | '''COMLINKS'''</br> | ||
− | A comlink is basically an advanced personal computer, PDA and cellphone. When in | + | 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 == | == MATRIX 101 == | ||
− | The Matrix is built upon millions of different broadcasting | + | 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. But also illegal chat room, Shadow sites, Warzane sharing sites, etc. |
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− | + | 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. | |
[[File:SR,DracoFound.jpg | right ]] | [[File:SR,DracoFound.jpg | right ]] | ||
− | |||
− | + | 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”. | |
− | + | 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 the reason the corps doing run the highest levels of Firewall all the time is that this security 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. | |
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− | + | == 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. | ||
+ | * '''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). | ||
+ | * '''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 magical Powers (like Quickness) 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 == |
− | + | [[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. 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. | ||
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− | + | Rank Cost (each traits must be purchased separately for both Strength and Vigor) | |
+ | :D6 = 1,500¥ each | ||
+ | :D8 = 5,000¥ to each | ||
+ | :D10 = 15,000¥ to each | ||
+ | :D12 = 50,000¥ to each | ||
− | A | + | 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) | ||
+ | :D6 = 500¥ each | ||
+ | :D8 = 1,000¥ to each | ||
+ | :D10 = 2,500¥ to each | ||
+ | :D12 = 5,000¥ to each | ||
− | + | == 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. | |
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− | + | '''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. | ||
+ | * '''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). | ||
+ | * '''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. Compare this amount to the decker's unarmored (or cybered) Toughness rating to see if she would suffer Wounds. Cost 30,000¥ | ||
+ | [[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). 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¥ | ||
+ | * '''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¥. | ||
+ | * '''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. | ||
+ | * '''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¥ | ||
+ | * '''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¥ | ||
+ | * '''Grey Hammer''' (Restricted) – this semi-legal attack program can damage the target's Comlink. Any damage the Persona inflicts on a target with the Hammer program also compare part (or all) of that damage to the Comlink's Hardness. This can cause Wounds to the Comlink are with other objects also compare the damage to the target’s hardware Hardness plus Firewall rating plus Firewall. This causes wounds are normal to the Comlink (a Wild Card’s comlink or hardware can take three wounds as normal. Use the worst of the Wound Penalty of the Persona or Comlink for penalties in the Matrix, Fourth wound auto crashes the Persona and the Comlink if brioken and in serious need of repair). Cost 5,000¥ Rating I inflections ½ damage to the Comlink directly. Cost 20,000¥ for Rating II and inflicts the full amount against the comlink. | ||
+ | * '''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 10). | ||
+ | * '''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. | ||
+ | * '''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¥ | ||
+ | * '''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 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¥. | ||
+ | * '''Tactical Display''' (Restricted) - This program allows the Decker to use Scan to find enemy comlinks within his own range and as an Action share that information with his allies via their AR. Once that has been set up the decker does not need to spend an Action to continue the display. 5,000¥ | ||
+ | * '''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. Make an Search check opposed by the target’s Hacking skill roll plus her Firewall, every 1d6+2 rounds. Success locates the target’s physical location to within a block, with a raise within a few feet. Cost 20,000¥. | ||
+ | * '''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'' | |
+ | == 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. | ||
+ | When a Persona takes damage it affects its Matrix skills and traits, etc. just as normal (penalties for wounds). If you are in a Cold-Sim and your Persona takes enough damage to be incapacitated (‘Crash your Persona’), you are forced out of the Matrix and back to the real world in a most unpleasant way… often referred to as '''Dumpshock'''. You are automatically Stunned for 2d6 rounds, and then can recover as normal. When running in Hot-Sim and your Persona is incapacitated your meat body suffers a Wound on a failed Vigor test (you can soak this as normal). A critical failure causes you to be Stunned for 2d6 minutes. | ||
− | and | + | == RIGGERS == |
+ | Riggers control and operate a numbers vehicles, drones and/or security systems using of '''Vehicle Rig Control''' (VRC) cyberware. All vehicles that are to be controlled must be within her Broadcast range and have the Vehicle Rig upgrade although a Rigger can jack directly into a vehicle via a VCR and Vehicle Rig. This has the added bonuses of granting the Rigger the Interface-Remote Control bonuses to all skills (see Cyberware). A Rigger with a VCR can control a maximum number of such vehicles or systems equal to ½ her Smarts die. With just AR a rigger can control these devices but without the Interface-Remote Control skill bonuses (and using the drone’s skill to make all skill checks with. Remember they are not Wild Cards). Riggers can also use Cold or Hot Emersion. With Emersion they gain the skill bonus and each vehicle or device they control directly and these devices counts as a Wild Card. They can ignore one Multi-Action penalty with Cold Sim and two Multi-Action penalties with Hot Sim emersion. | ||
+ | The Rigger can suffer from Dumpshock or physical damage when a drone or vehicle they are directly controlling is destroyed just like when a Persona is destroyed (see Matrix Combat). | ||
+ | If the rigger is controlling a vehicle, drone or system, they gain the ''Interface-Remote Control'' skill bonuses of +2 to Boating, Drive, Fighting, Notice, Pilot, and +1 to Shooting. A vehicles operator suffers a Multi-Action Penalty when controlling (Boating, Drive, or Pilot) skill check and attacking (Shooting) skill check with the same round. The Combat Ace edge eliminates this penalty. | ||
− | + | [[File:SR.D5.Rigger2.jpg | 700px]] | |
− | + | 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. | ||
− | + | How does the Rigger do this? The VRC Implant allows a Rigger to track her drones via a victual display. With the Scan program added she can detect enemy comlink and drone signals and project that display to her allies comlinks via AR (sharing this info is a free action for her). 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 Decker could do this also with a Tactical Display program (see Programs above). | |
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− | + | 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 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 == | |
− | + | As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds. | |
− | + | :'''Arcane Background (Technomancer)''' | |
− | + | :'''Starting Power Points''': 10 | |
− | + | :'''Starting Powers''' (Called Living Programs): 3 | |
− | + | :'''Skill''': Hacking (Smarts) | |
− | + | :'''Power List''': Any (However Summon Ally works differently in this setting, see below). | |
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− | + | OTHER BASIC ABILITIES | |
− | + | :'''Wireless Access''': Technomancers can somehow access the wireless Matrix without the benefit of a computer or comlink; they simply can sense and access it as if they did. This allows them to use any Emersion level within the Matrix. They also create something they call a Living Persona within the Matrix without any hardware to back it up beside their mind. They can natural access AR, Cold and Hot Sim. | |
+ | :'''Natural Signal Strength and Firewall''': Technomancers automatically have the Broadcast ability of 50” (100 yards) with the following modifiers (at no additional cost) – Firewall 1 and the Emersion enhancement and basic Interface abilities. | ||
− | + | '''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 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. | ||
− | + | Note that a Technomancer can run any number of powers at the same that as they wish to 'maintain'. They are not limited by their Matrix Strength as normal Deckers. | |
− | + | 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. | |
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'''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 ''mind reading'' or ''object reading'' or ''puppet''. | + | 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''. As range has no meaning in the Matrix, powers like ''teleport'' could be used to move through different Nods and past Firewall security. Area Effect powers effect that entire Nod irregardless of the Burst Size. The GM and player of a Technomancer should use their own creativity when coming up with Trapping Names for these Powers. |
Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks). | Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks). | ||
There are two Powers that need special attention for how they work in the Matrix…</br> | There are two Powers that need special attention for how they work in the Matrix…</br> | ||
− | + | '''Astral Projections''': this power works in the Matrix like the real world(?) for mages. The Technomancher can move through most Nods security unseens and only other Technomanchers and Sprits can somewhat interact with them. However they cannot see or understand the codes and icons that they view from these 'Realm'. Everything looks cold and fuzzy although they might get some emotions off personal or important datafiles, etc.</br> | |
− | + | '''Banish''': this power works against Sprites but also artificial IC but against them the power only has a Duration of 5.</br> | |
− | + | '''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.</br> | |
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''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.'' | ||
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| 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 |
|- | |- | ||
− | + | | Combat Helm || 4* || d6 || 4 || 400 || Head | |
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− | | Combat Helm || 4* || d6 || | ||
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| Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body | | Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body | ||
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'''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> | ||
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| 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 | ||
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| 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¥ || -- |
|- | |- | ||
|} | |} | ||
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| 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, bulk, HW, smart, snapshot | | Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H, bulk, HW, smart, snapshot | ||
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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> | ||
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= 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. | ||
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| Medium || 3 || 30mph || +0 || 15 (4) || 10 || 5 || 5K¥ || Mini and compact cars | | 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, sailing yacht |
|- | |- | ||
− | | Colossus || | + | | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 100 || 250K¥ || Heavy aircraft transport, jet liner |
|- | |- | ||
− | | Goliath || | + | | Goliath || 16 || 10mph || -4 || 45 (10) || 80 || 200 || 1M¥ || Light sea carrier ship |
|- | |- | ||
|} | |} | ||
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'''Toyota Gopher''': A somewhat inexpensive off-road sports recreational vehicle. Cost 26,000¥, Medium - Size 3, Handling +1, Top Speed 60mph, Toughness 15 (4), Crew 1+4, Mods (+4): Automation (Drive d6, Notice d6), Handling I, Off-Road, Speed III</br> | '''Toyota Gopher''': A somewhat inexpensive off-road sports recreational vehicle. Cost 26,000¥, Medium - Size 3, Handling +1, Top Speed 60mph, Toughness 15 (4), Crew 1+4, Mods (+4): Automation (Drive d6, Notice d6), Handling I, Off-Road, Speed III</br> | ||
'''Ford Spirit 115Ti''': A fairly popular sports car. Cost 29,500¥, Medium - Size 3, Handling +0, Top Speed 90mph, Toughness 15 (4), Crew 1+3, Mods (+4): Advanced Alarm, Automaton (Drive d6, Notice d6), Speed VI</br> | '''Ford Spirit 115Ti''': A fairly popular sports car. Cost 29,500¥, Medium - Size 3, Handling +0, Top Speed 90mph, Toughness 15 (4), Crew 1+3, Mods (+4): Advanced Alarm, 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): 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): Advanced Alarm, Automaton (Drive d6, Notice d6), Handling I, Speed IV</br> |
− | '''Chrysler-Nissan Patrol-1''': Basic armored and boosted police cruiser. Cost 70,000¥ (Restricted), Large - Size | + | '''Chrysler-Nissan Patrol-1''': Basic armored and boosted police cruiser. Cost 70,000¥ (Restricted), Large - Size 4, Handling +1, Top Speed 25mph, Toughness 20 (5), Crew 1+3, Mods (+4): 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> |
− | '''Mitsubishi Nightsky''': A very sleek armored limousine for the corporate or criminal elite. Cost 147,000¥, Heavy - Size | + | '''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): 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> |
[[File:SR.D5.StepV.jpg | 350px | left]] | [[File:SR.D5.StepV.jpg | 350px | left]] | ||
− | '''GMC Bulldog Step Van''': A common light security and cargo van. Cost 64,000¥, Heavy - Size | + | '''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): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor I (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 | + | '''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): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor II (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br> |
− | '''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over long 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 | + | '''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over long 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): 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> |
HOVERCRAFT</br> | HOVERCRAFT</br> | ||
− | '''GMC Everglades''': A light utility hovercraft transport. Cost 44,000¥, Large - Size | + | '''GMC Everglades''': A light utility hovercraft transport. Cost 44,000¥, Large - Size 4, Handling +0, Top Speed 45mph, Toughness 20 (5), Wounds* +1, Crew 2+8, Mods (+8): Automation (Drive d6, Notice d6), Hover, Speed I (also Broadcast 1,000")</br> |
− | '''GMC Beachcraft''': An armored patrol craft, normally used around seaports and the coast (standard weapon mounts include four heavy machine guns). Cost 128,000¥ (Restricted), Heavy Size - | + | '''GMC Beachcraft''': An armored patrol craft, normally used around seaports and the coast (standard weapon mounts include four heavy machine guns). Cost 128,000¥ (Restricted), Heavy Size -6, Handling -1, Top Speed 30mph, Toughness 31 (10, Heavy), Wounds* +1, Crew 6+4, Mods (+12): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed III (also Broadcast 1,000" and Firewall 3)</br> |
WATERCRAFT</br> | WATERCRAFT</br> | ||
− | '''Yongkang Gala Trinity''': This small, fast-moving speedboat is known as a popular smuggler’s craft. Cost 56,000¥, Large - Size | + | '''Yongkang Gala Trinity''': This small, fast-moving speedboat is known as a popular smuggler’s craft. Cost 56,000¥, Large - Size 6, Handling +0, Top Speed 75mph, Toughness 20 (5), Wounds* +1, Crew 1+4, Mods (+5): Advanced Alarm, Automation (Boating d6, Notice d6), Fewer Crew (+1), Speed X, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br> |
− | '''Vulkan Electronaut''': A recreational civilian mini-submarine. Can remain submerged for around 8 hours. Cost 112,500¥ (Restricted), Large - Size | + | '''Vulkan Electronaut''': A recreational civilian mini-submarine. Can remain submerged for around 8 hours. Cost 112,500¥ (Restricted), Large - Size 4, Handling +0, Top Speed 30mph (15mph when submerged), Toughness 22 (4), Wounds* +1, Crew 4+6, Mods (+7): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Reinforced Chassis I, Sonar, Submersibe, Speed III, Watercraft (also Broadcast 1,000")</br> |
− | '''Samuvani Otter''': A mid-size craft is mainly used for pleasure boating, fishing, light hauling, and utility work. Cost 57,000¥, Heavy - Size | + | '''Samuvani Otter''': A mid-size craft is mainly used for pleasure boating, fishing, light hauling, and utility work. Cost 57,000¥, Heavy - Size 6, Handling -1, Top Speed 35mph, Toughness 25 (4), Wounds* +1, Crew 2+12, Mods (+14): Automation (Boating d6, Notice d6), Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br> |
− | '''Morgan Cutlass''': A fast and armored patrol craft. Cost 207,000¥ (Restricted), Super-Heavy Size - | + | '''Morgan Cutlass''': A fast and armored patrol craft. Cost 207,000¥ (Restricted), Super-Heavy Size -8, Handling -2, Top Speed 55mph, Toughness 36 (11), Wounds* +2, Crew 12+8, Mods (+20): Advanced Alarm, Advanced Sensors (Low-Light, Thermal Vision), Armor II, Automation (Boating d6, Notice d6), Reinforced Chassis I, Sonar, Speed IX, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br> |
− | '''MT Sea Nymph''': A popular pleasure cruise yacht of the ultra-rich. Cost 529,000¥, Colossus - Size | + | '''MT Sea Nymph''': A popular pleasure cruise yacht of the ultra-rich. Cost 529,000¥, Colossus - Size 12, Handling -2, Top Speed 30mph, Toughness 37 (10), Wounds* +3, Crew 10+30, Mods (+4): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Fewer Crew (+15), Food Storage (2,000 mandays), Handling II, Living Space X, Luxury Features, Reinforced Chassis I, Sonar, Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br> |
AIRCRAFT</br> | AIRCRAFT</br> | ||
− | '''Northup Wasp''': A small, one person attack helicoper. Unused mods are generally fitted with weapon mounts (Standard is 2 missile launchers and a chin-mounted chaingun). Cost 149,000¥ (Restricted), Large - Size | + | '''Northup Wasp''': A small, one person attack helicoper. Unused mods are generally fitted with weapon mounts (Standard is 2 missile launchers and a chin-mounted chaingun). Cost 149,000¥ (Restricted), Large - Size 4, Handling -1, Top Speed 120mph, Toughness 24 (7), Wounds* +1, Crew 1, Mods (+6): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Helicoper, AMCM, Armor I, ECCM, Fewer Crew (+2), Radar, Reinforced Chassis I, Rigger Upgrade, Speed I (also Broadcast 1,000”, Firewall 2)</br> |
− | '''Hughes Stallion''': A civilian utility helicopter. Cost 135,000¥, Super-Heavy - Size | + | '''Hughes Stallion''': A civilian utility helicopter. Cost 135,000¥, Super-Heavy - Size 10, Handling -3, Top Speed 160mph, Toughness 30 (7), Wounds* +2, Crew 2+9, Mods (+25): Advanced Alarm, Aircraft, Helicoper, Automations (Drive d6, Notice d6), Fewer Crew (+2), Speed II (also Broadcast 1,000”)</br> |
− | '''Cessna C750''': Cost 173,000¥, Super-Heavy - Size | + | '''Cessna C750''': Cost 173,000¥, Super-Heavy - Size 8, Handling -2, Top Speed 350mph, Toughness 30 (7), Crew 2+18, Mods (+23): Advanced Alarm, Aircraft, Propeller, Automations (Drive d6, Notice d6), Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink)</br> |
− | '''GMC Banshee''': This is a military transport that has become popular with smugglers. Extra spece is used for cargo and weapon mounts (standard is a heavy auto-cannon turrent mount and 5 tons of cargo). Cost 502,000¥ (Military), Titan - Size | + | '''GMC Banshee''': This is a military transport that has become popular with smugglers. Extra spece is used for cargo and weapon mounts (standard is a heavy auto-cannon turrent mount and 5 tons of cargo). Cost 502,000¥ (Military), Titan - Size 10, Handling +0, Top Speed 220mph, Toughness 41 (12, Heavy), Wounds* +2, Crew 60, Mods (+20): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Vector Thrust, AMCM, Armor II (Heavy), Fewer Crew (+10), Handling II, Reinforced Chassis I, Radar, Rigger Uplink, Speed I, Stealth System (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br> |
[[File:SR.D5.Banshee.jpg]] | [[File:SR.D5.Banshee.jpg]] | ||
− | '''Federal-Boeing Commuter''': A very-short take-off and landing super-sonic jumbo-jet. Cost 1,289,000¥ (Restricted), Goliath Size - | + | '''Federal-Boeing Commuter''': A very-short take-off and landing super-sonic jumbo-jet. Cost 1,289,000¥ (Restricted), Goliath Size -16, Handling -4, Top Speed 1,000mph, Toughness 45 (10), Wounds* +4, Crew 20+180, Mods (+66): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Jet, Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br> |
== 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 '''''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 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). | ||
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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. | ||
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[[File:SR.D5.Team5.jpg | 700px]] | [[File:SR.D5.Team5.jpg | 700px]] | ||
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