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− | [[File:ShadowRun.DnD5.jpg | | + | [[File:ShadowRun.DnD5.jpg | 700px]] |
These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting. | These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting. | ||
== BASIC HOUSERULES == | == BASIC HOUSERULES == | ||
− | '''Character Classes''': all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). | + | '''Character Classes''': all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). There are seven Heroic Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. Heroic characters gain three core Talents at 1st level plus one additional talent every odd level after that (3, 5, etc.) and a Bonus Class Feat every even level (2, 4, 6, etc.). These feats must be chosen from the Class Bonus Feat list. </br> |
− | There are seven Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. | + | Heroic characters gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below. |
− | |||
− | Heroic characters | ||
{| class="wikitable" border="0" | {| class="wikitable" border="0" | ||
| '''Character Level''' || '''Proficiency Bonus''' || '''Character Level Bonus''' || '''Heroic Level Bonus''' | | '''Character Level''' || '''Proficiency Bonus''' || '''Character Level Bonus''' || '''Heroic Level Bonus''' | ||
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:'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice. | :'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice. | ||
:'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites. | :'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites. | ||
− | :'''Outgoing''': You gain + | + | :'''Outgoing''': You gain +1 Karma point over the standard Karma Points each level. |
[[File:SR.D5.Decker.jpg | 300px | right]] | [[File:SR.D5.Decker.jpg | 300px | right]] | ||
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:'''Medium Sized and Speed''': base 25 feet a round. </br> | :'''Medium Sized and Speed''': base 25 feet a round. </br> | ||
:'''Dark Vision''': dwarfs can see up to 60ft in the dark per the PHB pg. 183.</br> | :'''Dark Vision''': dwarfs can see up to 60ft in the dark per the PHB pg. 183.</br> | ||
− | :'''Hardy''': dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional + | + | :'''Hardy''': dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional +1 bonus to recovering from the '''''Reeling''''' condition.</br> |
:'''Resistance''': dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.</br> | :'''Resistance''': dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.</br> | ||
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[[File:SR.D5.OrkGang.jpg | 300px | left]] | [[File:SR.D5.OrkGang.jpg | 300px | left]] | ||
− | '''''Criminal''''': You | + | '''''Criminal''''': You use to work for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms.</br> |
:'''Skill Proficiencies''': Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.</br> | :'''Skill Proficiencies''': Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.</br> | ||
:'''Equipment''': Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.</br> | :'''Equipment''': Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.</br> | ||
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===HEROIC CHARACTER CLASSES=== | ===HEROIC CHARACTER CLASSES=== | ||
− | There are | + | There are five basic Heroic Character Classes listed below. |
====ADAPT==== | ====ADAPT==== | ||
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INITIATE TALENT TREE</br> | INITIATE TALENT TREE</br> | ||
− | These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.</br> | + | These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.</br> :'''Attunement''': You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+. </br> |
− | :'''Attunement''': You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+. </br> | ||
:'''Centering''': This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.</br> | :'''Centering''': This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.</br> | ||
:'''Masking''': This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a '''DC8''' + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.</br> | :'''Masking''': This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a '''DC8''' + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.</br> | ||
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'''PROFICIENCIES''' | '''PROFICIENCIES''' | ||
− | :'''Armor''': Light | + | :'''Armor''': Light Weapons: Light Firearms, Simple weapons. |
− | |||
:'''Languages''': Any two of choice. | :'''Languages''': Any two of choice. | ||
:'''Saving Throw''': Wisdom and Charisma. | :'''Saving Throw''': Wisdom and Charisma. | ||
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:'''Weapons''': Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons | :'''Weapons''': Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons | ||
:'''Saving Throw''': Strength and Constitution | :'''Saving Throw''': Strength and Constitution | ||
− | :'''Skills''': Choose three from among Acrobatics, Athletics, | + | :'''Skills''': Choose three from among Acrobatics, Athletics, Boasting, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival. |
'''EQUIPMENT'''</br> | '''EQUIPMENT'''</br> | ||
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:'''Acrobatic Strike'''. Prerequisite: Proficiency with Acrobatics skill. If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack against this opponent has Advantage (but only the first one). | :'''Acrobatic Strike'''. Prerequisite: Proficiency with Acrobatics skill. If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack against this opponent has Advantage (but only the first one). | ||
:'''Action Surge'''. Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. After a short or long rest you regain the use of this ability. | :'''Action Surge'''. Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. After a short or long rest you regain the use of this ability. | ||
− | :'''Actor'''. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made by another creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked. | + | :'''Actor'''. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made by another creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked. :'''Additional Magic Points'''. Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. Can be taken multiple times, each time adding an additional 5 Magic Points to your total. |
− | :'''Additional Magic Points'''. Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. Can be taken multiple times, each time adding an additional 5 Magic Points to your total. | ||
[[File:SR.D5.Soldier.jpg | 250px | right]] | [[File:SR.D5.Soldier.jpg | 250px | right]] | ||
:'''Armor Proficiency (Heavy)'''. Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor. | :'''Armor Proficiency (Heavy)'''. Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor. | ||
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:'''Bravery'''. You are hard to scare. You have Advantage on any save against the '''''Frightened''''' condition. | :'''Bravery'''. You are hard to scare. You have Advantage on any save against the '''''Frightened''''' condition. | ||
:'''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3 (1d4 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack with your off-hand as part of your Attack action. | :'''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3 (1d4 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack with your off-hand as part of your Attack action. | ||
− | :'''Brutal Critical'''. Prerequisite: | + | :'''Brutal Critical'''. Prerequisite: Proficiency with Computer Use skill. You roll an additional +2d weapon dice of damage to the damage total when determining the extra damage for a critical hit. Prerequisite: Improved Critical, level 5+. |
− | :'''Brute Force''' | + | :'''Brute Force'''. You know all the tricks for when you get into Matrix combat. Your persona gains a +1 insight bonus to Attack rolls and +2 insight bonus to Damage rolls with Matrix combat. |
:'''Bullet Storm'''. Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating larger threat area of your automatic weapon attacks. When you use an Autofire feature with a weapon, you can change the area of effect (see Auto Fire in SPECIAL SITUATIONS AND ACTIONS) from a 10x10ft area-of-affect to either a 15x15ft area or a 5x30ft straight line area. With Heavy Autofire weapon you can change the standard 15x15ft area-of-affect to a 20x20ft area or a 10x30ft area instead. | :'''Bullet Storm'''. Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating larger threat area of your automatic weapon attacks. When you use an Autofire feature with a weapon, you can change the area of effect (see Auto Fire in SPECIAL SITUATIONS AND ACTIONS) from a 10x10ft area-of-affect to either a 15x15ft area or a 5x30ft straight line area. With Heavy Autofire weapon you can change the standard 15x15ft area-of-affect to a 20x20ft area or a 10x30ft area instead. | ||
:'''Bypass'''. Prerequisite: Proficiency with Computer Use skill. You know all the tricks to bypassing Matrix security. When using Matrix programs Sleaze or Sneak you impose Disadvantage on the target’s saving throw or enemy Scan checks against Spoof. You can use this feat a number of times equal to your Intelligence modifier. After a short or long rest you regain these abilities. | :'''Bypass'''. Prerequisite: Proficiency with Computer Use skill. You know all the tricks to bypassing Matrix security. When using Matrix programs Sleaze or Sneak you impose Disadvantage on the target’s saving throw or enemy Scan checks against Spoof. You can use this feat a number of times equal to your Intelligence modifier. After a short or long rest you regain these abilities. | ||
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| '''HEAVY ARMOR''' | | '''HEAVY ARMOR''' | ||
|- | |- | ||
− | | | + | | Swcurity Armor || 4,000¥ || 18 || 13 || 5 || Disadvantage || 40 |
|- | |- | ||
| Military Spec Armor || 10,000¥ || 19 || 15 || 6 || Disadvantage || 50 | | Military Spec Armor || 10,000¥ || 19 || 15 || 6 || Disadvantage || 50 | ||
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'''Lined Coat''': made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).</br> | '''Lined Coat''': made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).</br> | ||
'''Chameleon Suit''': a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).</br> | '''Chameleon Suit''': a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).</br> | ||
− | '''Armored Jacket''': fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A '''DC15 | + | '''Armored Jacket''': fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A '''DC15' Wisdom (Perception) check will notice that it is armored (including Passive). A MAD scanner will detect it automatically.</br> |
'''Flak Vest with Plates''': an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).</br> | '''Flak Vest with Plates''': an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).</br> | ||
'''Ballistic Longcoat''': this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple '''DC12''' Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).</br> | '''Ballistic Longcoat''': this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple '''DC12''' Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).</br> | ||
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'''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br> | '''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br> | ||
− | MARTIAL MELEE WEAPONS | + | MARTIAL MELEE WEAPONS |
'''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br> | '''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br> | ||
'''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br> | '''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br> | ||
− | MARTIAL RANGED WEAPONS | + | MARTIAL RANGED WEAPONS |
These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br> | These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br> | ||
'''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br> | '''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br> | ||
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'''Lone Star iBall¹'''. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged | '''Lone Star iBall¹'''. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged | ||
:''Special Qualities'': Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). | :''Special Qualities'': Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). | ||
− | [[File:SR.D5.drone2.jpg | | + | [[File:SR.D5.drone2.jpg | right]] |
'''Aztechnology Crawler'''³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged | '''Aztechnology Crawler'''³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged | ||
:''Special Qualities'': Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). | :''Special Qualities'': Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). | ||
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through introspection and an awareness of self.</br> | through introspection and an awareness of self.</br> | ||
===ASTRAL SPACE === | ===ASTRAL SPACE === | ||
− | |||
In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. | In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. | ||
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COMBAT SPELLS</br> | COMBAT SPELLS</br> | ||
'''Death Touch''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; '''Range''': Touch; '''Duration''': Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target. | '''Death Touch''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; '''Range''': Touch; '''Duration''': Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target. | ||
− | + | : '''Vampire Touch''' (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. | |
'''[Elemental] Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals that element damage to the target. The following additional magnitudes can be added to change aspects… | '''[Elemental] Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals that element damage to the target. The following additional magnitudes can be added to change aspects… | ||
* '''Area Effect''' (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property. | * '''Area Effect''' (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property. | ||
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All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points. | All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points. | ||
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'''Analyze Truth''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie. | '''Analyze Truth''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie. | ||
* '''Enhancer''' (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save. | * '''Enhancer''' (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save. | ||
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'''Search''': Physical (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction and speed of its movement and so long as it does not move out of range can follow it. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a tool kit, apparel or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and it or if running water at least 10 feet wide blocks a direct path between you and the creature. | '''Search''': Physical (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction and speed of its movement and so long as it does not move out of range can follow it. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a tool kit, apparel or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and it or if running water at least 10 feet wide blocks a direct path between you and the creature. | ||
+ | |||
* '''Scry''' (+4 Magnitude): You can see and hear a particular creature you choose that is not in astral space (projecting or otherwise). The target must make an Intelligence save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, staying within 10 feet of it for the duration. A creature that can see invisible objects (or dual-natured) sees the sensor as a luminous orb the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of the spell. The sensor then appears at that location and doesn't move. | * '''Scry''' (+4 Magnitude): You can see and hear a particular creature you choose that is not in astral space (projecting or otherwise). The target must make an Intelligence save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, staying within 10 feet of it for the duration. A creature that can see invisible objects (or dual-natured) sees the sensor as a luminous orb the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of the spell. The sensor then appears at that location and doesn't move. | ||
* '''Seek Individual''' (+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement and can track it. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a Shape Shift spell, this spell doesn't locate the creature. | * '''Seek Individual''' (+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement and can track it. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a Shape Shift spell, this spell doesn't locate the creature. | ||
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'''Charm Person''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 1 hour. You attempt to charm a humanoid with at least an Intelligence score of 3 or higher, that you can see within range. It must make a Wisdom save, and does so with advantage if you or your companions are fighting it. If it fails, it gains '''''Charmed''''' condition while you concentrate and so long as your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. At the spell ends, the creature knows it was charmed by you. Creatures that can't be charmed if are immune to this effect and mind-effecting. Additional affects as… | '''Charm Person''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 1 hour. You attempt to charm a humanoid with at least an Intelligence score of 3 or higher, that you can see within range. It must make a Wisdom save, and does so with advantage if you or your companions are fighting it. If it fails, it gains '''''Charmed''''' condition while you concentrate and so long as your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. At the spell ends, the creature knows it was charmed by you. Creatures that can't be charmed if are immune to this effect and mind-effecting. Additional affects as… | ||
− | * | + | * Command (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom save or follow the command on its next turn. This spell has no effect if the target does not under or cannot here you. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. |
::o '''Approach''': The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. | ::o '''Approach''': The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. | ||
::o '''Drop''': The target drops whatever it is holding and then ends its turn. | ::o '''Drop''': The target drops whatever it is holding and then ends its turn. | ||
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− | MANIPULATION SPELLS | + | MANIPULATION SPELLS |
− | Many Manipulations spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell has Strain due to cybernetics then the caster suffers ½ the highest Strain level in extra Magic Points. | + | |
+ | Many Manipulations spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell has Strain due to cybernetics then the caster suffers ½ the highest Strain level in extra Magic Points. | ||
'''Armor''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. You produce a magical protective force that surrounds you until the spell ends. Your base AC becomes 14 + your Dexterity modifier and its grants 2 points of magical Hardness. This hardness works against magical weapons and spells and normal weapon attacks. If you are wearing armor use the better of the two AC and/or Hardness, the effects do not stack. | '''Armor''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. You produce a magical protective force that surrounds you until the spell ends. Your base AC becomes 14 + your Dexterity modifier and its grants 2 points of magical Hardness. This hardness works against magical weapons and spells and normal weapon attacks. If you are wearing armor use the better of the two AC and/or Hardness, the effects do not stack. | ||
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* '''Sunlight''' (+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) | * '''Sunlight''' (+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) | ||
− | + | Mage Hand: Physical (Conjuration); Casting Time: 1 action; Magnitude: 1; Range: 30ft; Duration: Concentration, 10 minutes. An invisible floating hand appears at a point you choose within range. The spell ends if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. | |
− | + | Attacking Hand (+1-5 Magnitude): Your mage hand is strong enough to strike targets within range for damage. The hand deals 2d6 bludgeoning damage +1d6 damage for every additional Magnitude you put into the spell, up to a maximum of 6d6 bludgeoning damage. Use your Magical Attack to hit. | |
− | + | Grasping Hand (+2 Magnitude): Your mage hand is strong enough to grapple. Use your Tradition’s defining attribute as its Strength with proficiency bonus. The hand is invisible to anyone but the target grabbed by it who can attack it without disadvantage. The Hands’ AC is 15 and it has a number of hit points equal to your max hit point total. When reduced to 0 hit points the spell ends. | |
− | + | Greater Range (+1 Magnitude): Your mage hand can now extend out to 120ft before it disappears. | |
− | + | Manipulative Hand (+1 Magnitude): Your mage hand can use your Traditional defining attribute instead of Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. | |
− | + | Telekinesis (+5 Magnitude): When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting attack check contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. | |
− | + | Magic Weapon: Physical (Transmutation); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 hour. You touch a non-magical weapon. That weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the spells duration. | |
− | + | Greater Magic (+2 or +4 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. | |
− | + | Mana Wall: Mana (Conjuring); Casting Time: 1 full round; Magnitude: 3; Range: 120ft; Duration: Concentration, 1 minute. You create a simmering wall of pure magical energy on a surface within range. The wall is 40 feet long, 15 feet high, and 1 foot think, or a ringed wall up to 15 feet in diameter, 15 feet high, and 1 foot think. The wall provides light obscure and cover (½ or Full). Each 10ft section of the wall has resistance to damage, HP of 25 and a Hardness of 6. Living targets and spirits cannot push through this wall, they must break it. It doesn’t stop non-living items like bullets or vehicles, etc. or being fully enclosed within a vehicle. Otherwise treat as an Elemental Wall. | |
− | + | Greater Dimensions: as [Elemental] Wall above. | |
− | + | Physical Wall (+1 Magnitude): changes the wall to Physical, opaque (full cover) and HP to 50. The wall will now stop bullets, vehicles, and other non-living items. All have to ‘break though’. | |
− | + | Shapeshift: Physical (Transmutation); Casting Time: 1 full round; Magnitude: 3; Range: Self; Duration: Concentration, 1 hour. Your turns into a beast. You transform into the form of a large or smaller beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit dice and hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal forms’ to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any equipment. Your beast form cannot include a Flying or Swimming speed. | |
− | + | Greater Creatures (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less. | |
− | + | Flying or Swimming Speed (+1 Magnitude each): you gain one of these forms of movement if the beast shape you are assuming also has this movement type naturally. | |
− | + | Shapeshift Others (+2 Magnitude): change the Range of the spell to 30ft. You can attempt to affect a target within range that you can see and has an Intelligence of 3 or higher. Creatures can resist the spell with an Intelligence save, to ignore the effect. Otherwise they are affected for the duration. | |
+ | [[File:SR.D5.shaman.jpg | 300px | right]] | ||
− | + | Spider Climb: Physical (Transmutation); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 hour. You can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free. Your climb speed is equal to your base Move speed. | |
− | + | Web: Physical (Conjuration); Casting Time: 1 action; Magnitude: 2; Range: 60ft; Duration: Concentration, 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity save. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs have an AC of 10 and 10 HP, is Resistant to slashing damage, immune to ballistic, bludgeoning and piercing damage. | |
− | + | Greater Area (+1 Magnitude): the area of effect for your web is a 30-foot cube. | |
− | + | Self-Anchoring (+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration. | |
− | + | Stronger (+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spell's save. | |
===SUMMONING ELEMENTALS AND NATURAL SPIRITS=== | ===SUMMONING ELEMENTALS AND NATURAL SPIRITS=== | ||
− | It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic | + | [[File:SR.D5.summon.jpg | 300px } left]] |
− | + | It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic user for up to one hour, when it disappears automatically back into astral space where it originated. Magic users cannot have more than one spirits summoned at a time. If the summoner summons a new one the one present spirit automatically disappears back into astral space. When a spirit falls to 0 hit points, 0 magic points or it is incapacitated in some way it automatically disappears also. If the summoner is knocked to 0 hit points or incapacitated the spirit makes a Charisma save. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space. | |
− | The | + | The DC to summon a spirit is DC 10 + its Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner. |
− | + | Type of Spirits that a Hermetic Mages can summon: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water. | |
− | Type of | + | Types of Spirits that a Shaman can summon: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water. |
− | + | Spirit Tasks: the following tasks can be performed by a spirit at the request of its’ summoner… | |
− | Types of | + | Aid in casting of a spell. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude) to when the magic user casts a spell. |
− | + | Sustain a Spell. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it. | |
− | + | Attack. This requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes | |
− | + | 28 | |
− | + | arrive the magic user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes. | |
− | + | Search. The spirit can search and area for a specific individual or item that is familiar to the magic use that summoned it. This works basically like the Search spell within a range of 1,000 feet times the spirits magnitude rating. The spirit can use the great range modifier (10 miles) but this must be the only service the spirit has or will perform and when it is finished it returns to its home plane. | |
− | + | Guard. The spirit can care act as a watchdog within a certain area. It has Advantage on its perception checks while it does so. A spirit can ‘guard’ an area equal to 100ft times its spirit magnitude rating. The summoner must also include orders on what the spirit will do if unknown creatures enter the area it is guarding. It can attack them, inform the summoner or make a great commotion (noise) in the area. If assigned as the spirit’s only task it will remain until sunup or sundown, whichever comes first and then return to its home plane. | |
− | + | Building a Spirits | |
− | + | All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes. Some spirits have higher or lower beginning attributes listed in their descriptions. These stats are the same in astral form and when they manifest. | |
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Spirits have 10 Hit Points +5 HP per magnitude over 1, plus its Constitution modifier each magnitude. | Spirits have 10 Hit Points +5 HP per magnitude over 1, plus its Constitution modifier each magnitude. | ||
− | + | Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits and can only use these points to share with a magic user or to cast spells while manifesting. | |
− | + | Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating equal to their Magnitude. | |
− | + | Spirits are Resistant to all damage in Astral Space. When manifesting they have Resistance to all | |
− | + | magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this. | |
− | + | Spirits are immune to all mind-effect spells, the charmed and frightened condition imposed by mind-altering fear. They do not breathe, are immune to disease and poison, and ignore all light based obscure condition (see Duel-Natured). | |
− | + | In Astral Space spirits have an extra action (as projecting magic users) and can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. All types have a Fly speed of 60ft and a Fast Fly speed of 600ft a round in Astral Space. | |
− | + | Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with casters (no disadvantage). | |
− | + | Spirits prefer to be summoned in its ‘Domain’ but can be summoned almost anywhere. When summoning a spirit in an area that the GM should increase the DC to summon the spirit in a non-Domain area by +2 or if totally opposite (a fire elemental on a lake of water) add +5. | |
− | + | All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. They are automatically proficiency with their own natural attacks. | |
− | + | For spells, Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute. | |
− | + | Each type of spirit has some natural abilities that all of the same spirit types share. These abilities can be used at will by the spirit and cost them no magic points, etc. | |
− | + | Spirits have one spell automatically when summoned and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells. | |
− | + | SPIRIT TYPES | |
− | + | Sprits of the Sky (Air Elementals) - Appears as swirling clouds, or in storms as thunderclouds. | |
− | + | Domains: Anywhere under the open sky where city light pollution is not too bad. | |
− | + | Attributes: base Strength 6, Dexterity 14 | |
− | + | Abilities: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind [at least 20 MPH] disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution save against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creatures outside the area of the cloud can make a new saving throw as an action each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.) | |
− | + | Spells: Mage Hand plus one additional spell per Magnitude from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon. | |
− | + | Spirits of the Beast – Appear as natural or para-natural beasts; birds, mammals, lizards, etc. | |
− | + | Domains: Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations. | |
− | + | Skills: Animal Handling, Survival. | |
− | + | Abilities: Base speed 60ft, Blur Image (as spell but costs the spirit no Magic Points to cast and instead it can affect itself and a number of extra creatures as its summoner’ s desires equal to its magnitude), Unarmed Attack 1d8 piercing or slashing damage (chosen when summoned). | |
− | + | Spells: Fear plus one additional spell per Magnitude from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web. | |
− | + | Sprits of Earth (Earth Elementals) - Appear as mounds of earth, clumps of earth and rock, etc. | |
− | + | Domains: almost any rural setting like forests, jungles, deserts or any locations of natural earth. | |
− | + | Attributes: base Strength 14, Dexterity 6 | |
− | + | Skills: Athletics. | |
− | + | Abilities: Base speed 30ft, Burrowing Speed 20ft (this tunnel can either collapse behind the elemental or can be up to 5ft wide per level of the elementals magnitude rating. The tunnel automatically collapse when the spirit returns to its home plane. Can tunnel through earth and rock with easy. Reinforced concrete and similar materials halves speed, while metal and plasteel blocks it completely), Enhanced Resistance (this spirit is Resistant to all damage when manifesting), Unarmed attack (stone fists) 1d8 bludgeoning damage. | |
− | + | Spells: Armor plus one additional spell per Magnitude from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, Restoration | |
− | + | Spirits of Fire (Fire Elementals) - Appears as a humanoid or salamander creatures, bathed in fire. | |
− | + | Domains: Anywhere at a bonfire is burning. | |
− | + | Abilities: Fly speed 60ft, Flame Aura (while manifesting the fire elemental is sheathed in dangerous flames. This allows it to strike in unarmed combat for 1d8 fire damage. Anyone attacking it with an unarmed strike also suffers 1d8 fire damage if it succeeded with its attack roll. If it is attacked with a melee weapon, with a successful hit the attacker must succeed with a Dexterity save against the creature’s save DC or also suffer this damage. Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away with a Magical attack roll. Success deals 2d6 fire damage to one target). | |
− | + | Spells: [Elemental] (Fire) Bolt plus one additional spell per Magnitude from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe | |
− | + | Spirits of Guardians (Warrior Elementals) – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors. | |
− | + | Domains: Almost anywhere. | |
− | + | Abilities: Base speed 40ft, Magic Weapon (when the spirit manifest it is wielding a magical melee weapon. It does not matter the type of weapon, the elemental always deals 1d10 damage. The summoner determines if the damage is bludgeoning, piercing or slashing and it cannot change later. The weapon only works for the spirit and cannot be shared, dropped, etc. and is considered magical), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage). | |
− | + | Spells: Armor plus one additional spell per Magnitude from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe | |
− | + | Spirits of Guidance (Knowledge Elementals) – Appear as older wizardly men or women, Victorian librarians, B-movie scientists. | |
− | + | Domains: Libraries, School, University grounds, Research areas, places of learning and study. | |
− | + | Attributes: base Strength 6, Intelligence 14 | |
− | + | Skills: History, Religion | |
− | + | Abilities: Base speed 60ft, Known Anything (the spirit gains proficiency in any number of additional skills the summoner choses, when it first is summoned, equal to its Magnitude), Detection Magic (the spirits can use all spells from the Detection class as if it were one magnitude greater safely and for no extra magic points). | |
− | + | Spells: Clairvoyance plus one additional spell per Magnitude from among – Analyze Truth, Comprehend Languages, Detect, Divination, Heightened Senses, Light, Mind Probe, Search, Stun Bolt | |
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Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles in urban settings. | Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles in urban settings. | ||
Domain: almost any Urban area, inhabited or uninhabited. | Domain: almost any Urban area, inhabited or uninhabited. | ||
Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 30ft), Unarmed attack 1d6 bludgeoning. | Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 30ft), Unarmed attack 1d6 bludgeoning. | ||
Spells: Blur Image plus one additional spell per Magnitude from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search | Spells: Blur Image plus one additional spell per Magnitude from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search | ||
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Spirits of Plants – Appear as moving and living planets, or half-man or animal, half-plants, etc. | Spirits of Plants – Appear as moving and living planets, or half-man or animal, half-plants, etc. | ||
Domains: Anywhere that living planets can and do grow. | Domains: Anywhere that living planets can and do grow. | ||
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Abilities: Base speed 40ft | Abilities: Base speed 40ft | ||
Spells: Web plus one additional spell per Magnitude from among – Spider Climb | Spells: Web plus one additional spell per Magnitude from among – Spider Climb | ||
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Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits. | Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits. | ||
Domains: Anywhere machines or industry might be found. | Domains: Anywhere machines or industry might be found. | ||
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Abilities: Base speed 40ft | Abilities: Base speed 40ft | ||
Spells: plus one additional spell per Magnitude from among – X | Spells: plus one additional spell per Magnitude from among – X | ||
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Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc. | Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc. | ||
Domains: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. | Domains: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. | ||
Abilities: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft. | Abilities: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft. | ||
Spells: Exhaustive Touch plus one additional spell per Magnitude from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, Fear, Increase Reflexes, Mask, Magic Weapons, Physical Wall, Search | Spells: Exhaustive Touch plus one additional spell per Magnitude from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, Fear, Increase Reflexes, Mask, Magic Weapons, Physical Wall, Search | ||
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WATCHER SPIRITS | WATCHER SPIRITS | ||
Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 Conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (2d10 minutes of time). | Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 Conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (2d10 minutes of time). | ||
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== THE MATRIX == | == THE MATRIX == | ||
− | The wireless Matrix is made up of thousands of individual ‘nodes’ ( | + | 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 cybernetics and comlink receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc. |
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In a shadowrunners’ 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. Cybernetics 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. Corporations also like to isolate highly sensitive data services. This usually involves a dedicated system without wireless access or a system contained within a faraday cage. A decker has to be physically present to access these areas. | In a shadowrunners’ 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. Cybernetics 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. Corporations also like to isolate highly sensitive data services. This usually involves a dedicated system without wireless access or a system contained within a faraday cage. A decker has to be physically present to access these areas. | ||
− | + | COMLINK | |
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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 basic features of a comlink include the Broadcasting within the basic signal strength of the device. The greater the signal strength the farther away the user can be and still maintain a secure link. The Firewall is the protecting ranting the device has against other’s hostile actions. The Intelligence and Wisdom of the device are its basic speed and skill ‘processing power’. A higher Intelligence or Wisdom score allows the device to operate at higher skill levels and speed. | 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 basic features of a comlink include the Broadcasting within the basic signal strength of the device. The greater the signal strength the farther away the user can be and still maintain a secure link. The Firewall is the protecting ranting the device has against other’s hostile actions. The Intelligence and Wisdom of the device are its basic speed and skill ‘processing power’. A higher Intelligence or Wisdom score allows the device to operate at higher skill levels and speed. | ||
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Comlinks can operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is restricted and even illegal in certain security areas. For example, police and security personal do not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle Metroplex. Most shopping centers and corporate locations also require everyone visiting to have their public information displayed for all to see at all times. This has the added “bonus” of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough. | Comlinks can operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is restricted and even illegal in certain security areas. For example, police and security personal do not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle Metroplex. Most shopping centers and corporate locations also require everyone visiting to have their public information displayed for all to see at all times. This has the added “bonus” of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough. | ||
A users with comlink and the Scan program can make a DC10 Intelligence (Computer Use) check to detect other comlinks within its broadcast area of affect. In hidden mode other users are at DC15 to detecting within the Broadcast signal. Firewall penalties don’t apply here. This simply allows a user to track and determine where active comlink signals are. When off comlinks cannot be detected. | A users with comlink and the Scan program can make a DC10 Intelligence (Computer Use) check to detect other comlinks within its broadcast area of affect. In hidden mode other users are at DC15 to detecting within the Broadcast signal. Firewall penalties don’t apply here. This simply allows a user to track and determine where active comlink signals are. When off comlinks cannot be detected. | ||
− | + | Broadcast and Firewall | |
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The Broadcast rating of a comlink is listed in the Gear section. This is the range that one can have a secure connection to a wireless system node or device such as another comlink or a drone. Beyond this range other systems have an advantage on any computer tests or attacks against your device. | The Broadcast rating of a comlink is listed in the Gear section. This is the range that one can have a secure connection to a wireless system node or device such as another comlink or a drone. Beyond this range other systems have an advantage on any computer tests or attacks against your device. | ||
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The Firewall rating applies when you or others are trying to access or attack a systems from outside of the Matrix. If an enemy wanted to shut down your Smartgun link cybernetics, if it had the correct program (in this case Crash) as an Action they must make a DC15 Intelligence (Computer Use) skill test. The Firewall rating would then act as a penalty to the attackers check and then as a bonus to the systems saving throw against the Program being used. The Firewall rating times two is the bonus or penalty the device or system gains. | The Firewall rating applies when you or others are trying to access or attack a systems from outside of the Matrix. If an enemy wanted to shut down your Smartgun link cybernetics, if it had the correct program (in this case Crash) as an Action they must make a DC15 Intelligence (Computer Use) skill test. The Firewall rating would then act as a penalty to the attackers check and then as a bonus to the systems saving throw against the Program being used. The Firewall rating times two is the bonus or penalty the device or system gains. | ||
− | + | Your Persona within the Matrix gains your comlink’s Firewall rating as a bonus to Matrix saving throws and to the DC for your various Matrix program saving throw levels and to your Matrix AC. Nodes and Secure areas also have a Firewall rating. These ratings apply as penalties against your Persona’s Attacks or as Saving Throws bonuses against your Programs that require them. Ultra-secure areas might have high Firewalls but without bleeding edge tech this has an adverse effect on the only systems programs and IC systems. The reason that not all areas have high Firewall ratings is that the higher the rating the more processing power it eats up and it is extremely expensive be running all the time. This also means that a system that detects a hostile or non-user within an area they are not supposed to be in, the Firewall may increase to higher ratings for at least a short time. | |
− | Your Persona within the Matrix gains your comlink’s Firewall rating as a bonus to Matrix saving throws and to the | ||
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The decker while projecting his or her conscious into the Matrix also gains the Firewall rating as a saving throw with Intelligence, Wisdom and Charisma against any program or IC that triggers them. | The decker while projecting his or her conscious into the Matrix also gains the Firewall rating as a saving throw with Intelligence, Wisdom and Charisma against any program or IC that triggers them. | ||
− | + | Most equipment that a character is carrying all are slaved to your comlink’s broadcast and firewall. As noted above many places require you to have your personal information on display and projecting at all time. This allows advertisers to send you tailored ads that match your buying trends (or at least | |
− | Most equipment that a character is carrying all are slaved to your comlink’s broadcast and firewall. As noted above many places require you to have your personal information on display and projecting at all time. This allows advertisers to send you tailored ads that match your buying trends (or at least your Fake ID’s) but also allows Security to monitor you and if needed hack your system to cause a weapon or piece of cybernetics to stop functioning. See Hacking a System below. | + | your Fake ID’s) but also allows Security to monitor you and if needed hack your system to cause a weapon or piece of cybernetics to stop functioning. See Hacking a System below. |
− | + | MATRIX 101 | |
− | + | There are two basic ways to access the Matrix; through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cyber-eyes, etc. The second is called ‘Emersion’ where one “projects” their consciousness into the Matrix or a vehicle or drone or security system, using a Persona. Anyone can experience what they refer to as cold emersion via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. While using either level of Emersion your 'meat-body' is helpless and oblivious to the world around it. All of your ‘reality’ (sight, touch, feel, smells etc.) are filtered through the Matrix or drone or vehicle or security systems perceptive. While using hot-Emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for Matrix actions. See below. However being in not emersion can be dangerous as a decker can die from lethal bio-feedback caused by IC system. Magical spells and affects have no impact or grant no aid in the Matrix, nor do any non-Decker Talents. Most Feats also don’t help you in the Matrix unless it’s related to Programs or affect Mental Skills – Intelligence, Wisdom and Charisma (and Charisma skills are rarely of us). Most physical cybernetics also has no effect in the Matrix like Wired Reflexes or Cybernetic Eye replacements. A Vehicle Control Rig and a Cerebral Boost are the two exceptions. | |
− | There are two basic ways to access the Matrix; through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cyber-eyes, etc. The second is called ‘Emersion’ where one “projects” their consciousness into the Matrix or a vehicle or drone or security system. | + | In the world of 2050+ most everyone interacts with the Matrix via either AR or Emersion. You can still type on an old style computer terminal but these are slow and almost no one uses them anymore. As one maneuvers through the Matrix one encounters massive amounts of data but much of it is hidden behind firewalls. |
− | + | Within the Matrix there are different levels of security and reality. Public sites include advertisements that flash over one’s comlink almost constantly. Most people know how to filter out what they do and don’t want to see. There are also public information sites and forums (like ancient pre-Matrix websites like Wikipedia or the Library of Congress online information sites) when characters can gain basic public information etc. | |
− | Anyone can experience what they refer to as | ||
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− | Magical spells and affects have no impact or grant no aid in the Matrix, nor do any non-Decker Talents. Most Feats also don’t help you in the Matrix unless it’s related to Programs or affect Mental Skills – Intelligence, Wisdom and Charisma (and Charisma skills are rarely of us). Most physical cybernetics also has no effect in the Matrix like Wired Reflexes or Cybernetic Eye replacements. A Vehicle Control Rig and a Cerebral Boost are the two exceptions. | ||
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− | In the world of 2050+ most everyone interacts with the Matrix via either AR or Emersion. You can still type on an old style computer terminal but these are slow and almost no one uses them anymore. As one maneuvers through the Matrix one encounters massive amounts of data but much of it is hidden behind firewalls. | ||
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− | Within the Matrix there are different levels of security and reality. Public sites include advertisements that flash over one’s comlink almost constantly. Most people know how to filter out what they do and don’t want to see. There are also public information sites and forums (like ancient pre-Matrix websites like Wikipedia or the Library of Congress online information sites) when characters can gain basic public information etc. | ||
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Past the public sites are private systems. These range from personal Matrix data sites to Megacorp private Nods. These sites require either passcodes and/or permission to access or a decker to hack into and bypass the security protocols. See Hacking a System below. | Past the public sites are private systems. These range from personal Matrix data sites to Megacorp private Nods. These sites require either passcodes and/or permission to access or a decker to hack into and bypass the security protocols. See Hacking a System below. | ||
The Matrix itself tends to looks like an infinite electronic field with various Nods and Hosts Icons appearing as their makers have defined (and spent nuyen on creating). For example Aztechnology public host site appears to be a huge Azteca Step-Pyramid with a stylized animal heads ‘carved’ into the surface of each side while the Seattle Metroplex Governor’s site is the Space Needle. | The Matrix itself tends to looks like an infinite electronic field with various Nods and Hosts Icons appearing as their makers have defined (and spent nuyen on creating). For example Aztechnology public host site appears to be a huge Azteca Step-Pyramid with a stylized animal heads ‘carved’ into the surface of each side while the Seattle Metroplex Governor’s site is the Space Needle. | ||
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Within various Matrix Host Area they take on varying different looks and feels depending on the locations Matrix Sculpting (what it’s programmed wanted to look and feel like). Again within the public area of Aztechnology Host Area appears to within a Azteca royal court with primitive looking ‘warriors’ (IC) wearing animal skins and carrying obsidian blade swords. Within the Seattle Metroplex Governor’s site looks like a block-standard Wageslave Office waiting area. | Within various Matrix Host Area they take on varying different looks and feels depending on the locations Matrix Sculpting (what it’s programmed wanted to look and feel like). Again within the public area of Aztechnology Host Area appears to within a Azteca royal court with primitive looking ‘warriors’ (IC) wearing animal skins and carrying obsidian blade swords. Within the Seattle Metroplex Governor’s site looks like a block-standard Wageslave Office waiting area. | ||
===MATRIX PERSONA=== | ===MATRIX PERSONA=== | ||
− | + | Basic Persona: Anyone with the Emersion ability uses a Persona which acts as their Icon within the Matrix. This Persona exists only in electronic form and is stored on the comlink with a Constant Duration. Personas can look like almost anything you can imagine. If you have access to the emersion ability you can project yourself into the Matrix ‘naked’ but there are a lot of disadvantage to this. First you Matrix stats low – your Matrix Strength is ½ your Intelligence score (round down) and your Matrix Constitution is ½ your Wisdom score (round down). Your Matrix Hit Points are equal to the total of your Matrix Strength and Constitution. Your Matrix Armor Class is 10 + your Intelligence modifier. You deal 1d4 plus your Matrix Strength modifier damage in the Matrix and you cannot add extra Programs while projecting in this way. Also you suffer 1 hit points of damage that ignores all resistance and hardness every minute your mind is exposed to the unfiltered Matrix biofeedback. | |
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− | If you have access to the emersion ability you can project yourself into the Matrix ‘naked’ but there are a lot of disadvantage to this. First you Matrix stats low – your Matrix Strength is ½ your Intelligence score (round down) and your Matrix Constitution is ½ your Wisdom score (round down). Your Matrix Hit Points are equal to the total of your Matrix Strength and Constitution. Your Matrix Armor Class is 10 + your Intelligence modifier. You deal 1d4 plus your Matrix Strength modifier damage in the Matrix and you cannot add extra Programs while projecting in this way. Also you suffer 1 hit points of damage that ignores all resistance and hardness every minute your mind is exposed to the unfiltered Matrix biofeedback | ||
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+ | Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might need (but Charisma skill are rarely if ever used in the Matrix). A Persona requires both Matrix Strength and Constitution along with Matrix AC and HP that work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’. | ||
A Stock Persona costs 500¥ (Restricted) has a Matrix Strength and Constitution of 12 and basic Matrix attack deal 1d6 plus their Matrix Strength modifier in damage. Base Matrix AC is 12+ Intelligence modifier + Firewall rating. Matrix Hit Points are equal to its Matrix Constitution Modifier + 8 + your character Level. There are two basic skills in the Matrix that all Personas (and an optional comlink upgrade) have access to – Scan which is sort of an electronic Perception and Search which is your basic electronic Investigation. A Stock Persona’s Scan and Search are equal to the Decker’s proficiency bonus + Intelligence modifier. Finally all gain the comlink’s Firewall rating bonus towards Matrix Strength and Constitution saves. The Decker uses her own saves for Intelligence, Wisdom and Charisma but also gain their comlink’s Firewall bonus to them also. | A Stock Persona costs 500¥ (Restricted) has a Matrix Strength and Constitution of 12 and basic Matrix attack deal 1d6 plus their Matrix Strength modifier in damage. Base Matrix AC is 12+ Intelligence modifier + Firewall rating. Matrix Hit Points are equal to its Matrix Constitution Modifier + 8 + your character Level. There are two basic skills in the Matrix that all Personas (and an optional comlink upgrade) have access to – Scan which is sort of an electronic Perception and Search which is your basic electronic Investigation. A Stock Persona’s Scan and Search are equal to the Decker’s proficiency bonus + Intelligence modifier. Finally all gain the comlink’s Firewall rating bonus towards Matrix Strength and Constitution saves. The Decker uses her own saves for Intelligence, Wisdom and Charisma but also gain their comlink’s Firewall bonus to them also. | ||
− | + | System Upgrades – these boost the basic/Stock Matrix stats and ratings. | |
− | + | Boost Matrix Constitution – adds +2 to Matrix Constitution score per rank up to a maximum rating of 4 (for Matrix Constitution of 20). Cost 1,000¥ x Rank (Restricted). | |
− | + | Boost Matrix Hit Points – adds +5 Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank 1-3 and 1,500¥ x Rank 4-6 (Restricted). | |
− | + | Boosted Search – adds +1 equipment bonus to your skill per rank up to a maximum of +6. Cost 500¥ x Rank. | |
− | + | Boosted Scan –adds +1 equipment bonus to your skill per rank up to a maximum of +f 6. Cost 500¥ x Rank. | |
− | + | Boost Matrix Strength (max Rating 4) – a adds +2 to Matrix Strength score per rank up to a maximum rating of 4 (for a Matrix Strength of 20). Cost 1,000¥ x Rank (Restricted). | |
− | + | Matrix Save – Constitution or Strength: Persona’s Constitution and Strength saves in the Matrix can add the decker’s Proficiency bonus to the attribute modifier. Each must be purchased separately for 2,000¥ (Restricted). | |
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===PROGRAMS=== | ===PROGRAMS=== | ||
− | + | Programs – With a Persona a decker can run programs off of her comlink. Activating a Program is an Action by the user. They are maintained by the comlink without requiring concentration (but can be crashed or attacked, see below). You can maintain a number of programs running at one time equal to your comlink’s Intelligence modifier +1. | |
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All Programs have at least Redistricted availability. | All Programs have at least Redistricted availability. | ||
− | + | The base DC for any target’s save verses a Program is 8 + the program’s level + the user’s Intelligence bonus +Firewall rating. | |
− | The base | + | Adaptive (Rating 1; Constant) – this program grants Resistance vs. Matrix damage including damage that might be inflicted onto a decker from black ice, etc. Cost 20,000¥. (Illegal) |
− | + | Agent (max Rating 10; Constant) – your decker has semi-autonomous programs that can perform tasks. Each rating adds an additional Agent that can used to perform these tasks. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 15, Attack +4 to hit, Matrix Damage 1d6+2, AC 14 (with Int modifier), Matrix Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 2,500¥ +1,000¥ x Rating. Your rating is the number of Agents you can have on hand at one time. They all appear when activated. Upgrades – Boost Strength, Constitution or Charisma by +2 for +400¥ each, or Boost Intelligence or Wisdom by +2 for +800¥ each. Boost Strength, Constitution or Charisma by another +2 (+4 total) for +600¥ each, or Boost Intelligence or Wisdom by another +2 (+4 total) for 1,200¥ each. Boost Strength, Constitution or Charisma by another +2 (+6 total) for +800¥ each, or Boost Intelligence or Wisdom another +2 (+6 total) for +1,600¥ each. Boost HP +5 for +500¥. Boost HP another +5 (+10 total) for +750¥. For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all the Agents gain whichever upgrades you purchase as a group). | |
− | + | Black Hammer (Rating 1; Duration 5 rounds) – similar to Black ICE used by IC programs, this highly illegal program deals all Matrix hit point damage to the Persona and her deck but also deals ½ its damage to the meat-body of the decker using hot emersion! Cost 15,000¥ (Illegal). | |
− | + | Confusion (max Rating 8; Instant) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Matrix Constitution save or gain the | |
− | + | Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +750¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal) | |
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Corruption (max Rating 8; Instant) – this program can destroy data files that are resisted with a Matrix Constitution save or by a comlink’s Wisdom save. Failure means that a section of data-files information was destroyed that round. Data-files can continue multiple levels or parts that must be destroyed separately depending on the size of the host, etc. Cost 500¥ +500¥ x Rating (Illegal). | Corruption (max Rating 8; Instant) – this program can destroy data files that are resisted with a Matrix Constitution save or by a comlink’s Wisdom save. Failure means that a section of data-files information was destroyed that round. Data-files can continue multiple levels or parts that must be destroyed separately depending on the size of the host, etc. Cost 500¥ +500¥ x Rating (Illegal). | ||
Crash (max Rating 8; Instant) – this program can crash any one other program being run by icon, system or persona. It can also be used to crash a physical piece of cybernetics or electronic device. Resisted by a Matrix Constitution save or the user’s Intelligence save. Failure allows the attacker to cause one of the target’s programs to function at ½ its rating (round down). A second attack with a second failed save causes the program to stop functioning. The target cannot use that program until fixed. See Repairing programs. If attacking a piece of electronics (the broadcast on a comlink) or a drone system (like one specific weapon) or one specific cybernetic system a failed save results in the system to stop function for a number of rounds equal to the Crash | Crash (max Rating 8; Instant) – this program can crash any one other program being run by icon, system or persona. It can also be used to crash a physical piece of cybernetics or electronic device. Resisted by a Matrix Constitution save or the user’s Intelligence save. Failure allows the attacker to cause one of the target’s programs to function at ½ its rating (round down). A second attack with a second failed save causes the program to stop functioning. The target cannot use that program until fixed. See Repairing programs. If attacking a piece of electronics (the broadcast on a comlink) or a drone system (like one specific weapon) or one specific cybernetic system a failed save results in the system to stop function for a number of rounds equal to the Crash | ||
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Targeting (max Rating 3; Duration 10 rounds) – each level of this program adds +2 to your Matrix Attack rolls when dealing direct Matrix damage (via Hammer, etc.). Costs 1,000¥ +1,000¥ x Rating (Illegal) | Targeting (max Rating 3; Duration 10 rounds) – each level of this program adds +2 to your Matrix Attack rolls when dealing direct Matrix damage (via Hammer, etc.). Costs 1,000¥ +1,000¥ x Rating (Illegal) | ||
Tracker (max Rating 8; Duration 10 rounds) – this program is used to determine the physical location of another decker in the real-world. As an action make a DC20 check with the rating as the bonus minus the decker’s Firewall plus your Intelligence modifier. After the decker has activated the program it will continue to run, making a check each round after the first but now as a free action on the part of the decker for the next minute (10 rounds). Cost 750¥ +500¥ x Rating up to 4; 1,500¥ +1,000¥ x Rating for 5-8. | Tracker (max Rating 8; Duration 10 rounds) – this program is used to determine the physical location of another decker in the real-world. As an action make a DC20 check with the rating as the bonus minus the decker’s Firewall plus your Intelligence modifier. After the decker has activated the program it will continue to run, making a check each round after the first but now as a free action on the part of the decker for the next minute (10 rounds). Cost 750¥ +500¥ x Rating up to 4; 1,500¥ +1,000¥ x Rating for 5-8. | ||
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===ACTIONS IN THE MATRIX=== | ===ACTIONS IN THE MATRIX=== | ||
Agents | Agents | ||
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== VEHICLES AND DRONES HOUSERULES == | == VEHICLES AND DRONES HOUSERULES == | ||
In the world of Shadowrun a great majority of vehicles and all drones are “self-operating”. Some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon. | In the world of Shadowrun a great majority of vehicles and all drones are “self-operating”. Some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon. | ||
− | === | + | ===VEHICLE AND DRONE NOTES=== |
− | + | ====Special Vehicle and Drone Conditions==== | |
− | + | ===VEHICLE AND DRONE ACTIONS=== | |
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*'''Automatidate Actions'''. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, . | *'''Automatidate Actions'''. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, . | ||
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== ENVIRONMENTAL SITUATIONS HOUSERULES == | == ENVIRONMENTAL SITUATIONS HOUSERULES == | ||
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== EXPLOITAND & EDITS OPTIONAL HOUSERULE == | == EXPLOITAND & EDITS OPTIONAL HOUSERULE == | ||
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− | + | == GM'S SECTION == | |
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− | == GM'S SECTION == | ||
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=== NONHEROIC NPC === | === NONHEROIC NPC === | ||
Low-End, non-heroic NPCs are created the same as normal characters, picking a class, etc. but with the following exception. | Low-End, non-heroic NPCs are created the same as normal characters, picking a class, etc. but with the following exception. | ||
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Note that these characters are not assigned a Species and GM should modify appropriately…</br> | Note that these characters are not assigned a Species and GM should modify appropriately…</br> | ||
− | ''' | + | '''Ganger''', ''Medium sized NPC (Street) Fighter 2''</br> |
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'''Armor Class''': 13 (reinforced synthetic leathers); '''Speed''': 30 feet</br> | '''Armor Class''': 13 (reinforced synthetic leathers); '''Speed''': 30 feet</br> | ||
'''Hit Points''': 18 (HD 2d8); '''Damage Threshold''': 16 (recovery +3)</br> | '''Hit Points''': 18 (HD 2d8); '''Damage Threshold''': 16 (recovery +3)</br> | ||
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'''Skills''': Athletics +3, Drive +3, Initiative +3, Intimidate +2, Stealth +3, Survival +2</br> | '''Skills''': Athletics +3, Drive +3, Initiative +3, Intimidate +2, Stealth +3, Survival +2</br> | ||
'''Feats''': Toughness</br> | '''Feats''': Toughness</br> | ||
− | '''Senses | + | '''Senses''' passive perception 10; '''Languages''' Base plus local City Speak.</br> |
'''ACTIONS'''</br> | '''ACTIONS'''</br> | ||
'''''Heavy Club''''' (mace equivalent): Melee weapon attack: +3 to hit, one target, reach 5ft; Hit: 1d8+1 bludgeoning</br> | '''''Heavy Club''''' (mace equivalent): Melee weapon attack: +3 to hit, one target, reach 5ft; Hit: 1d8+1 bludgeoning</br> | ||
'''''Dagger''''': Melee attack: +3 to hit, one target, reach 5ft; Hit: 1d4+1 piercing</br> | '''''Dagger''''': Melee attack: +3 to hit, one target, reach 5ft; Hit: 1d4+1 piercing</br> | ||
− | '''''Colt-Remi Revolver''''' (6c feed): +3 to hit, one target; Hit: 2d4+ | + | '''''Colt-Remi Revolver''''' (6c feed): +3 to hit, one target; Hit: 2d4+1 ballistic, Range 40/200ft; loud 300¥</br> |
− | '''''Remington Roomsweeper''''' (2i feed): Ranged Weapon Attack: +3 to hit, one target; Hit: 2d8 | + | '''''Remington Roomsweeper''''' (2i feed): Ranged Weapon Attack: +3 to hit, one target; Hit: 2d8 ballistic, Range 30/120ft; knockdown, loud, shotgun</br> |
'''''AK-97 SMG''''' (30m clip): Range Weapon Attack: +3 to hit, one target or Auto | '''''AK-97 SMG''''' (30m clip): Range Weapon Attack: +3 to hit, one target or Auto | ||
-2 to hit (+1 if braces) 10x10ft AOE, Hit: 2d8+1 ballistic (2d8 Auto), Range 80/400ft; auto, burst</br> | -2 to hit (+1 if braces) 10x10ft AOE, Hit: 2d8+1 ballistic (2d8 Auto), Range 80/400ft; auto, burst</br> | ||
'''Extra Gear''': 2d6 extra revolver or shotgun or SMG rounds, Street-level gang clothing, Comlink (broadcast 1, firewall 1, second hand).</br> | '''Extra Gear''': 2d6 extra revolver or shotgun or SMG rounds, Street-level gang clothing, Comlink (broadcast 1, firewall 1, second hand).</br> | ||
You standard low-ranking sprawl gang member. They are generally fairly brave and loyal to other members of their gang but only when they are around or in groups. Normally only carry one melee weapon and one firearm.</br> | You standard low-ranking sprawl gang member. They are generally fairly brave and loyal to other members of their gang but only when they are around or in groups. Normally only carry one melee weapon and one firearm.</br> | ||
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=== BEASTS AND PARA-CRITTERS === | === BEASTS AND PARA-CRITTERS === | ||
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'''PARA-CRITTERS ABILITIES'''</br> | '''PARA-CRITTERS ABILITIES'''</br> | ||
'''Dual-Natured''': Dual-Natured beings like spirits and a number of para-critters, from Dragons too Devil-Rats, can perceive in both the mundane world and into Astral Space at the same. This is second nature to them and they do not suffer penalties to their Perception with sight in the normal world as most magic users do. They are vulnerable to mana-based spell from astral beings or astral projecting magic users but at the same time they can also affect and attack such beings with their natural weapons or para-critter like powers. These beings always have the effect of Truesight. This can be tricked with the Masking ability though (see Initiate Talent trees under Adapts and Magic Users). The dual-natured being gets a normal check to see though this. | '''Dual-Natured''': Dual-Natured beings like spirits and a number of para-critters, from Dragons too Devil-Rats, can perceive in both the mundane world and into Astral Space at the same. This is second nature to them and they do not suffer penalties to their Perception with sight in the normal world as most magic users do. They are vulnerable to mana-based spell from astral beings or astral projecting magic users but at the same time they can also affect and attack such beings with their natural weapons or para-critter like powers. These beings always have the effect of Truesight. This can be tricked with the Masking ability though (see Initiate Talent trees under Adapts and Magic Users). The dual-natured being gets a normal check to see though this. | ||
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=== UPGRADES === | === UPGRADES === |