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THENES FOR THIS SETTING...</br>
 
THENES FOR THIS SETTING...</br>
[[File:SR,CityNight.jpg | 400px | right ]]
 
 
1. '''Arcane Magic vs. Cybernetic Technology''': In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.
 
1. '''Arcane Magic vs. Cybernetic Technology''': In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.
  
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5. '''Eldritch Horror''': in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.
 
5. '''Eldritch Horror''': in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.
  
6. '''Better than Bad''': this idea is more about the theme or mood then setting, that I want to run... the heroes are really heroes and protectors of a small community or group. The might still take corp jobs to fund their cause(s) but they are also working (on the cheap) for the locals making their community better.
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6.(''Optional Idea'') '''''Better than Bad''': this idea is more about then setting I want to run... the heroes are really heroes and protectors of a small community. The might still take corp jobs to fund their cause but they are also working (on the cheap) for the locals making their community better.''
  
The timeline where my game is set in the late 2060s, after the election and assassination of Dunkelzahn, the appearance of Ghostwalker in Denver, etc.
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The timeline where my game is set in the late 2060s
  
 
NOTES on the Sixth World
 
NOTES on the Sixth World
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:Humans, Orks and Trolls all live about the same length of time -- 50 or so years on the streets, 60-70 for low end wage slaves and up to a 100 years for corporate elite with access to the best in modern medicine. Dwarves appear to live about twice as long with the same lifestyles, while it is unknown how long elves can live. Rumors say it is believed to be up to 500 years and more then a few scientists are looking into the Metagene responsible.
 
:Humans, Orks and Trolls all live about the same length of time -- 50 or so years on the streets, 60-70 for low end wage slaves and up to a 100 years for corporate elite with access to the best in modern medicine. Dwarves appear to live about twice as long with the same lifestyles, while it is unknown how long elves can live. Rumors say it is believed to be up to 500 years and more then a few scientists are looking into the Metagene responsible.
  
:THe UCSA is a far more authoritarian and powerful than in the base game. The Megacorp found out early that running law enforcement, social services, military and base government function was expensive. Sure they have para-military forces and desert war-games but these are small scale. They don't want to shoulder the costs. Hence most corps pay a basic Corporate Tax to the various governments so they can focus on profits.  
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:CSA: the Confederate American States does not exist in my setting. The south did try to break away from the UCAS but was brutally supressed and brought back in line very early. THe UCSA is a far more authoritarian and powerful than in the base game. The Megacorp found out early that running law enforcement, social services, military and base government function was expensive. Sure they have para-military forces and desert war-games but these are small scale. They don't want to shoulder the costs. Hence most corps pay a basic Corporate Tax to the various governments so they can focus on profits.  
 
:As the UCAS is more authoritarian and in power in my setting as noted it grants lucrative contracts to the Megacorps (as due many other nation states but not all) and maintains a fairly large standing army and federal law enforcement agenancies (FBI, ATF, FEMA, etc). These focus more or terrorism and criminals instead of inter-Corp intrege and espionage. The government is also far more internally focused and does not play a large a role on the world stage.
 
:As the UCAS is more authoritarian and in power in my setting as noted it grants lucrative contracts to the Megacorps (as due many other nation states but not all) and maintains a fairly large standing army and federal law enforcement agenancies (FBI, ATF, FEMA, etc). These focus more or terrorism and criminals instead of inter-Corp intrege and espionage. The government is also far more internally focused and does not play a large a role on the world stage.
  
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:'''''High Adventure''''' - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements
 
:'''''High Adventure''''' - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements
 
:'''''More Skill Points''''' - heroes start with 15 points for Skills  
 
:'''''More Skill Points''''' - heroes start with 15 points for Skills  
:'''''Multiple Languages''''' - start with native in a d8 and start with ½ Smarts dice in additional languages at d6. Most common languages in the Seattle Metroplex in the 2060's are English, Spanish, Japanese, Chinesse (Cantonese and Mandarin), Citispeak (kind of a mix of street slang from most of the locale languages), Or'zet (local Orkish street slang but also spoken by the Cascade Orks), Sperethiel (Elvish), Cascade Crow and Salish. There are others but most folk speak at least one of these languages.
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:'''''Multiple Languages''''' - start with ½ Smarts dice in additional languages at d6  
 
:'''''Wound Cap''''' - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls
 
:'''''Wound Cap''''' - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls
  
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* Starts with 5,000¥ to purchase Gear, Cybernetics, etc.  Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand on miscellaneous events like partying, going out, maintaining contacts, etc.
 
* Starts with 5,000¥ to purchase Gear, Cybernetics, etc.  Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand on miscellaneous events like partying, going out, maintaining contacts, etc.
 
* All Shadowrunners also start with a basic Fake ID (d6) for free (see GEAR)
 
* All Shadowrunners also start with a basic Fake ID (d6) for free (see GEAR)
* Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any category – Agency, Corp, Criminal, Magical Societies, etc. These contacts can either be Low-level 'friends for life' (they will go out of their way to aid/help you) or Mid-level friendly,
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* Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any one category – Corporations, Criminal Organizations, etc.
 
[[File:SR.D5.team4.jpg | 700px]]
 
[[File:SR.D5.team4.jpg | 700px]]
 
== METAHUMANS ==
 
== METAHUMANS ==
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Lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.</br>
 
Lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.</br>
 
'''Allure''': almost all other races find elves to be beautiful. They gain a +1 to Persuasion checks with all races except human supremacists.</br>
 
'''Allure''': almost all other races find elves to be beautiful. They gain a +1 to Persuasion checks with all races except human supremacists.</br>
'''Grace''': base Agility and Smarts of a d6 in each and a  max starting of a d12+1 in each.</br>
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'''Grace''': base Agility and Smarts of a d6 and a  max starting of a d12+1 in each.</br>
'''Impudent''': Elven are attractive and trend to be treated well by almost everyone, creating a bit of an elitist attitude. Elves have the Quirk (Minor—Mild sense of superior) Hindrance.</br>
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'''Impudent''': Elven are attractive and trend to be treated well by almost everyone, creating a bit of an elitist attitude. Elves have the Quirk (Minor—Minor Superior) Hindrance.</br>
 
'''Low-Light Vision''': ignore penalties for Dim and Dark illumination.</br>
 
'''Low-Light Vision''': ignore penalties for Dim and Dark illumination.</br>
  
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'''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br>
 
'''Strong''': base Strength of a d6 and a maximum starting of a d12+1</br>
  
[[File:SR.D5.spell.jpg | 300px | left]]'''TROLL'''</br>  
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'''TROLL'''</br>  
 
Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br>
 
Averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.</br>
'''Big''': particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. Firerms also have an increased cost of +10% (to have bigger handles and triggers) but melee weapon do not require any increase.</br>
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'''Big''': particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. This includes firearms but not melee weapons.</br>
 
'''Clumsy''': -2 to Agility trait test (not linked skills)</br>
 
'''Clumsy''': -2 to Agility trait test (not linked skills)</br>
 
'''Dermal Plating''': +2 Armor Points that stack with any other armor.</br>
 
'''Dermal Plating''': +2 Armor Points that stack with any other armor.</br>
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'''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive.</br>
 
'''Ugly''': as Hindrance. Trolls are pretty universally seen as unattractive.</br>
 
'''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2.</br>
 
'''Very Strong''': base Strength of a d8 and a maximum starting of a d12+2.</br>
 
 
'''SOMETHING ELSE?'''</br>
 
The meta-variants above are all built on 5 '''''Positive Racial Abilities''''' (SWADE pg. 18-19 and a maximum of 5 '''''Negative Racial Abilities''''' (SWADE pg. 20). With GM approval if you want to try something else I am semi-open to the idea. The ''Changelings'' have made an appearance and while still uncommon are around in the late 2060s. Ghouls and Shapeshifters also around and might be buildable. ''NOTE that please ask about Super-Powers and cost as for many of these Meta Veariants that is the only way you could build one. And even then some things like Vampires are just to powerful until combined somehow with the ICON framework''
 
  
 
== ICONIC FRAMEWORKS ==
 
== ICONIC FRAMEWORKS ==
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'''Power Edges''': gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Spirit Bond, Spirit Master (new Edges), Stoic (new Edge) or Soul Drain.</br>  
 
'''Power Edges''': gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Spirit Bond, Spirit Master (new Edges), Stoic (new Edge) or Soul Drain.</br>  
 
'''Training''': Hacking d6</br>  
 
'''Training''': Hacking d6</br>  
 
  
 
'''SOMETHING ELSE?'''</br>
 
'''SOMETHING ELSE?'''</br>
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NEW and MODIFIED HINDRANCES</br>
 
NEW and MODIFIED HINDRANCES</br>
 
'''GREMLINS''' (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.</br>
 
'''GREMLINS''' (Minor or Major): renamed All Thumbs Hindrance. Minor is just a -1 to any Technology/ Gadget use that requires a roll. Major version is a -2 and as other affects as listed in SWAE.</br>
'''MYSTERIOUS CYBERWARE''' (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 1-3 games.</br>
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'''MYSTERIOUS CYBERWARE''' (Minor or Major): You have an unknown piece (or pieces) of Cyberware implanted within your body by an unknown source. The Minor version it is just mysterious and the GM might cause you some minor adverse effects every 4-5 game sessions. The Major form counts as 1.0 points of Strain and the GM may cause some adverse effects against player every 2-3 games.</br>
 
'''SINER''' (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)</br>
 
'''SINER''' (Minor or Major): the character has a System Identification Number and it is registered with most world governments and corporations. As a Minor Hindrance the character simply has a registered ID and national or corporate citizenship and maybe a day job. As a Major Hindrance the character has a criminal recorded and the local authority agencies have a file on him (along with fingerprints, DNA samples, etc.)</br>
 
'''SQUATTER LIFESTYLE''' (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).</br>
 
'''SQUATTER LIFESTYLE''' (Minor): renamed Poverty. The character is living almost on the street, in a small cubical with poor quality food and hand-me-down or old normal clothing. Characters start with only 2,500¥ (with minor hindrance another 2,500¥ starting gear) and also with two months of Squatter life-style paid in advance (500¥ total).</br>
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'''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprits): as Beast Bond can spend Bennies on summon creatures under your control.</br>
 
'''SPIRIT BOND''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprits): as Beast Bond can spend Bennies on summon creatures under your control.</br>
 
'''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites): by spending +2 PP when summoning an Elemental or Spirit or Sprite makes it a Wild Card for the duration of the power. </br>
 
'''SPIRIT MASTER''' (Novice, Arcane Background, Summon Elementals or Spirits or Sprites): by spending +2 PP when summoning an Elemental or Spirit or Sprite makes it a Wild Card for the duration of the power. </br>
'''STOIC''' (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points +2 per Rank over Novice (i.e. Seasoned, Veteran, Heroic and Legendary and up to her maximum Power Points). She cannot use this ritual again for 24 hours.</br>
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'''STOIC''' (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points (up to her maximum). She cannot use this ritual again for 24 hours.</br>
  
  
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'''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br>
 
'''BOUNTY HUNTER''' (Novice, Smarts d6+, Intimidate d6+, plus either Occultism, Research or Survival d6+): Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Pick a type of 'targets' that you specialize in. These can include: Sentient Paracritters, Metahumans or Beast. You can make a Occultism (vs. non-meta-human sapient paracritters like dragons and vampires), Research (vs. metahumans) or Survival (vs. animals and non-sentient paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2. You can take this edge up to three times, each time your bonuses apply to a different type of hunted.</br>
 
'''COMBAT ACE''' (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.</br>
 
'''COMBAT ACE''' (Season, Ace, Boating or Drive or Pilot d8+, Shooting d6+): The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.</br>
'''CORPORATE ADAPT/MAGE/SHAMAN''' (Novice, Arcane Background – Adapt, Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Adapt/Mage/Shaman edge): this adapt or spellcaster (normally a Mage) is use to the ins and outs of corporate lives and has received formal training of his or her magical traditions. Due to how this training uses cybernetic implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting their spells. ''Note this has no affect on others casting beneficial spells onto you''</br>
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'''CORPORATE MAGE/SHAMAN''' (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Mage/Shaman edge): this spellcaster (normally a Mage) is use to the ins and outs of corporate lives and formal training of his or her magical traditions. Due to how commonly they have implants, they receive extra training on how to overcome it. They can ignore 2.0 points of Strain penalty when casting spells.</br>
 
'''COVERT OPERATIVE''' (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+): Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).</br>
 
'''COVERT OPERATIVE''' (Novice, Thief, Agility d8+, Athletics d8+, Hacking d6+, Stealth d8+, Thievery d6+): Covert Operatives specialize in breaking and entering into places. They gain a +2 to Hacking skill when attempting to bypass a lock or security systems. They also grant a grants a +2 to Stealth rolls to all followers that are within 6” of him (including other Wild Cards).</br>
'''CYBER-PSYSHIC ALIGNMENT''' (Notice, Arcane Background - Adapt, Mage or Shaman, Smarts d8+, Spirits d8+, Occultism d6+): The character’s mind and body are aligned strongly enough to allow for them to have up to 1.0 Strain of Cybernetic Strain without adverse effects on the awakened being when casting their powers. This Edge can be combines with '''''Corporate Adapt/Mage/Shaman''''' to allow the caster to ignore 2.00 strain when casting their own spells.</br>
 
 
[[File:SR.D5.Decker.jpg | 300px | right]]
 
[[File:SR.D5.Decker.jpg | 300px | right]]
'''DIGITAL COWBOY/GIRL''' (Novice, Hacking d6+, Datajack Imlant): You are an expert in the digital world. While you are using full emersion in the Matrix you gain a bonus +1 to all your Matrix Skills (Browse, Search, Sneak and Trickers) checks and when +2 with the Sleaze and Spoof programs.</br>
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'''DIGITAL COWBOY/GIRL''' (Novice, Hacking d6+, Datajack Imlant): You are an expert in the digital world. While you are using full emersion in the Matrix you gain a bonus +2 to your Search and Scan system checks and when using the Sleaze and Spoof programs.</br>
 
'''DRONE BOND''' (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.</br>
 
'''DRONE BOND''' (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.</br>
 
'''DRONE MASTER''' (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).</br>
 
'''DRONE MASTER''' (Novice, Vehicle Rig Control implant): Drones under your control via a VRC count as Wild Cards (note that vehicles under your Direct Control automatically count as Wild Cards also).</br>
 
'''EXPLORER''' (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants or animal poisons.</br>
 
'''EXPLORER''' (Novice, Notice d8+, Survival d8+): Masters of survival and observation, an explore gains +2 to Survival checks as well as Vigor checks made due to environmental influences. This includes weather, temperature, or atmospheres, but not things like plants or animal poisons.</br>
'''GHOST TALKER''' (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Faith or Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.</br>
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'''GHOST TALKER''' (Seasoned, Arcane Background – Mage or Shaman; Occultism d8+): The character has learned to speak with ghosts and spirits in astral space and gain information that they would normally not share. This grants the spell caster the ability to take a full minute of concentration to ask a question that a local spirits or ghost might know by making a Spellcasting check. The GM has the final say but most spirits have limited information about their area or a ghost might know how it died (but it might not) and give some basic information of other spirits or metahumans that have passed through the area recently, etc.</br>
 
'''INFILTRATOR''' (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.</br>
 
'''INFILTRATOR''' (Seasoned, Stealth d10+): Infiltrators specialize at entering bypassing guards and security systems. You can re-roll a Stealth check so long as the roll was not a Critical Failure.</br>
 
'''SMOOTH OPERATOR''' (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).</br>
 
'''SMOOTH OPERATOR''' (Novice, Smarts d8+, Persuasion d6+): A master of negotiation. Whether they work for a corporation, a government or a crime syndicate, you gain a +2 to Networking checks within such groups (SWA pg. 133).</br>
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:'''Activist''' – knowledge of what they are passionate about. Tend to be helpful if you have the same goals.  
 
:'''Activist''' – knowledge of what they are passionate about. Tend to be helpful if you have the same goals.  
 
:'''Bartender''' – good for local information and happening around the area. Also might spot you cheap drinks.  
 
:'''Bartender''' – good for local information and happening around the area. Also might spot you cheap drinks.  
:'''Cab Driver''' - he knows the city well and might known a lot of out of way places/  
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:'''Cap Driver''' - he knows the city well and might known a lot of out of way places/  
 
:'''Chiphead''' or '''Dealer''' – those who use BTL and those who deal in them tend to know what’s happening in their local area.
 
:'''Chiphead''' or '''Dealer''' – those who use BTL and those who deal in them tend to know what’s happening in their local area.
:'''Ganger''' - local thug and/or protector. Knows whats going on locally.
 
 
:'''Mercenary''' – gun for hire and maybe information of arms.
 
:'''Mercenary''' – gun for hire and maybe information of arms.
 
:'''Mobster, low-end''' – Muscles and petty sellers, knowledge about their own crime family and activity.  
 
:'''Mobster, low-end''' – Muscles and petty sellers, knowledge about their own crime family and activity.  
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:'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients.
 
:'''Arms Dealer''' – knowledge about all weapons and military hardware and sells weapons. Tends to have a lot of connections and provide for a wide range of clients.
 
:'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals.   
 
:'''Corporate Manager''' - a moderate level megacorp offical or mid-manager in a smaller corp in change of a project or two depending on the size of the corp. Probably has some good dig on her own corp and her main rivals.   
:'''Fixer''' – good for getting jobs but also connecting people who need things with through the provide things (be they goods & services, intell, etc).  
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:'''Fixer''' – good for getting jobs but might sell valuable information. Gang Member – good local knowledge about the people.
:'''Government Agent''' - a low to mid government agent like with the federal or local government, maybe a FBI field agent or metroplex auditor, etc. Good intel in their field and maybe knows whats going on around them.
 
 
:'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc.  In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc.
 
:'''Mid level Syndincate Boss''' - a low end crimal boss for the Mob or Traid or Yakuza, etc.  In charge of a division within the overall crimal organization like Enforcers, Extorsionist, etc.
 
:'''Smuggler''' - smuggles a wide range of goods into and out of the area, prociding both duty free and illegal goods for those willing to pay for it.
 
:'''Smuggler''' - smuggles a wide range of goods into and out of the area, prociding both duty free and illegal goods for those willing to pay for it.
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Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only.  
 
Magic returned some 50 years ago to the world and yet it is still not fully understood. There are three basic Arcane Backgrounds listed below (and Technomancers) are only the most commonly found in the setting I am planning to run (Seattle in the mid to late 2060’s). There are those who practice non-traditional magic like Black Libraray Cultists, Blood Mages, Psychic study, etc. but generally these are going to be NPC only.  
  
Magic uses the basic Power System from SWAE Powers. There are four basic types of Magic using traditions in this setting – the '''''Adapt''''' (those that turn their magic inward to enhance their abilities and their body and mind), '''''Mages''''' (those spellcasters of the Hermetic or formal learning leaning), '''''Shamanic''''' (those casters of the more intuitive learning) and '''''Technomancers''''' (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here.
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Magic uses the basic Power System from SWAE Powers. There are four basic types of Magic Users – the '''''Adapt''''' (those that turn their magic inward to enhance their abilities and their body and mind), '''''Mages''''' (those spellcasters of the Hermetic or formal learning leaning), '''''Shamanic''''' (those casters of the more intuitive learning) and '''''Technomancers''''' (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here.
  
 
Due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise).  
 
Due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise).  
  
''NOTE that the Teleport and Summon Ally powers are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).''
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NOTE that the Teleport and Summon Ally powers are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).
  
'''MAGICAL TRADITIONS'''</br>
 
 
[[File:SR.D5.caster.jpg | 300px | right]]
 
[[File:SR.D5.caster.jpg | 300px | right]]
 
'''ADAPT''': A physical adapt is a magic user whose powers are turned inward. They range from mystic ninja-like assassin, gun-fu experts, sword saint masters, social chameleons and super-star athelics.
 
'''ADAPT''': A physical adapt is a magic user whose powers are turned inward. They range from mystic ninja-like assassin, gun-fu experts, sword saint masters, social chameleons and super-star athelics.
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:'''Power Points''': 4+
 
:'''Power Points''': 4+
 
:'''Range''': Smarts
 
:'''Range''': Smarts
:'''Duration''': 10
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:'''Duration''': 5
''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary SWAE p. 182-3. The Beast Spirit is listed below. Note that all Elementals and . Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed.
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''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary SWAE p. 182-3. The Beast Spirit is listed below. Note that all Elementals and Spirits are considered Hardy, Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms. Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed.
 
:'''Additional Modifiers'''
 
:'''Additional Modifiers'''
 
:* '''Greater Spirit (+2/+4)''': Too summon a greater Elemental or Spirit requires the caster be at least Veteran rank and its costs additional Power Points. For +2 Power Points (total 6) can summon a Greater Elemental or Spirits (see below). At Heroic rank and +4 Power Points (total 8) can summon a Superior Elemental or Spirit.
 
:* '''Greater Spirit (+2/+4)''': Too summon a greater Elemental or Spirit requires the caster be at least Veteran rank and its costs additional Power Points. For +2 Power Points (total 6) can summon a Greater Elemental or Spirits (see below). At Heroic rank and +4 Power Points (total 8) can summon a Superior Elemental or Spirit.
  
 
=== Spirits & Elementals ===
 
=== Spirits & Elementals ===
Add "Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms" to Elemental special ability. </br>
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All spirits and Elementals are quicksilver fast. When Manifested physically they can take two actions a round (ignoring 2 penalties from Multi-Actions). </br>
All spirits and Elementals are '''Quicksilver''' fast. When Manifested physically they can take two actions a round (ignoring 2 penalties from Multi-Actions). </br>
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Spirts and Elementals are also '''Duel-Naturer''' which means when they are manifesting phyically they still see into Astral Space at the same time. This is not Distracting for them and as such they can see anyone under the effects of a Power and ignore disgues, illusions and invisibility (as they see right through these affects) and can see the true forms of shapeshifters, etc.</br>
All Spirits and Elementals are also '''Hardy''' (SWADE pg. 177) </br>
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Finally when manifesting physically spirits and elementals gain +4 Toughness from ranged attacks (including Powers). </br>
Spirts and Elementals are also '''Duel-Naturer''' which means when they are manifesting phyically they still see into Astral Space at the same time. This is not Distracting for them and as such they can see anyone under the effects of a Power and ignore disgues, illusions and invisibility (as they see right through these affects) and can see the true forms of shapeshifters, etc. See Paracritters for more</br>
 
  
 
[[File:SR.D5.summon.jpg | 300px | right]]
 
[[File:SR.D5.summon.jpg | 300px | right]]
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:* '''Big''': Size +1
 
:* '''Big''': Size +1
 
:* '''Bite and Claws''': base Str+d8, with teeth and claws.
 
:* '''Bite and Claws''': base Str+d8, with teeth and claws.
:* '''Duel-Natured''': can see in both astral space and normal space with no distractions or vulnerabilities.
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:* '''Elemental''': No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
:* '''Elemental''': No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison. Gain +2 to recover from Shaken and Stunned and take only ½ damage from Firearms
 
 
:* '''Entangling Vines''': as the Entangle Power (SWAE). Uses Spirits to active power within its Spirits (6”) range and in a Medium Burst Template, Stronger (-2 to break free and Hardness of 7).
 
:* '''Entangling Vines''': as the Entangle Power (SWAE). Uses Spirits to active power within its Spirits (6”) range and in a Medium Burst Template, Stronger (-2 to break free and Hardness of 7).
 
:* '''Fleet Footed''': base Run die of a d10.
 
:* '''Fleet Footed''': base Run die of a d10.
:* '''Hardy''': does not suffer a wound with a shaken result if already shaken.
 
  
 
'''GREATER ELEMENTALS AND SPIRITS'''</br>
 
'''GREATER ELEMENTALS AND SPIRITS'''</br>
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Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices.
 
Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices.
  
Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +1 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any TWO of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character.
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Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +2 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any two of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character.
  
 
[[File:SR.D5.Magic.jpg | 700px]]
 
[[File:SR.D5.Magic.jpg | 700px]]
  
 
'''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be.
 
'''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be.
:'''Advantages''' (chose any two of the following): +1 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells.
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:'''Advantages''' (chose any two of the following): +2 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells.
 
:'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful.
 
:'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful.
  
 
'''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.
 
'''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.
:'''Advantages''' (chose any two of the following +1 bonus Electronics, Repair, and/or Science Skills, and/or +2 to casting Barrier and/or Growth/Shrinking spells.
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:'''Advantages''' (chose any two of the following +2 bonus Electronics, Repair, and/or Science, and/or +2 to casting Barrier and/or Growth/Shrinking spells.
 
:'''Disadvantage''': Curious (Major)
 
:'''Disadvantage''': Curious (Major)
  
 
'''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings.
 
'''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills, and/or +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival, and/or +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean.
 
:'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean.
  
 
'''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia.
 
'''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia.
:'''Advantages''' (chose any two of the following): +1 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells.
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:'''Advantages''' (chose any two of the following): +2 to the Athletics, Fighting and/or Healing and/or +2 to casting Empathy and/or Healing spells.
 
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor).
 
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor).
  
 
'''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife.
 
'''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife.
:'''Advantages''' (chose any two of the following): +1 to Stealth and/or Taunt Skills and/or +2 to casting the Illusion and/or Invisibility spells.
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:'''Advantages''' (chose any two of the following): +2 to Stealth and/or Taunt and/or +2 to casting the Illusion and/or Invisibility spells.
 
:'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful.
 
:'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful.
  
 
'''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets.
 
'''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets.
:'''Advantages''' (chose any two of the following): +1 with Intimidate and/or Notice Skills and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells.
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:'''Advantages''' (chose any two of the following): +2 with Intimidate and/or Notice and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells.
 
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness.
 
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness.
  
 
'''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful.
 
'''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Persuasion Skills and/or +2 to casting Burst and/or Protection spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Persuasion and/or +2 to casting Burst and/or Protection spells.
 
:'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful.
 
:'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful.
  
 
'''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
 
'''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
:'''Advantages''' (chose any two of the following): +1 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Gambling, Intimidate, Persuasion and/or Taunt, +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': Heroic (Major).
 
:'''Disadvantages''': Heroic (Major).
  
 
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
 
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth Skills and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells.
 
:'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place.
 
:'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place.
  
 
'''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe.
 
'''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills and/or casting Farsight and/or Fly spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice and/or casting Farsight and/or Fly spells.
 
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia).
 
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia).
  
 
'''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man.
 
'''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man.
:'''Advantages''' (chose any two of the following): +1 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
+
:'''Advantages''' (chose any two of the following): +2 to Academic and/or Science and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
 
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice
 
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice
  
 
'''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances.
 
'''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances.
:'''Advantages''' (chose any two of the following): +1 to Healing and/or Survival Skills and/or +2 to casting Beast Friends and/or Healing
+
:'''Advantages''' (chose any two of the following): +2 to Healing and/or Survival and/or +2 to casting Beast Friends and/or Healing
 
:'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need).
 
:'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need).
  
 
'''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty.
 
'''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Persuasion Skills and/or +2 to casting Illusion and/or Puppet spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Persuasion and/or +2 to casting Illusion and/or Puppet spells.
 
:'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you.
 
:'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you.
  
 
'''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind.
 
'''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Intimidate Skills and/or +2 to casting Bolt, Blast and/or Burst spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Intimidate and/or +2 to casting Bolt, Blast and/or Burst spells.
 
:'''Disadvantages''': Overconfidence (Major).
 
:'''Disadvantages''': Overconfidence (Major).
  
 
'''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited.
 
'''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited.
:'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Stealth Stils and/or +2 to casting Illusion and/or the Light/Darkness spells.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Stealth and/or +2 to casting Illusion and/or the Light/Darkness spells.
 
:'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive.
 
:'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive.
  
 
'''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding.
 
'''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Survival Skills and/or +2 to casting Arcane Protection, Banish and/or Protection.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Survival and/or +2 to casting Arcane Protection, Banish and/or Protection.
 
:'''Disadvantages''': Cautions or Stubborn (Minor).
 
:'''Disadvantages''': Cautions or Stubborn (Minor).
  
 
'''Oak''': Oak is the strongest and the oldest of trees, patients and noble.
 
'''Oak''': Oak is the strongest and the oldest of trees, patients and noble.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Healing Skills and/or +2 to casting Growth (aspect only) and/or Protection spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Healing and/or +2 to casting Growth (aspect only) and/or Protection spells.
 
:'''Disadvantages''': Cautions or Loyalty (Minor).
 
:'''Disadvantages''': Cautions or Loyalty (Minor).
  
 
'''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world.
 
'''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth Skills and/or +2 to casting Divination and/or Darksight spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth and/or +2 to casting Divination and/or Darksight spells.
 
:'''Disadvantages''': Death wish or Vengeful (Minor).
 
:'''Disadvantages''': Death wish or Vengeful (Minor).
  
 
'''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him?
 
'''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him?
:'''Advantages''' (chose any two of the following): +1 with Stealth and/or Taunt Skills and/or +2 to casting Illusion and/or Invisibility spells.
+
:'''Advantages''' (chose any two of the following): +2 with Stealth and/or Taunt and/or +2 to casting Illusion and/or Invisibility spells.
 
:'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor)
 
:'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor)
  
 
'''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious.
 
'''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious.
:'''Advantages''' (chose any two of the following): +1 with Notice and/or Taunt Skills and/or +2 with Illusion and/or Suggestion spells.
+
:'''Advantages''' (chose any two of the following): +2 with Notice and/or Taunt and/or +2 with Illusion and/or Suggestion spells.
 
:'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time.
 
:'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time.
  
 
'''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next.
 
'''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Survival Skills and/or +2 to casting Environmental Protection and/or the Slow/Speed spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Survival and/or +2 to casting Environmental Protection and/or the Slow/Speed spells.
 
:'''Disadvantages''': Outsider (Minor) in most civilized lands.
 
:'''Disadvantages''': Outsider (Minor) in most civilized lands.
  
 
'''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others.
 
'''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others.
:'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Taunt Skills, and/or +2 to casting Puppet, Slumber and/or Stun spells.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Taunt, and/or +2 to casting Puppet, Slumber and/or Stun spells.
 
:'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor).
 
:'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor).
  
 
'''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea.
 
'''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Havoc and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Fighting and/or +2 to casting Havoc and/or Smite spells.
 
:'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates.
 
:'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates.
  
 
'''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice.
 
'''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Persuasion Skills , and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Persuasion, and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells.
 
:'''Disadvantages''': Cautious or Pacifist (Minor).
 
:'''Disadvantages''': Cautious or Pacifist (Minor).
  
 
'''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath.
 
'''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells.
 
:'''Disadvantages''': Vengeful (Minor)
 
:'''Disadvantages''': Vengeful (Minor)
  
 
'''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her.
 
'''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her.
:'''Advantages''' (chose any two of the following): +1 to Persuasion, Stealth and/or Taunt Skills, and/or +2 to Detect/ Conceal Arcana and/or Suggestion.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion, Stealth and/or Taunt, and/or +2 to Detect/ Conceal Arcana and/or Suggestion.
 
:'''Disadvantages''': Cautions (Minor)
 
:'''Disadvantages''': Cautions (Minor)
  
 
'''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection.
 
'''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Intimidate Skills and/or +2 to casting Light/Darkness and/or Remote Viewing spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Intimidate and/or +2 to casting Light/Darkness and/or Remote Viewing spells.
 
:'''Disadvantages''': Overconfidence (Major)
 
:'''Disadvantages''': Overconfidence (Major)
  
 
'''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception.
 
'''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception.
:'''Advantages''' (chose any two of the following): +1 to Taunt and/or Thievery Skills and/or +2 to casting Disguise and/or Illusion spells.
+
:'''Advantages''' (chose any two of the following): +2 to Taunt and/or Thievery and/or +2 to casting Disguise and/or Illusion spells.
 
:'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage.
 
:'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage.
  
 
'''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body.
 
'''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Protection and/or Warriors Gifts.
+
:'''Advantages''' (chose any two of the following): +2 to casting Athletics and/or Fighting and/or +2 to casting Protection and/or Warriors Gifts.
 
:'''Disadvantages''': Overconfidence (Major)
 
:'''Disadvantages''': Overconfidence (Major)
  
 
'''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down.
 
'''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills and/or +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival and/or +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major).
 
:'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major).
  
Line 638: Line 625:
  
 
= CHAPTER THREE - THE MATRIX =
 
= CHAPTER THREE - THE MATRIX =
The wireless Matrix is made up of thousands of individual ‘Nodes’ (something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own Nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cyberware and comlink can receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc.
+
The wireless Matrix is made up of thousands of individual ‘nodes’ (something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cyberware and comlink can receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc.
  
 
[[File:SR.D5.Matrux.jpg | 350px | left]]
 
[[File:SR.D5.Matrux.jpg | 350px | left]]
Active Users can immerse themselves into this Augmented Reality (AR) wireless world to view and access the information there. This allows them to ‘see’ other AR uses basic information along with hundreds if not thousands of wireless ads and banners. This information is overlaid onto the uses field of vision but does not block it (although it can be overloaded with too much information in some high-spam traffic areas). In order to project ones conscious into the Matrix requires the Emersion ability (either with a Simsense rig or Datajack implant). To manipulate the Matrix requires the Hacking skill and Programs.
+
In a shadowrunner’s world, this is not always good thing. You don’t want just anyone to be able to view your data or hack into your personal information or be able to track where you are at any given time. For this reason, most devices can also run in a ‘hidden mode’ where it is not broadcasting its basic information to just anyone, you have to know the right codes in order to not just see them but to interact with them. Cyberware can also have their wireless access modes turned off but this can hurt them in the long run as they will have no way of updating any software patches and makes periodic maintenance more difficult.
 +
 
 +
Anyone that Broadcast (via a comlink, etc.) can immerse themselves into this Augmented Reality (AR) wireless world to view and access the information there. This allows them to ‘see’ other AR uses basic information along with hundreds if not thousands of wireless ads and banners. This information is overlaid onto the uses field of vision but does not block it (although it can be overloaded with too much information in some high-spam traffic areas). In order to project ones conscious into the Matrix requires the Emersion modifier from Broadcast (either with a Simsense rig or Datajack implant). To manipulate the Matrix requires the Hacking skill and Programs.
  
All computer systems and devices in this world have a Broadcast strength for how far out its basic radio signal is. If its within an greater Node network it can connect to the Matrix and thus pretty much anywhere in the world. A devices Firewall is the basic security of the device against hostile hacking. At its basic level is a penalty to any hostile or illegal action attempted against the device.
 
  
 
'''COMLINKS'''</br>
 
'''COMLINKS'''</br>
A comlink is basically an advanced personal computer, PDA and cellphone. When in 'active user' mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. They can contact you and project visual ads or banners to you. This is called an Active User mode and is how many SINers operate.  
+
A comlink is basically an advanced personal computer, PDA and cellphone. When in active mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. The Broadcast power basically is the range of your device. Firewall acts as protection from hostile deckers and scans, while More Range grants greater signal strength and range.
 +
 
 +
Emersion and Interface are explained below and affect how the Decker, Technomancer or Rigger can manipulate the Matrix or other technology devices. Comlinks can also operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is illegal is certain higher security areas. For example, Lone Star does not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle. Most shopping centers and corporate locations also require anyone visiting to have their public information displayed at all times. This has the added benefit of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough (high enough ranking).
  
In the world of Shadowrun this might not always be a good idea. You don't want Lone Star or mall security to know what you and your friends are talking about especially if you are discussing not-so-legal activities. Comlinks can operate on ‘hidden mode’ where they only talk to other comlinks that have given them permission and do not appear on others AR overlay. Of course this is illegal is certain higher security areas. For example, Lone Star does not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle. Most shopping centers and corporate locations also require anyone visiting to have their public information displayed at all times. This has the added benefit of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough (high enough ranking).
 
 
== MATRIX 101 ==
 
== MATRIX 101 ==
The Matrix is built upon millions of different broadcasting Nod Systems that create the virtual structures that act as a real structures to the Matrix Personas and users. A Host is the center of multiple Nod Systems that support an individual sites such as a Corporate Matrix site (think websites of old), Chat rooms, Data sharing sites, News broadcast sites, library sites, government agencies and public access sites, etc. But also illegal chat room, Shadow sites, Warzane sharing sites, etc.
+
When one views the Matrix via AR (Augment Reality) one see information (text, advertisements, other AR users, etc.) broadcast out by various nodes and host systems. They want to be seen by consumers and other users. When a decker uses Emersion to projecting their consciousness into the Matrix and experience it through a Persona (see below) the Matrix looks like a whole other world. The Matrix is built upon millions of different broadcasting Systems that create the virtual structures that act as real structures to Matrix Personas and users. A Node is the center of multiple Broadcast Systems that support an individual site host such as a Corporate Matrix site (think websites of old), Chat rooms, Data sharing sites, News broadcast sites, library sites, government agencies and public access sites, etc. Other programs within individual Nodes include IC (Intrusion Countermeasures), Data-Files, System Programs and a hundred out types of electronic billboards and private (or even secret) systems.
  
For simplistic sake I am using a modified version of Cyberspace (for the Matrix) and Jockeys (for Riggers) found in Spawlrunners. The rules are included below for those without the PDF. 
+
To find basic public information on can be a difficult task as there is so much information out there these days that one has to shift through a lot of data to get the answers they seek. Of course one must have access to the Matrix to do such a search, but within a standard Metroplex this is easy with all overlapping broadcasting nodes. Basic or Standard information search (like finding a corporate public Matrix site, looking up a SIN registered comlink number, etc.) requires only a base successful with a Research skill check and 1d6 rounds. Depending on how obscure a search might be the can be a -1 to -4 penalty to this test and GM can impose extra time (multiple the base 1d6 rounds by extra dice or minutes or hours). Raise(s) provide additional information depending on what you are searching for.
 
'''COMMON TERMS'''</br>
 
Before we get into the rules, there are a few terms we use to describe various rules elements or technology. These terms are presented here so you can familiarize yourself with them before reading further.
 
:'''Active Users''': whenever anyone with a comlink that is on and broadcasting a signal, that person is an Active User. They are viewing the Matrix (generally via AR) and can see information (text, advertisements, other AR users, etc.) that is being broadcasted out via a Nodes. A user can operate in '''Hidden Moe''' where their data is keep private and the can only communicate with Nods that grant them permission. Their broadcast signal is still detectable but their information and conversions are private.
 
:'''AR''' (Augment Reality): With an active user comlink a user can view the world around her via AR which is often called an enhanced version of the real world which is achieved via digital visual elements, sounds or other sensory stimuli that is experienced. Often in commerical area with lots of advertising this can be ads tailored to an individuals but can also include basic data of other active users who are broadcasting that data out for all to see. See Emersion levels below.
 
:'''Back-Door''': A back door is slang for a secret Access port that can bypass certain levels of a Network Host security. For example this could allow a decker to gain Access to a Tier IV security area without first bypassing or Accessing the lower Tier security areas and gets the deccker straight to the Network Host.
 
:'''Closed Host''': A Host system that does not have access to the Matrix. This is often done by paranoid and ultra security minded corps or government agencies where they store their most secretive and sensative data. Often the case for where the real pay dirt might be located and why a Decker might follow a team when breaking into a physical site.
 
:'''Computer System''': A computer system is a term to describe anything with a microprocessor and wireless connectivity. A computer system might be a cyberarm, a comlink, a broadcasting Node, any kind of vehicle, drone or a security system; In 2060s the possibilities are endless. Basically, if it has a microprocessor, it can be hacked via the wireless signal it emits. Hacking a computer system also gives you direct access to any devices linked to the system. See Devices for more information.
 
:'''Counter Hacking''': Counter hacking is the process by which a person defends herself against an unwanted intrusion into a computer system or device. This is accomplished by making an opposed Hacking skill check (the person counter hacking gains their Firewall rating as a bonus to this check). You can attempt this roll untrained if you need to. The winner of the opposed roll is either booted from the system or remains logged in, as the case may be. If booted the hacker suffers a -2 to future hacking attempts against this computer system for the rest of the scene.
 
:'''Device''': A device is an object that is linked to a computer system in some way, much like your home printer, microphone or web camera that is connected to your computer or comlink (in to 2060s desktops are rare). Most devices are wirelessly linked to a computer, though some can be hardwired with cables or nano wires (especially with Cyberware for 'security reasons). Common devices are alarm systems of all types, door maglocks, security cameras and systems (like weapons), elevators and even items you can sync up with your comlink. Some devices can only be hacked by gaining access to the computer system to which they are linked, while others can be hacked directly.
 
:'''Dumpshock''' and '''Logging Off''': when a decker is forced off the Matrix (not just booted from a systems) this can cause her to suffer Dumpshock (see Matrix Combat) as it is not very safe. A decker could suffer dumpshock also by unplugging his Persona from the Matrix as an Action but when using Cold or Hot EMersion, this is also dangerous and requires a Spirit check. A failures causes the decker to be Distracted and Vulnerable for 2d6 rounds (see SWADE pg. 100). Critical failure causes the decker to be Stunned for 1d6 rounds (SWADE pg. 106) and a Vigor check or suffer a Wound. To log off safely the decker must spend 1d4+1 Actions with Cold Emersion and 1d6+2 Actions with Hot Emersion. 
 
:'''Emersion''': When a decker uses Emersion to projecting their consciousness into the Matrix and experience it through a Persona the Matrix looks like a whole other world. Emersion requires a comlink and either a simsense rig (an electronic device that can transmit your brain signals from your brain into the Matrix and have that information transmitted back out into the Matrix) or a Datajack that allows a Decked to pulled directly into the Matrix network. See Emersion levels below for more details.
 
:'''Hidden User''': Comlinks can be set on Hidden Mod, their info is not broadcast out to the world and in order to access their info etc. requires a. A simple Scan program check will still detect a hidden comlink as it is still broadcasting.
 
:'''Intrusion Countermeasures''' (or IC): Are Matrix constructs designed to detain and possibly kill deckers invading a network host. IC constructs range from benign Probe constructs that simply monitor activity to Trace programs that determine the location of an intruding decker to IC that can warp or physically damage the brain through lethal biofeedback.
 
:'''Network''': As the name implies, a computer network (or simply network) is a collection of computer systems which are linked together wirelessly. The stronger the network, the wider the area it covers. There are many types of networks in the world. Some are restricted to a single building or collection of buildings (like a hospital or your house). These are commonly known as Local Area Networks (LANS) while others—Wide Area Networks— cover entire cities or even geographic regions (like Europe). Some are satellite networks that comprise Global Area Networks (GANS) spanning the entire globe.
 
:'''Networks Hosts''' (or simply Hosts): Are the millions of individual agencies, corporations, small business, government agencies and local community computer systems that exist within this Matrix network. A company's system might include dozens, hundreds or (in the case of megacorps and lare agencies) thouses of interconnected Hosts with their own seperate data-files and security. It is for this reason Decker who want to break into a Host are looking for something in partical (even if its just something to steal).
 
:'''Node''': Is anything that is broadcasting a signal that others can interact with. Nodes can be anything from a host computer system, a device like a comlink, or Network, etc.
 
:'''Persona''': In the Matrix when anyone is using Emersion (Cold or Hot) and whom are wanting to interact within the Matrix uses a Persona. The Persona has Matix attribute traits and skills that only exist in the Matrix but allow the users to interact within it.
 
:'''Programs''': Matrix Programs are the structures and building blocks of the Matrix. They create everything one sees in the Matrix and how one interacts with it. Illegal programs used by Deckers allow them to modify or bypast the layers of security a Network Host might have installed, fight other decker's Personas or IC programs sent to stop these intruders, etc.
 
  
===Actions in the Matrix===
+
Anyone with a comlink that includes the Scan program can attempt to locate ‘hidden’ device(s) within it Broadcast range (such as comlinks, drones, vehicles and/or Matrix security Nodes, etc.) with a base Electronics or Hacking skill check. This takes 1d6 rounds within 50”.
[[File:SR,DracoFound.jpg | right ]]
 
Too maybe make this a bit easier I am going to make most non-combat actions in the Matrix as being '''Dramatic Tasks''' (SWADE pg. 122). As I want to make your programs and powers worth in in these situations also I will have some notes as we go.  
 
  
These Dramatic Tast are split up into the following scenses "'''''Hacking a Device'''''" (Using programs and hacking to cause Tricks against foes), "'''''Searching the Matrix'''''" (finding what your looking for on the Matrix), "'''''Accessing Networks'''''" (hacking through multiple layers of security on the Matrix), "'''''Keeping Secrets'''''" (finding hidden data on the Matrix or Network Host site that someone wants to keep a secret) and "'''''The Dark Matrix'''''" (finding and using a 'dark' Matrix site where info can be provided by other deckers).  
+
Once you have found something that you might wish to access more than just the public files you will have to bypass the security put in place just to stop such attempts. This might include a Matrix site, enemy vehicle, drone or comlink, etc. This requires an Action and Hacking skill check minus the devices Firewall rating. Success allows access past the first basic layer of security. This allows one more detailed information but also can start to use Matrix Programs against the device, technology or within the Matrix Node system. If a failure is the result the hacker can try again next round as an Action. Failure can also alerts the user that someone is attempting to access their device, vehicle or Node unless the hacker is running a Ghosting or Spoof program (then it is a contested check between the Decker’s Hacking and the systems Notice skill, adding the system or device’s Firewall rating a bonus). If alerted the device can be shut down an opposing Decker can try and block future attacks and Corporate Nodes often go on security upgrades, activating IC programs and alerting security, etc. How fast these systems activate depends on the Nodes security rating (see below).
  
For these types of Dramatic Tasks the GM first sets what the task is, how long the decker/party has to complete it, and how many 'tokens' they need for success. These are generally Single Person Task as a Team of Deckers is rather rare. Finally unlike normal Dramatic Tasks, many of these tests are Contested by Enemy Programs, Security Systems and/or hostile Personas.
+
Most Data Nodes have layers of security attached to them that must be broken through in order to get to the pay dirt within. As wireless information can be stolen with enough skill, effort and technology much sensitive information is not broadcast onto the Matrix but instead in isolated on-sight Nodes. It’s for this reason that a decker must often accompany a team to the physical location to get access to the really good info.
  
Combat in the Matrix happens when the Decker trips up security and alerts Intrusion Countermeasures (IC), enemy Persona and Sprits that might face off against them. This is not a Dramatic Action. Instead see '''Matrix Combat''' below.  
+
Against a devices, comlink, cybernetic system, drone or vehicle a Decker (and Rigger in some instances) can try and bypass its security and cause problems for the user. Once the system or device has been accessed the Decker has a number of options that she can peruse. To perform any of them first requires an Action and an Opposed Hacking check (anything connected through a comlink has at least a basic d4 in Hacking as manufactures have built the basic safeguards into them). If the Decker wins they can shut down one basic system (like a comlinks broadcasting ability or a single piece of cybernetics or not allow a smartgun linked weapon to fire, etc.) Another option would be to flood the user’s spam AR such that they are Distracted (and Vulnerable if the attacker got a raise over their opponent with the contested check). The Decker could also use any Program they have against the device.
  
====Hacking a Device or Drone====
+
Corporate Nodes have multiple layered structures, each with a Firewall security setting to try and stop intruders breaking into their most sensitive areas. The first layer is the Public Forums, or where the corps display the data they want everyone to see. This area is called the Green Node. The system have a basic Firewall of 1 to bypass but most corps have installed at least Firewall 2 or 3 to try and change or alter the data. The next layer is called a private zone or Blue Node with a basic Firewall rating of 2 overall but can be upgraded during security breaches. Generally this is where confidential corporate communication and basic data about the corps are stored. A Decker can find basic bank account information, standard worker (not upper management or off-the books employees) files, etc. here. The next layer is the secret zone or Red Node and most start with at least a Firewall rating of 3 another the MegaCorps often invest in stiffer security of 4. This can be raise by one or two ratings when a security breach is detected. Whenever a Decker runs a Program within a Node they suffer the Firewall rating as a penalty to their checks or it acts as a bonus for the system to overcome the Decker’s programs.
To hack a device such as a comlink or cybernetic implant, the decker needs to make a Challenging Dramatic Task (4 successes tokens before the end of 3 rounds) with a Hacking contested skill check against the Comlink's Security Hacking skill. This is for any Active User in the decker's broadcast range. If the device is a Hidden User and the decker has located them with the Scan program, the Task requires 5 'tokens' before 3 rounds.  
+
Each of these zone levels must be breached by the Decker to gain access to the next layer. This requires a number of Actions equal to the systems Firewall rating and an Oppose Hacking skill check. Each round spent doing this can potentially alert the system’s security. The systems gets its basic Notice skill plus the Firewall rating Opposed by the Decker’s Sneak or Trickery Matrix skill or against her Ghosting or Spoof program ratings. Success alerts the system of an intruder and what happens depends on the corps size and where the Decker is attempting to access.
  
Success allows the decker to impose either Distraction or Vulnerable (SWADE pg. 100) onto the target for 1d4 rounds. If the decker gained an extra token during the contest, she can impose both the Distracted and Vulnerable on the target for the same amount of time.
+
Just because the Decker has been able to break into a private or secret zone does not grant them access to everything there. They still must use their Brows or Search Matrix skills or Scan and Sniffer programs to seek out the information or systems that they want and then most bypass any security locks (called Data-Locks) to get to the data. If they are just doing a random search this can take more time as they shift through the data (if they plan on doing it within the system). The system has a chance of detecting the Decker even if they have gained access into the system as it might recognize that they do not belong there. The system makes a Notice check plus the Firewall rating Opposed by the Decker’s Sneak or Trickery Matrix skills or against his Ghosting or Spoof programs. This happens once a minute in a private zone and once a round within a secret zone. For example, a Decker has broken into an Ares Marcotech private subsystem zone (with a Firewall 2) looking for information on the Ares Alpha Assault Rifle design specs and wants to steal the plans for them. He must first make Brows or Search Matrix skill check -2 to locate the data files. Once he has he sees it has a Data-Lock 2 securing the info behind another layer of security. He attempts either a Hacking -4 check (firewall and data-lock rating) or a Passkey program at -2 (the firewall rating) or he could even try and destroy the lock with Erode or simply smash it with the Hammer program but these automatically alert security. Once the information is accessed one need only a round to use the Copy program or a number of rounds equal to its ranting to download it.
  
Failure causes the decker to suffer a Dumpshock as the device 'kicks her off the system'.
+
Note that the reason the corps doing run the highest levels of Firewall all the time is that this security slow down the overall Nodes performance ratings. Corporations can also employ their own Deckers along with Intruder Countermeasure (IC) programs whose sole propose is to provide additional security by seeking out cyber criminals. The level of expertise, skill and Rating of these personal and programs varies hugely between the big corporations and a mom-and-pop.
  
A Rigger (or Decker/Technomancer) can try and forcibly take control of an enemy drone, a vehicle or Sypder system with an Opposed Hacking skill check (or in the device is on remote service then a basic Hacking success). The attacking hacker must be within his Broadcast radius. The attack suffers a penalty of twice the devices Firewall rating. The hacker must devote his full attention to this action for the duration that he wish to control the enemy’s device.
+
== EMERSION LEVEL WITHIN THE MATRIX ==
 +
When a Decker logs onto the Matrix there are three levels of ‘emersion’ that one can use. Riggers do something similar but generally only access a vehicles system. Technomancers experience the Matrix the same way but can use any of the following emersion automatically without a computer or comlink. So long as they are within their broadcast range of a network.
 +
* '''AR or Augmented Reality''' is the most basic level and most of society in the 2060’s involved in at least some level of AR with the comlinks transmitting and receiving data from all the Nodes and system around them every day. AR user or Decker reaction on his or her initiative card in the round. AR provides lots of additional levels of information that is not overly distracting, except when the Decker tries to interact with both ‘realities’ at the same time (for example, decking and combat in the real world at the same time). At these times the Decker is ‘Distracted’ (SWAE pg. 100). This is in addition to any Multi-Action penalties. You can use a Persona in AR in order to use programs etc., and it can take ‘Matrix damage’ as normal. Most AR browsers do not even have a stock persona and only allow character to use Persona Skills (except Scan).
 +
* '''Cold Sim''' is the safest version of ‘emersion’ into the Matrix (requires a minimum of a Sim Emersion upgrade on a Comlink or a Datajack). The Decker leaves his meat-body back in the real-world as they send their consciousness into the Matrix. Generally the worst that can generally happen to the Decker is that they can be dumped off the Matrix forcibly (called Dumpshock), although some programs (like Grey Hammer) can deal harm to the comlink. Cold Sim grants one Extra Action in the Matrix (can ignore one Multi-Action penalty each round).
 +
* '''Hot Sim''' is the most dangerous (and illegal) version of emersion into the Matrix. This requires a Datajack (see Cyberware). With it the Decker uses her Emersion ability (from either cyberware or a comlink) in order to place their consciousness almost fully into the Matrix. Deckers have died while hacking this way while others suffered other adverse physical and psychological effects. Hot Sim grants two Extra Actions in the Matrix (ignore two Multi-Action penalties).
  
====Searching the Matrix====
+
''NOTE: that other Extra Action Enhancements such as magical Powers (like Quickness) or Cybernetics (Wired Reflexes) only help your reaction with AR. They have no effect on Cold or Hot Sim. Edges like Quick or Level-Headed help all for all types of initiative.''
So you want to find some juicy info on the Matrix. But what do you want to find? Searching for the Public Forum of a famous Simsense star or rocker, or the public press briefing of a Corporation or government agencies is fairly easy and does not require a roll or more than a round or two. But searching for even basic or general information on an individual or on finding some obscure public forum can be a difficult task as there is simply so much information out there these days that one has to shift through a mountain of data to get the answers you might seek. Seeking ultra-secure or illegal data is much more complex and dangerous.  
 
  
Basic data search like looking up a SIN registered comlink number, Low end not illegal datafiles, Traffic Cams, etc. is a CHALLENGING task requiring 2-5 tokens but with no time limit. This requires a Matrix Search skill (or ''Research'' skill but with an additional -1 or -2 to the check). The '''''Agents''''' program will add +1 per Rank to this Search test. The Power '''''Empathy''''' adds +2 to the Technomanchers skill roll. Complications are fairly safe and only incrase simply add Time. Base time for this searches double or thriple the base number of rounds. Complications increase this to 5 rounds per Action round.
+
== PERSONA ==
 +
[[File:SR.D5.Persona.jpg | 300px | left]]
 +
While “jacked” into the Matrix through a direct neural interface Emersion, the Decker projects her conscious into it and no longer have any meat-body Physical Traits (Agility, Strength and Vigor), nor can they use any skill tied to these Traits. Deckers and Wage-Programmers create unique Persona – an electric, Matrix version of whatever the Decker choices to look like (the Decker’s Avatar). At a very basic level a Persona cost of 500¥ with a Strength and Vigor Trait of D4 each (Agility is irrelevant in the Matrix). Each Trait can be Upgrades individually as listed below. The Decker must have a comlink or computer where the electronic version of this Persona is stored and can be uploaded onto the Matrix. Matrix Strength determines the basic number of Programs (see below) that the device can handle running at one time. Comlinks can handle ½ Matrix Strength in Programs while a Cyber-Deck and handle the full Matrix Strength in Programs running at one time. It takes an Action to drop and load a Program unless noted in the Program’s description.
  
Note that Searching the Matrix is generally just used for general data hosted on the Matrix. Corporate Files and Secrets are going to be hidden behind layers of Security. As such to gain such data one needs to Access a Network Host and search for Hidden Data (see below).
 
  
====Accessing Networks====
+
Rank Cost (each traits must be purchased separately for both Strength and Vigor)
Anything above Basic Public information searches are '''''Contested Dramatic Tasks'''''. One must bypast or better the Security AI of a device or Network Hosts to access the information. Deckers must make a seperate Dramatic Task against each Teir of Security.
+
:D6 = 1,500¥ each
 +
:D8 = 5,000¥ to each
 +
:D10 = 15,000¥ to each
 +
:D12 = 50,000¥ to each
  
The GM determines where the data will be in the Network Host Matrix system.
+
A Decker’s Persona also has four basic skills – Browse (Matrix Notice), Search (Matrix Research), Sneak (Matrix Stealth), and Trickery (Matrix Persuasion/Deception). Each starts at a base D4 with the basic Persona built.
 +
Rank Cost (each skill rank must be purchased separately for each skill)
 +
:D6 = 500¥ each
 +
:D8 = 1,000¥ to each
 +
:D10 = 2,500¥ to each
 +
:D12 = 5,000¥ to each
  
Too search for Hidden or obscure data searches like private communications between low level wageslaves, corporate project plans, etc. Something semi-legal but private that others don't really want you to know about.
+
== MATRIX PROGRAMS ==
 +
These programs only work within the Matrix. The exceptions include the Scan which can be used in the ‘real-world’ to find nods, comlinks, drones, etc.; Grey Hammer which can damage or destroy hardware and comlinks; and Black Hammer which can kill a decker’s meat body. Range is meaningless and any Area Effect instead affects the local Nod (there is no difference in size in the Matrix).
  
A Security System is really only there to monitor its Host, watching for code errors and intuders. Its function is to raise alarms when it detects a problem and/or try to boot hostile Personas or programs from its systems. It still draws Initiative cards and acts in the round as it tries to "fix" any problems that it might encounter.
+
A Decker can attempt to write her own Programs or increase her Matrix Traits and or Skills instead of purchasing them. This takes 20 hours of dedicated work per 2,000¥ to normally purchase it; not counting restricted or illegal price increase. A decker can normally devote 10 hours a day (14 with a Spirits check that if made works for a week). Those who require less sleep (due to drugs or cybernetics like a Sleep Regulator, etc.) can devote an additional 6 hours per day. At the end the Decker makes a Science skill check. Success grants the first rating or increase a Trait or Skill by +1 step. Failure wastes the time invested.
  
Intrusion Countermeasures or IC (see below) is the more proactive attack-dog programs used to protect to system.
+
'''STANDARD (COMMON) PROGRAMS'''
 +
* '''Agents''' (Restricted) – creates a semi-autonomous programs that can do various takes. The basic Agent has a d6 in Matrix Attributes and a d6 in all Matrix skills. It’s a semi-independent A.I. that will follow orders and instructions but is not creative in any way itself. The Base cost 2,500¥. One can create two Agents for +2,500¥, four Agents for +5,000¥ and a maximum of six Agents for +10,000¥. A decker can grant his agents Programs listed here for the same cost listed.
 +
* '''Armor''' (Restricted) – provide Matrix protection like armor +1 per rating. Cost 200¥ x rating (max 10). This can be combined with raising Toughness at a cost of 500¥ x rating (max 5).
 +
* '''Black Hammer''' (Illegal) – This illegal program not only can damage a Persona but also the meat body of the decker projecting into the Matrixed. The decker’s body suffers ½ the damage the Persona would have taken minus the decker’s comlink Firewall rating. Compare this amount to the decker's unarmored (or cybered) Toughness rating to see if she would suffer Wounds. Cost 30,000¥
 +
[[File:SR.D5.Programs.jpg | right]]
 +
* '''Confusion''' (Restricted) – This program can cause an enemy Persona or IC to become Distracted and Vulnerable. This is contested check Hacking skill check. Success and the opponent gains both conditions for 1d6 rounds. Every raise increase the duration by 1d6 rounds Cost 2,500¥
 +
* '''Copy''' – This program can download and copy data from files, etc. in one round. Cost 1,000¥
 +
* '''Corrupt''' (Restricted) – This program erodes IC or Persona’s traits (Matrix Attributes or Skills). This is a contested Hacking skill check. Success lowers one trait by 1 die step. Each raise lowers a trait (same or a different one) by another 1 die step. Cost 5,000¥.
 +
* '''Data Bomb''' (Illegal) – This program destroys data-files, generally taking one Action per rating. Cost 2,000¥
 +
* '''Erase''' (Illegal) – This program erodes and destroys a Program. Each round the Decker is in contact with a Program it lowers its rating by one. When it reaches 0 the program is destroy (can be reload by the Host Node but takes time). With a successful Hacking check against an IC or Persona they must make a Matrix Vigor check or suffer a Wound. Cost 10,000¥.
 +
* '''Exploit''' (Illegal) – This program allows the decker to gain control over a Program, IC or Persona. Acts as the puppet power (SWA pg. 166). Cost 10,000¥
 +
* '''Fortitude''' (Restricted) – This program adds to your Persona’s Matrix Toughness. Each level adds +1 to a max rating of 10. Cost 2,000¥ rating I-V, cost 4,000¥ rating VI-X.
 +
* '''Ghosting''' (Illegal) – the Decker’s persona is partially invisible to other programs and Personas. An the system’s or Persona’s Browse or Search along with Sniffer and Scan programs are at -2 per ranking, with Host nodes gaining a bonus equal to the Firewall rating. Cost rank I: 5,000¥; rank II: 12,500¥; or rank III: 25,000¥
 +
* '''Glue''' (Restricted) – This program can ensnares an IC, Persona or Program in place such that it cannot move out of the Host zone it was located. For a Persona a decker can jack-out but doing so removes her Persona from the Host area and if she wishes to return she must break into the system again. This is an Opposed Hacking skill check. Success and the target cannot move and is Distracted. With a raise the target is also Vulnerable. In either case if the decker moved out of the host zone the target cannot follow. Cost 5,000¥
 +
* '''Grey Hammer''' (Restricted) – this semi-legal attack program can damage the target's Comlink. Any damage the Persona inflicts on a target with the Hammer program also compare part (or all) of that damage to the Comlink's Hardness. This can cause Wounds to the Comlink are with other objects also compare the damage to the target’s hardware Hardness plus Firewall rating plus Firewall. This causes wounds are normal to the Comlink (a Wild Card’s comlink or hardware can take three wounds as normal. Use the worst of the Wound Penalty of the Persona or Comlink for penalties in the Matrix, Fourth wound auto crashes the Persona and the Comlink if brioken and in serious need of repair). Cost 5,000¥ Rating I inflections ½ damage to the Comlink directly. Cost 20,000¥ for Rating II and inflicts the full amount against the comlink.
 +
* '''Hammer''' (Restricted) – This program increase the Persona’s Strength damage by the rating. Rating I: Str+1d4, Cost 500¥; Rating II: Str+d6, Cost 1,500¥; Rating III: Str+d8, Cost 4,000¥; Rating IV: Str+d10, Cost 8,000¥; Rating V: Str+d12, Cost 15,000¥. Can add upgrades of Penetrator – Reduces Armor Program by its rating. Cost 200¥ x Rating (max 10).
 +
* '''Jammer''' (Illegal) – This program causes a system to not be able to communicate with its host system or others. This is a contested Electronics or Hacking skill check. Success blocks all communication by the target, thus it cannot raise alarms etc. The basic duration of this program is 5 rounds. Cost 5,000¥
 +
* '''Medic''' – This program can heal Matrix wounds on itself. The decker makes an Electronics skill check, minus any wound penalties. Success heals a wound, a raise two wounds. This program can only be used a number of times equal to its rating before requiring it to be reloaded (which normally takes a number of actions of 1d6 rounds x rating). Cost 1,000¥ x rating for levels I-III; costs 2,000¥ x rating for levels IV-VI; costs 5,000¥ x rating for levels VII-X.
 +
* '''Passkey''' (Illegal) – This program grants a decker a bonus to Hacking to overcoming a Data-Lock, allowing him to bypass the security protocols faster and with less danger of alerting security. Each rating adds +1 to his Hacking skill against a Data-Lock. Cost 500¥ x rating for levels I-V; 1,000¥ x rating for levels VI-X.
 +
* '''Scan''' – This legal program allows anyone with a Comlink to find nodes and wireless devices while in the real world. The Range equals to the Broadcast range. Requires a basic success with Electronics or Hacking (apply all Firewall penalties). With a basic success, the decker can use Augury with a Hacking check -2 as a free action. This grants the user additional information about the node or com. For example an enemy team’s locations and number, weapon types (everything from clothing to weapons to cyberware has RFID tags, attached to them. The Scan program get access a lot of this basic data almost instantly). Cost 2,000¥
 +
* '''Shield''' (Restricted) – This program adds to the Persona’s Matrix Parry Score. Each rating adds +1 to this Score. Cost 2,000¥ x rating, I-III.
 +
* '''Sniffer''' (Restricted) – This program is used to find hidden data stores but also to bypass Ghosting and Spoof programs. Each ranking grants +1 to the Persona’s Brows and Search Matrix skills. Cost 1,000¥ x rating for levels I-V; 3,000¥ x rating for levels VI-X.
 +
* '''Spoof''' (Illegal) – This program disguises the Persona to make it appear that it belongs where it normally does not. Each level grants the user a +2 to his Trickery Matrix Skill generally opposed by the systems Notice. Cost rank I: 5,000¥; rank II: 12,500¥; or rank III: 25,000¥.
 +
* '''Tactical Display''' (Restricted) - This program allows the Decker to use Scan to find enemy comlinks within his own range and as an Action share that information with his allies via their AR. Once that has been set up the decker does not need to spend an Action to continue the display. 5,000¥
 +
* '''Tracer''' (Restricted) – This program uses your Persona’s Search Matrix skill to try and locate the physical location of another Persona almost anywhere on Earth. Make an Search check opposed by the target’s Hacking skill roll plus her Firewall, every 1d6+2 rounds. Success locates the target’s physical location to within a block, with a raise within a few feet. Cost 20,000¥.
 +
* '''White Noise''' (Restricted) – This program fills a local Node or Host system with jamming white noise that causes a general penalty of -1 to all Matrix Skills per rating. But this jamming affects the Decker’s skills and Persona also. Cost 2,000¥ x rating for levels I-III; cost 5,000¥ x rating for levels IV-VI, and 10,000¥ x rating for levels VII-X.
  
====Keeping Secrets====
+
''NOTE – these are only the basic programs. You can create others system but remember range has no Matrix effect. Any Area effect will affect everything you can ‘see’ within the Local Node or System''
As wireless information can be stolen with enough skill, effort and technology, a great deal of sensitive information may not be available via the Matrix but instead is hosted in isolated or Closed Network within an on-sight Network. It’s for this reason that a Decker must often accompany a team to the physical location to get access to the really good info.
 
====The Dark Matrix====
 
In the 2060's the Matrix has a number of illegal 'dark networks' sites where like-minded deckers and hackers (and a few technomanchers) hang out and exhange information.
 
  
If one has the right contacts (Matrix Connected Edge or Contact with a Dark Matrix Decker) you might also access the various information available on the 'Dark Sites' (called Shadow Hosts in Shadowrun). Without a connections one might still find one, depending on how secreative and/or illegal the data they deal in is. This requires a Search Matrix skill check a -1 to -4 (or Research skill check but at an additional -2 skill penalty) Dramatic Task of 4 successes before 3 'rounds'. The rounds here last either 5 minutes up to one day depending again on how secrative and illegal the Shadow Host is.  
+
== MATRIX COMBAT ==
 +
As Persona can move around in the Matrix at near light speed (after all you are just code) Range is irrelevant. All combat is assumed to be ‘hand-to-hand’ just for the sake of easy of play. Attack rolls to hit in the Matrix are determined using your Hacking skills minus any Firewall within a System (but not from comlinks, etc.). This penalty only applies to hostile hackers and not a system Program or IC or personas recognized in their own Host system (if a Decker successfully Spoofs or Sneaks into a system he does not suffer this penalty either). A Decker’s Persona Strength deals base damage (plus Hammer Program). Persona Vigor to determine the Decker’s Matrix Toughness (2 + ½ Matrix Vigor die). Armor that a Decker’s meat-body is wearing doesn’t count, nor does Dermal Planting or Brawny or Size. A Persona’s Parry score is equal to 2 + ½ Hacking skill. Edges like Parry do not add to this score nor does Dodge aid in the Matrix. Call Shots are irrelevant in the Matrix. Wild Cards Personas have 3 Wounds, Extras as normal.
  
Once you have found one the deckers then needs to 'prove their not a narc' to the other users on the Shadow Host. With contacts this is a simple Persuasion check to ask about the info available (like other Contacts). If a decker is not connected in some way then...  
+
When a Persona takes damage it affects its Matrix skills and traits, etc. just as normal (penalties for wounds). If you are in a Cold-Sim and your Persona takes enough damage to be incapacitated (‘Crash your Persona’), you are forced out of the Matrix and back to the real world in a most unpleasant way… often referred to as '''Dumpshock'''. You are automatically Stunned for 2d6 rounds, and then can recover as normal. When running in Hot-Sim and your Persona is incapacitated your meat body suffers a Wound on a failed Vigor test (you can soak this as normal). A critical failure causes you to be Stunned for 2d6 minutes.
  
 +
== RIGGERS ==
 +
Riggers control and operate a numbers vehicles, drones and/or security systems using of '''Vehicle Rig Control''' (VRC) cyberware. All vehicles that are to be controlled must be within her Broadcast range and have the Vehicle Rig upgrade although a Rigger can jack directly into a vehicle via a VCR and Vehicle Rig. This has the added bonuses of granting the Rigger the Interface-Remote Control bonuses to all skills (see Cyberware). A Rigger with a VCR can control a maximum number of such vehicles or systems equal to ½ her Smarts die. With just AR a rigger can control these devices but without the Interface-Remote Control skill bonuses (and using the drone’s skill to make all skill checks with. Remember they are not Wild Cards). Riggers can also use Cold or Hot Emersion. With Emersion they gain the skill bonus and each vehicle or device they control directly and these devices counts as a Wild Card. They can ignore one Multi-Action penalty with Cold Sim and two Multi-Action penalties with Hot Sim emersion.
  
 +
The Rigger can suffer from Dumpshock or physical damage when a drone or vehicle they are directly controlling is destroyed just like when a Persona is destroyed (see Matrix Combat).
 +
If the rigger is controlling a vehicle, drone or system, they gain the ''Interface-Remote Control'' skill bonuses of +2 to Boating, Drive, Fighting, Notice, Pilot, and +1 to Shooting. A vehicles operator suffers a Multi-Action Penalty when controlling (Boating, Drive, or Pilot) skill check and attacking (Shooting) skill check with the same round. The Combat Ace edge eliminates this penalty.
  
and 1d6 rounds. Depending on how obscure this search might be the GM might impose a -1 to -4 to the Skill check and/or add additional time (i.e. by multiple the base 1d6 rounds by extra dice or time like minutes or hours). Raise(s) provide additional information depending on what you are searching for and/or can cut down on the time required.
+
[[File:SR.D5.Rigger2.jpg | 700px]]
  
 +
Riggers use all basic Matrix Skills that a Decker does (and the VCR cybernetic implant includes all at a base rating of D4 each) but its Programs that it can run are limited to Confuse*, Crash*, Exploit*, Ghosting*, Jammer*, Scan, Spoof* and Search (*can only be used vehicles, drones or security systems). They run these through the VRC and don’t require additional computer hardware to do so. These programs are purchased the same way as with Deckers.
 +
Drones can extend the range when using Scan and Search to find hidden comlinks, nods, electronic devices, drones, etc. In this way a Rigger can act as something of a team’s ‘Overwatch’ lookout.
  
Also when a Decker gains Access to a Network Host site on the Matrix it does not mean that she has been granted all the information located there automatically. First off for even Moderate Corps there will be a mountain of files, reports, recordings, briefings, data, etc. within in the lowest Security Rating.  
+
How does the Rigger do this? The VRC Implant allows a Rigger to track her drones via a victual display. With the Scan program added she can detect enemy comlink and drone signals and project that display to her allies comlinks via AR (sharing this info is a free action for her). At the same time they can be running Spoof to hide their own vehicles and team member’s comlinks from hostile Riggers and Deckers. A Decker could do this also with a Tactical Display program (see Programs above).
  
A Decker just doing random searches to see what dig or data he might be able to find here should make a Search check (minus the Host's Firewall) spending 1d6 Actions per Tier of the Host. Success means he found interested data files that he might use, sell, steal, etc. Raises can give you additional or richer payday data filed.  
+
A special type of Rigger employed by many Corps is called a '''Sypder'''. They control a building or corporate area’s surveillance and threat response equipment (Automated Systems; things like alarms, fire suppression systems and of course pop-out wall guns and gas release systems). In these cases, each ‘system’ that the Sypder is in control of counts as a vehicle or drones for the limit to the number of devices he can control remotely. Different remote controlled guns would count as a vehicles, drones, etc. while camera systems don’t. Instead they act as the Spyder’s eyes and ears. Spyder’s often use the same Matrix Programs as Riggers plus Armor and Hammer.
  
If the Decker knows what he is looking for, such as Specific data or a particual data file make the same roll as above but it only takes 1d4 rounds per the Host's security tier. With the Sniffer Program this drops to 1 Action per tier. Success finds the files, and raise might get additional related data-files, etc.  
+
A Rigger (or Decker/Technomancer) can try and forcibly take control of an enemy drone, a vehicle or Sypder system with an Opposed Hacking skill check (or in the device is on remote service then a basic Hacking success). The attacking hacker must be within his Broadcast radius. The attack suffers a penalty of twice the devices Firewall rating. The hacker must devote his full attention to this action for the duration that he wish to control the enemy’s device.
 
 
Now, just because the Decker has been able to break into and gain Access to a private or secret Tier does not grant them all the data that could be found there. They still must use their Browse or Search Matrix skills or Scan and Sniffer Programs to seek out the specific information or systems that they want find. This data could be hidden in the Tier behind a data-lock or hidden host. So this can take time and the longer the decker is in the Tier the greater the chance they could be detected (just cause you have Acess does not mean that system is not on the lookout for such actives).  
 
  
First step is to seek out the data files. This requires a Browse or Search skill check (minus the Tier's Firewall) and 1d6 Actions times the Tier Firewall. I.e. a Orange Tier Host that is not on alert would imposse a -3 penalty to the Decker's Matrix skill or program and would take 3d6 rounds to located it (if the decker knows what he is looking for. Just random data search double the time required).
+
== TECHNOMANCERS ==
 +
As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds.
 +
:'''Arcane Background (Technomancer)'''
 +
:'''Starting Power Points''': 10
 +
:'''Starting Powers''' (Called Living Programs): 3
 +
:'''Skill''': Hacking (Smarts)
 +
:'''Power List''': Any (However Summon Ally works differently in this setting, see below).
  
=== Device and Network base Security ===
+
OTHER BASIC ABILITIES
 +
:'''Wireless Access''': Technomancers can somehow access the wireless Matrix without the benefit of a computer or comlink; they simply can sense and access it as if they did. This allows them to use any Emersion level within the Matrix. They also create something they call a Living Persona within the Matrix without any hardware to back it up beside their mind. They can natural access AR, Cold and Hot Sim.
 +
:'''Natural Signal Strength and Firewall''': Technomancers automatically have the Broadcast ability of 50” (100 yards) with the following modifiers (at no additional cost) – Firewall 1 and the Emersion enhancement and basic Interface abilities.
  
{| class="wikitable" border="0"
+
'''LIVING PERSONA AND PROGRAMS'''</br>
|-
+
The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts and their Vitality Traits is equal to Spirits (Matrix Toughness is equal to 2 + ½ Spirits). Technomancer also uses their Hacking as their Fighting skill and Matrix Parry (2 + ½ Hacking). The Technomancer also gains all of the Matrix Skills at a base D4 skill each. A Technomancers’ Living Persona ‘Powers’ works just like a Magic Users spells but only within the Matrix and only effect Matrix Hosts, Programs, IC and other Personas. A Technomancer uses her Hacking skill to ‘cast’ these spells and they cost the same Power Points as listed.
| '''Tier''' || '''Code''' || '''Example(s)''' || '''Firewall''' || '''Basic AI System Stats'''
+
 
|-
+
Note that a Technomancer can run any number of powers at the same that as they wish to 'maintain'. They are not limited by their Matrix Strength as normal Deckers.
| I || Green || Comlink, Public Forum || 1 || Smarts d4, Hacking d4, Browse d4, Search d4
 
|-
 
| II || Blue || Private Data || 2 || Smarts d6, Hacking d6, Browse d6, Search d6
 
|-
 
| III || Orange || Secure Data or Hosts || 3 || Smarts d8, Hacking d8, Browse d8, Search d8
 
|-
 
| IV || Red || Secret Hosts || 4 || Smarts d10, Hacking d10, Browse d10, Search d10
 
|-
 
| V || Ultra || Ultra Secret Hosts || 5+ || Smarts d12, Hacking d12, Browse d12, Search d12
 
|-
 
|}
 
*'''Teir I''' (Green): Basic secure system common for basic devices, computer system, comlink, maglock, securty cameras, cybernetic system, drone or vehicle, and public forums (just so pranksters can't post offensive comments or change the basic data found here) and small stores and even vending machines. These systemss inclues no IC beyond maybe shutting down to prevent damage or thief. Tier I can take a single Action each round, generally to detect problems, raise an alarm or trying to Boot a hostile Persona.
 
*'''Tier II''' (Blue): Some additional security to protect private or personal data and systems to basic security against hackers looking to steal basic info or items that a Host might provide to the public or hack an well secured Rigged vehicles, etc. This Tier might include some low end 'White' IC programs like Tracers and Alarms that can alert great response. In a bigger corporation when a alert is sounded the Host might even increase the Firewall and dispatched more serious security. This can be expensive though and is uncommon except for larger corps or agencies. Tier II systems can ignore one Multi-Action penalty a round.
 
*'''Tier III''' (Orange): Security here will be protecting more secure information and/or personal data like low-level bank accounts, standard wageslave personal data (not upper management or off-the books employees) files or basic research papers on low end gear or programs. White IC is common at this Tier and depending on the size and wealth of the Host can increase the areas Firewall rating faster. Tier III system can ignore one Multi-Action penalty a round and draw two cards, taking the best for Initiative (as the Level Headed edge).
 
*'''Tier IV''' (Red): Security at this level is for secret data and/or research on the Host. Generally this is where confidential corporate communication and basic data about the corps are stored. These site also include Grey IC programs that are more serious attack programs. The data here could be embarashing or worth a lot as data other corps or agencies want like a bleeding edge program that can better sleazy past IC or the latest version of the Predator'a smartgun interface system, etc. Firewalls and alerts are fast as the system responses to intrudes here. Tier IV systems can ignore two Multi-Action penalties a round and draw two cards, taking the best for Initiative (as Level Headed edge).
 
*'''Tier V''' (Ultra): This level of security is only available to the megacorps or important agencies where they keep the most sensitive and important data secrets. This could be plans and sematics for a new missile system or AI program or for the conspiracy minded -- where the UFOs are keep and experimented on. Black IC is often used here and a decker had better be good and have the best bleed edge tech to survive long in such a system. Tier V systems can ignore two Multi-Action penalties a round and draw three cards, taking the best for Initiative (as Imp. Level Headed edge).
 
  
=== Intrusion Countermeasures (IC)===
+
As with other Magic Users, a Technomancer gains two power with the New Powers edge. In order to raise her Matrix Attribute Traits or Matrix Skills an Advance grants them 2 points for Matrix Attributes or 4 points for Matrix Skills. These skills are not tied to attributes but the max is d12.
Intrusion Countermeasures or IC are Matrix constructs designed to boot, detain and possibly kill deckers invading a computer host. IC constructs range from benign Probe constructs that simply monitor activity to Trace programs that determine the location of an intruding decker to IC that can warp or physically damage the brain through lethal biofeedback.
 
 
 
IC acts as hostile NPCs that draw initiative, make attacks, use programs and can take damage and be crashed itself (acting either as an Extra or as a Wild Card depending on the Tier, etc.).
 
 
 
There are two features of the IC -- this 'type' (White, Grey or Black) and its Rankings level. The Host's Security Tier somewhat determines the IC's Ranking as lower Tier Hosts cannot handle the massive processing required for higher Ranking IC. Think of Types as how willing a IC is to kill you and Ranking as how danagerous it is in a fight (a White IC might be super dangerous to your Persona but not your meat body or cyberdeck).
 
 
 
'''Types of IC''': There are three broad categories of IC and some basic Stats that go with each Category
 
:'''White IC''' is only programmed to attack a decker's online Persona and cannot permanently damage the decker or his deck.  
 
:'''Grey IC''' is designed to specifically target the dekcer's cyberdeck and running programs which can result in permanent damage.
 
:'''Black IC''' is specifically progammed to attack the decker himself, creating dangerous biofeedback between the decker and his cyberdeck, possibly leading to permenent physical and psychological damage.
 
 
 
'''Rank''' and '''Grade''' are how dangerous the IC is, '''Stats''' is the die ranking for the IC's Smarts, Strength and Vigor Matrix attributes, '''Derived Stats''' are the IC's Matrix Parry and Toughness, '''Skills''' is the ICs die ranking in their Matrix skills -- Hacking, Electronics along with Browse, Search, Sneak and Trickery. '''Actions''' are how many Extra Actions the IC can take in a round, ignoring the Multi-Action penalties for such actions. Finally '''Basic Programs''' are the base line programs for the IC. These Programs work just like the Matrix Decker Programs (see below).
 
{| class="wikitable" border="0"
 
|-
 
| '''Rank''' || '''Grade''' || '''Stats''' || '''Derived Stats''' || '''Skills''' || '''Actions''' || '''Basic Programs'''
 
|-
 
| I || Low || d4 || Parry 4, Toughnes 4 || d4 || 1 || Hammer I
 
|-
 
| II || Base || d6 || Parry 5, Toughness 6 (1) || d6 || 2 || Armor I, Hammer II (Penetrating I)
 
|-
 
| III || Priority || d8 || Parry 7, Toughness 9 (2) || d8 || 2 || Armor II, Hammer III (Penetrating II), Hardening I, Shielding I
 
|-
 
| IV || High || d10 || Parry 9, Toughness 13 (4) || d10 || 3 || Armor IV, Hammer IV (Penetrating IV), Hardening II, Shielding II
 
|-
 
| V || Ultra || d12 || Parry 12, Toughness 18 (6) || d12 || 3 || Armor VI, Hammer V (Penetrating V), Hardening IV, Shielding IV
 
|-
 
|}
 
Now depending on the Type of IC, the systems can have additional Programs as listed below...
 
:'''Basic White IC Programs''': Hammer, Tracer, plus...
 
: *'''Sentry''' - Each rank of this Program adds +1 to the ICs Browse and Search Matrix Skills.
 
 
: *'''Acid''' - This program can reduces the Toughness of a Persona. The rating adds +1 to the ICs Hacking skill. This is a contested skill of the ICs Hacking vs. the decker's Persona's Hacking skill or Vigor Matrix stat plus Firewall. Success reduces the Persona's Toughness rating by one point per margin of success. 
 
 
 
of this IC program is used as a bonus to its Contested Hacking skill check vs the Decker. A success lowers the Persona's Toughness rating by one step. Each raise over the IC wins by lowers its Toughness by 1 additional step. These reduces last 5 + the Acid rating of the systems rounds. A decker could reload a Stat or Skill by it takes 1d6 Actions for each step reloaded (a raise get additional step lost reloaded).  Average Rating I-II, max rating V
 
 
 
: *'''Binder''' - This program can reduces a Persona's Parry score. The rating of this IC program is used as a bonus to its Contested Hacking skill check vs the Decker. A success lowers the Persona's Parry by one step. Each raise over the IC wins by lowers the Parry by an additional 1 step. These reduces last 5 + the Bindder rating of the systems rounds. A decker could reload a Stat or Skill by it takes 1d6 Actions for each step reloaded (a raise get additional step lost reloaded).  Average Rating I-II, max rating
 
 
 
 
 
 
 
: *'''Tar baby''' - This program can hold an Persona in place, allowing the system time to trace and/or idenity her real identity. The rating of the program is a bonus to the IC's Strength score when attempting to seize the Persona. Works like Grappling (SWADE pg. 101), but that the IC itself does not need to 'grab' the Persona and can act otherwise normally.
 
 
 
: *'''Tracer''' - This program works to locate a Deckers meat body. Could also gain personal data (SIN if the decker has one, etc.) with Raises on the check to find him. The rating is added to the IC's Search skill in a contested roll against Hacking (Ghosting and Spoofing could aid that decker as does his Firewall act as a bonus against this check). It takes 3d6+3 rounds minus the Rating of the Tracer Program (minimum 1 round). If the program fails it can make a new attempt if the Decker is still present in the Host.
 
 
 
 
 
:'''Gray IC Programs'''
 
: *'''Acid Bomb''' - this program can cause permanent damage to a Persona's Matrix Attributes and Skills. This is done by corrupting and/or erasing the core core of the Persona at its sourse. This requires the Decker to try and repair it through re-writing it or by purchasing a new Persona (or the attributes and/or skills that were effected).
 
: *'''Blaster''' - Works just like Grey Hammer rating I and II under the Matrix Decker Programs. It is used to damage the hardware of the decker's cyberdeck.
 
: *'''Ripper'''- Causes permanent damage to any Program that the persona is running. This is done through corrupting and erasing the code of the Program and requiring a decker to either repair it (by re-writing it, see Matrax Decker Programs) or purchasing a new version.
 
:'''Black IC Programs
 
 
Cerebropathic - Non-lethal black IC
 
Black Hammer - Induces lethal biofeedback to the decker
 
Non-lethal - Designed to knockout the decker
 
Psychotropic - Conditions the mind of the decker to perform erratically
 
Cyberphobia - induces Matrix and simsense phobia
 
Frenzy - inspires maniacal rage
 
Judas - induces unconscious compulsion to betray
 
Positive Conditioning - inspires love of the company, prevents the character from acting against the company
 
 
 
=== Enemy Personas and Spyders ===
 
Corporates often hire their own Matrix secruty person to help monitor their Network and fight against hostile Personas (i.e. Deckers like you).
 
 
 
== EMERSION LEVEL WITHIN THE MATRIX ==
 
When a Decker logs onto the Matrix there are three levels of ‘emersion’ that one can use. Riggers do something similar but generally only access a vehicles system. Technomancers experience the Matrix the same way but can use any of the following emersion automatically without a computer or comlink. So long as they are within their broadcast range of a network.
 
* '''AR or Augmented Reality''' is the most basic level and most of society in the 2060’s involved in at least some level of AR with the comlinks transmitting and receiving data from all the Nodes and system around them every day. AR user or Decker reaction on his or her initiative card in the round. AR provides lots of additional levels of information that is not overly distracting, except when the Decker tries to interact with both ‘realities’ at the same time (for example, decking and combat in the real world at the same time). At these times the Decker is ‘Distracted’ (SWAE pg. 100). This is in addition to any Multi-Action penalties. You can use a Persona in AR in order to use programs etc., and it can take ‘Matrix damage’ as normal. Most AR browsers do not even have a stock persona and only allow character to use Persona Skills (except Scan).
 
* '''Cold Sim''' is the safest version of ‘emersion’ into the Matrix (requires a minimum of a Sim Emersion upgrade on a Comlink or a Datajack). The Decker leaves his meat-body back in the real-world as they send their consciousness into the Matrix. Generally the worst that can generally happen to the Decker is that they can be dumped off the Matrix forcibly (called Dumpshock), although some programs (like Grey Hammer) can deal harm to the comlink. Cold Sim grants one Extra Action in the Matrix (can ignore one Multi-Action penalty each round). Using a Simsense Rig (see gear) Cold Sim is the best emersion a person can use.
 
* '''Hot Sim''' is the most dangerous (and illegal) version of emersion into the Matrix. This requires a Datajack (see Cyberware). With it the Decker uses her Emersion ability (from either cyberware or a comlink) in order to place their consciousness almost fully into the Matrix. Deckers have died while hacking this way while others suffered other adverse physical and psychological effects. Hot Sim grants two Extra Actions in the Matrix (ignore two Multi-Action penalties). In order to use this level of emersion requires a Datajack implant allowing for direct access to the users brain patters when interacting with that Matrix. A decker with a Datajack and the Emersence Comlink does not have to use Hot Sim all the time when in the Matrix. If she wishes to be safe she can dial it back to just using Cold Sim.
 
 
 
''NOTE: that other Extra Action Enhancements such as magical Powers (like Quickness) or Cybernetics (Wired Reflexes) only help your reaction with AR. They have no effect on Cold or Hot Sim. Edges like Quick or Level-Headed help all for all types of initiative.''
 
 
 
== PERSONA ==
 
[[File:SR.D5.Persona.jpg | 300px | left]]
 
While “jacked” into the Matrix through a direct neural interface Emersion, the Decker projects her conscious into it and no longer have any meat-body Physical Traits (Agility, Strength and Vigor), nor can they use any skill tied to these Traits. Deckers and Wage-Programmers create unique Persona – an electric, Matrix version of whatever the Decker choices to look like (the Decker’s Avatar). At a very basic level a Persona cost of 500¥ with a Strength and Vigor Trait of D4 each (Agility is irrelevant in the Matrix). Each Trait can be Upgrades individually as listed below. The Decker must have a comlink or computer where the electronic version of this Persona is stored and can be uploaded onto the Matrix. Matrix Strength determines the basic number of Programs (see below) that the device can handle running at one time (total number of programs not program ratings). Comlinks can handle ½ Matrix Strength in Programs while a Cyber-Deck and handle the full Matrix Strength in Programs running at one time. It takes an Action to drop and load a Program unless noted in the Program’s description.
 
 
 
 
 
Rank Cost (each traits must be purchased separately for both '''''Strength''''' and '''''Vigor''''')
 
:D6 = 1,500¥ each
 
:D8 = 5,000¥ to each
 
:D10 = 15,000¥ to each
 
:D12 = 50,000¥ to each
 
 
 
A Decker’s Persona also has four basic skills – '''''Browse''''' (Matrix Notice), '''''Search''''' (Matrix Research), '''''Sneak''''' (Matrix Stealth), and '''''Trickery''''' (Matrix Persuasion). Each starts at a base D4 with the basic Persona built.
 
Rank Cost (each skill rank must be purchased separately for each skill)
 
:D6 = 500¥ each
 
:D8 = 1,000¥ to each
 
:D10 = 2,500¥ to each
 
:D12 = 5,000¥ to each
 
 
 
== MATRIX DECKER PROGRAMS ==
 
Deckers are illegal hackers on the Matrix and they often use a lot of illegal programs to help them acheive their goals. Many corps employ their own Deckers to act as counter-deckers as it where and protect their network.
 
 
 
Most of the following programs are illegal (or at least require a license) and only work within the Matrix (except for the Scan Program which allows a device to detect the Broadcast signals of other devices and nodes in the 'meat world'). As range is meaningless in the Matrix all Area Effects can affects everything and everyone in the local system (or the Tier security area).
 
 
A Decker can attempt to write her own Programs or increase her Matrix Traits and or Skills instead of purchasing them. The same can be used to repair a Stat or Program damage 'permenantly'. The time and check are the same as follows.
 
 
 
It takes a base 20 hours of dedicated work per 2,000¥ to normally purchase it; not counting restricted or illegal price increase. A decker can normally devote 10 hours a day (14 with a Spirits check that if made works for a week). Those who require less sleep (due to drugs or cybernetics like a Sleep Regulator, etc.) can devote an additional 6 hours per day. At the end the Decker makes a ''Science'' skill check. Success grants the first rating or increase a Trait or Skill by +1 step. Failure wastes the time invested.
 
 
 
'''COMMON PROGRAMS'''
 
* '''Agents''' (Restricted) – creates a semi-autonomous programs that can do various takes and/or aid the decker. The basic Agent is a Minion and has a d6 in all of its Matrix Attributes (including a Smarts of a d6 and a Hacking of a d6) and a d6 in all Matrix skills. They are semi-independent AI that will follow orders and instructions but are not creative in any way themselves. Each Rank of Agent adds one additional Agent. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
:Agents can have the following Programs added at the cost listed under that Program but the Decker must purhase these programs seperately for her Persona and for Agents (not all of them individually just once for the Agent program)-- Armor, Fortitude, Ghosting, Hammer, Scan, Shield, Sniffer, Spoof and Tracer. 
 
* '''Armor''' (Restricted) – provide Matrix protection like armor +1 per rating. Cost 200¥ x rating (max 10).
 
* '''Black Hammer''' (Illegal) – Requires the Hammer Program (not rated, it function so long as the Hammer Program is running). This illegal program not only can damage a Persona but also the meat body of the decker projecting into the Matrix. The decker’s body suffers ½ the damage the Persona would have taken minus the decker’s comlink Firewall rating. Compare this amount to the decker's unarmored (or cybered) Toughness rating to see if she would suffer Wounds. If the decker is using AR this program can have no effect on the meat body. If using Cold Sim these wounds are not lasting (heal one such Wound an Hour, +2 to Healing) and do not require rolling on the Injury Table (see Grity Damage under Setting Rules). If the Decker is running a Hot Sim then these wounds care lasting (heal as normal) and the roll on the Head Injury Table (SWADE pg. 95). Cost 30,000¥
 
[[File:SR.D5.Programs.jpg | right]]
 
: *'''Crippler''' (Restricted) - This program can reduce the rating of a Persona's or ICs Matrix Stats and/or Skills. Each rank adds +1 to the decker's Sneak Matrix skill. This is a contested Sneak skill check vs. the Persona's or ICs Matrix Vigor plus Firewall. A success lowers on Matrix Stat (Strength or Vigor) or Matrix Skill by one step. Each raise over the decker's wins by lowers one that stat or skill or a seperate one (decker's choice) by one step. This last one round per margin of success. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
* '''Confusion''' (Restricted) – This program can cause an enemy Persona or Security AI or IC Programe to become confused. Each rank adds +1 to the decker's Sneak Matrix skill. This is contested Sneak skill check vs. the Security's Smarts plus the systems Firewall ranting. Success and the Security system gains the Distracted or Vulnerable feature (SWADE pg. 100) for one round equal to the decker's margin of success. With a raise the Security AI gains both features for the same amount of time. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
* '''Corrupt''' (Restricted) – This program erodes IC or Persona’s traits (Matrix Attributes or Skills). Each rank adds +1 to the decker's Trickery Matrix skill. This is a contested Trickery skill check vs. the Persona's or Security system AI's Hacking skill plus Firewall. Success lowers one trait by 1 die step. Each raise lowers a trait (same or a different one) by another 1 die step. These reductions are lasting unless Repaired (see Repairing programs). Cost 3,000¥ x Rank (Rank 1-5), Costs 7,500¥ x Rank (Rank 6-10).
 
* '''Crash''' (Illegal) - This progame is used to chash a Host's Security AI. Doing so grants Access to the decker but the system will go on alert automatically in 2d6 rounds (minus the Security Tier, minimum one round). Each rank adds +1 to the decker's Trickery Matrix skill. Make a contested Trickery skill check vs. the Secruity AI Smarts plus Firewall. Success crashes the Network Host's security for 1 round per margine of success. Cost 3,000¥ x Rank (Rank 1-5), Costs 7,500¥ x Rank (Rank 6-10).
 
* '''Data Bomb''' (Illegal) – This program destroys a data-files and information stored on a Network Host. Each rank adds +1 to the decker's Sneak Matrix skill. Make a contested Sneak skill vs. the Security AI's Smarts plus Firewall. Success destroy one set of data-files in a system per margin of success. Cost 500¥ x Rank (Rank 1-5), Costs 1,500¥ x Rank (Rank 6-10).
 
* '''Erase''' (Illegal) – This program can temporally erodes or erases a Program used by a enemy Persona or IC. Each rank adds +1 to the decker's Sneak Matrix skill. Make a contested test betwen Sneak skill and the enemy's Smarts of Hacking skill (whichever is better) plus Firewall. Success reduces the ranking of one Program by one for each margin of success. The rankings return automatically at one level per Round afterwards. If the program is reduced to rank 0 then that program must be reloaded by the Persona or IC as an Action and then it returns at one rank per round as above. Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
 
 
* '''Exploit''' (Illegal) – This Program allows the decker to gain control over the Hosts Security system. This is a contested check of the Deckers Trickery Matrix skill and the Hosts Security System's Smarts stat. If the decker wins he gains Access to that Tier's AI and it will act friendly and helpful towards the decker as if he belongs there (note as normal the Security AI will still be running peroidic scans to look for intrudures and can still determine that the decker is there illegally and act accordingly; see Host Security above). Cost 10,000¥
 
* '''Fortitude''' (Restricted) – This program adds to your Persona’s Matrix Toughness. Each level adds +1 to a max rating of 5. Cost 2,000¥ x Rank (Rank 1-3), Costs 5,000¥ x Rank (Rank 4-5).
 
* '''Ghosting''' (Illegal) – the Decker’s persona is partially invisible to other programs and Personas. Each rank adds +1 to the Sneak Matrix skill. Skill opposed by the systems AI Smarts or Browes skill. Success by the Decker allows him Access to this level's Tier Security (but as always the host systems is still running scan to find intuders). Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
 
 
* '''Glue''' (Restricted) – This program can ensnares an IC oe Persona in place such that it cannot move out of the Hosts system where it was located. The IC and/or Personal also act as if Grapped (see Grappling on SWADE pg. 101). A decker may jack-out and there by shut her Persona off to escape from the host but this causes the decker to e Distracted and Vulnerable for 1d6 rounds as she suffers from Dump Shock (see Matrax Combat below). It also means that any progress the decker made into the Security Tiers are lost and she must start over. Cost 5,000¥
 
 
 
* '''Grey Hammer''' (Restricted) – Requires the Hammer Program (not rated, it function so long as the Hammer Program is running). This semi-legal attack program can damage the target's Comlink. Any damage the Persona inflicts on a target with the Hammer program also compare part (or all) of that damage to the Comlink's Hardness. This can cause Wounds to the Comlink are with other objects also compare the damage to the target’s hardware Hardness plus Firewall rating plus Firewall. This causes wounds are normal to the Comlink (a Wild Card’s comlink or hardware can take three wounds as normal. Use the worst of the Wound Penalty of the Persona or Comlink for penalties in the Matrix, Fourth wound auto crashes the Persona and the Comlink if brioken and in serious need of repair). Cost 5,000¥ for grade I inflections ½ damage to the Comlink directly. Cost 20,000¥ for grade II and inflicts the full amount against the comlink.
 
 
 
* '''Hammer''' (Restricted) – This program increase the Persona’s Strength damage by the rating. Rating I: Str+1d4, Cost 500¥; Rating II: Str+d6, Cost 1,500¥; Rating III: Str+d8, Cost 4,000¥; Rating IV: Str+d10, Cost 8,000¥; Rating V: Str+d12, Cost 15,000¥. Can add upgrades of Penetrator – Reduces Armor Program by its rating. Cost 250¥ x Rating (max 10).
 
 
 
* '''Jammer''' (Illegal) – This program causes a system to not be able to communicate with its host system or others Persona's or IC. This is a contested Matrix Trickery skill check vs. the targets Trickery, Smarts or Hacking skill. Success by the decker blocks all communication by the target, thus it cannot raise alarms etc. The basic duration of this program is 5 rounds. Cost 5,000¥
 
* '''Medic''' – This program can heal Matrix wounds to its Persona. The decker makes an Electronics skill check, minus any wound penalties and the systems Firewall rating. Success heals a wound, a raise two wounds. This program can only be used a number of times equal to its rating before requiring it to be reloaded (which normally takes a number of actions of 1d6 rounds x rating). Cost 1,000¥ x rating for levels I-III; costs 2,000¥ x rating for levels IV-VI; costs 5,000¥ x rating for levels VII-X.
 
* '''Passkey''' (Illegal) – This program grants a decker a bonus to Matrix Trickery skill to overcoming a Data-Lock, allowing him to bypass the security protocols faster and with less danger of alerting security. Each rating adds +1 to his Trickery skill check against a Data-Lock. Cost 500¥ x rating for levels I-V; 1,000¥ x rating for levels VI-X.
 
* '''Scan''' – This legal program allows anyone with a Comlink to find nodes and wireless devices while in the real world. The Range equals to the system's Broadcast range. Requires only a basic success with a Matrix Search skill check (or Electronics or Hacking skill checks but at -2 penalty). A success by the decker allows her to know where all broadcast signals within her range are, so for example the location and numbers of an enemy team (if they have their comlinks on, even if in hidden mode), etc. With a Raise the program gathers additional information like the weapon types being carried, cybernetic systems, etc. Cost 2,000¥
 
* '''Shield''' (Restricted) – This program adds to the Persona’s Matrix Parry Score. Each rating adds +1 to this Score. Cost 2,000¥ x rating, I-III.
 
* '''Sniffer''' (Restricted) – This program is used to search a system for data-locks and cases or to find hidden data stores. It can be used to detect a Persona hidden under a Ghosting or Spoof program. Each ranking grants +1 to the Persona’s Browse and Search Matrix skills. Cost 1,000¥ x rating for levels I-V; 3,000¥ x rating for levels VI-X.
 
 
 
* '''Spoof''' (Illegal) – This program disguises the Persona to make it appear that it belongs where it normally does not. Each level grants the user a +1 to his Trickery Matrix Skill opposed by the systems AI Smarts or Browes. Success by the Decker allows him Access to this level's Tier Security (but as always the host systems is still running scan to find intuders). Cost 2,000¥ x Rank (Rank 1-5), Costs 5,000¥ x Rank (Rank 6-10).
 
 
 
* '''Tactical Display''' (Restricted) - This program allows the Decker to use Scan to find enemy comlinks within his own range and as an Action share that information with his allies via their AR. Once that has been set up the decker does not need to spend an Action to continue the display. 2,500¥
 
 
 
* '''Tracer''' (Restricted) – This program uses your Persona’s Search Matrix skill to try and locate the physical location of another Persona almost anywhere on Earth. As an Action make an Search check opposed by the target’s Hacking skill roll plus her Firewall (if running Ghost program that counts as a penalty to the Tracer check while Spoof adds to the enemy's opposed check to try and hide), after 2d6+2 rounds. Success locates the target’s physical location to within a block, with a raise within a few feet and reduces the time to 1d6+1 rounds. The decker could log off and/or jack out to try and avoid the Tracer. Cost 10,000¥.
 
 
 
''NOTE – these are only the basic programs. You can create others system but remember range has no Matrix effect. Any Area effect will affect everything you can ‘see’ within the Local Host System''
 
 
 
== MATRIX COMBAT ==
 
A Decker's Persona can engage another hostile Persona (be it a rival decker or wageslave employed by a corp or agencies) and IC in Matrix combat. A security system AI generally can only be crashed or fooled into thinking you belong there. They are not 'faught' as it where.
 
 
 
As Persona can move around in the Matrix at near light speed (after all you are just code) Range is irrelevant. All combat is assumed to be ‘hand-to-hand’ just for the sake of easy of play. Attack rolls to hit in the Matrix are determined using your Hacking skills minus any Firewall within a System (but not from comlinks, etc.). This penalty only applies to hostile hackers and not a system Program or IC or personas recognized in their own Host system (if a Decker successfully Spoofs or Sneaks into a system he does not suffer this penalty either). A Decker’s Persona Strength deals base damage (plus Hammer Program). Persona Vigor to determine the Decker’s Matrix Toughness (2 + ½ Matrix Vigor die). Armor that a Decker’s meat-body is wearing doesn’t count, nor does Dermal Planting or Brawny or Size. A Persona’s Parry score is equal to 2 + ½ Hacking skill. Edges like Parry do not add to this score nor does Dodge aid in the Matrix. Call Shots are irrelevant in the Matrix. Wild Cards Personas have 3 Wounds, Extras as normal.
 
 
 
When a Persona takes damage it affects its Matrix skills and traits, etc. just as normal (penalties for wounds). If you are in a Cold-Sim and your Persona takes enough damage to be incapacitated (‘Crash your Persona’), you are forced out of the Matrix and back to the real world in a most unpleasant way… often referred to as '''Dumpshock'''. You are automatically Stunned for 2d6 rounds, and then can recover as normal. When running in Hot-Sim and your Persona is incapacitated your meat body suffers a Wound on a failed Vigor test (you can soak this as normal). A critical failure causes you to be Stunned for 2d6 minutes.
 
 
 
== RIGGERS ==
 
Riggers control and operate a numbers vehicles, drones and/or security systems using of '''Vehicle Rig Control''' (VRC) cyberware. All vehicles that are to be controlled must be within her Broadcast range and have the Vehicle Rig upgrade although a Rigger can jack directly into a vehicle via a VCR and Vehicle Rig. This has the added bonuses of granting the Rigger the Interface-Remote Control bonuses to all skills (see Cyberware). A Rigger with a VCR can control a maximum number of such vehicles or systems equal to ½ her Smarts die. With just AR a rigger can control these devices but without the Interface-Remote Control skill bonuses (and using the drone’s skill to make all skill checks with. Remember they are not Wild Cards). Riggers can also use Cold or Hot Emersion. With Emersion they gain the skill bonus and each vehicle or device they control directly and these devices counts as a Wild Card. They can ignore one Multi-Action penalty with Cold Sim and two Multi-Action penalties with Hot Sim emersion.
 
 
 
The Rigger can suffer from Dumpshock or physical damage when a drone or vehicle they are directly controlling is destroyed just like when a Persona is destroyed (see Matrix Combat).
 
If the rigger is controlling a vehicle, drone or system, they gain the ''Interface-Remote Control'' skill bonuses of +2 to Boating, Drive, Fighting, Notice, Pilot, and +1 to Shooting. A vehicles operator suffers a Multi-Action Penalty when controlling (Boating, Drive, or Pilot) skill check and attacking (Shooting) skill check with the same round. The Combat Ace edge eliminates this penalty.
 
 
 
[[File:SR.D5.Rigger2.jpg | 700px]]
 
 
 
Riggers use all basic Matrix Skills that a Decker does (and the VCR cybernetic implant includes all at a base rating of D4 each) but its Programs that it can run are limited to Confuse*, Crash*, Exploit*, Ghosting*, Jammer*, Scan, Spoof* and Search (*can only be used vehicles, drones or security systems). They run these through the VRC and don’t require additional computer hardware to do so. These programs are purchased the same way as with Deckers.
 
Drones can extend the range when using Scan and Search to find hidden comlinks, nods, electronic devices, drones, etc. In this way a Rigger can act as something of a team’s ‘Overwatch’ lookout.
 
 
 
How does the Rigger do this? The VRC Implant allows a Rigger to track her drones via a victual display. With the Scan program added she can detect enemy comlink and drone signals and project that display to her allies comlinks via AR (sharing this info is a free action for her). At the same time they can be running Spoof to hide their own vehicles and team member’s comlinks from hostile Riggers and Deckers. A Decker could do this also with a Tactical Display program (see Programs above).
 
 
 
A special type of Rigger employed by many Corps is called a '''Sypder'''. They control a building or corporate area’s surveillance and threat response equipment (Automated Systems; things like alarms, fire suppression systems and of course pop-out wall guns and gas release systems). In these cases, each ‘system’ that the Sypder is in control of counts as a vehicle or drones for the limit to the number of devices he can control remotely. Different remote controlled guns would count as a vehicles, drones, etc. while camera systems don’t. Instead they act as the Spyder’s eyes and ears. Spyder’s often use the same Matrix Programs as Riggers plus Armor and Hammer.
 
 
 
== TECHNOMANCERS ==
 
As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds.
 
:'''Arcane Background (Technomancer)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''' (Called Living Programs): 3
 
:'''Skill''': Hacking (Smarts)
 
:'''Power List''': Any (However Summon Ally works differently in this setting, see below).
 
 
 
OTHER BASIC ABILITIES
 
:'''Wireless Access''': Technomancers can somehow access the wireless Matrix without the benefit of a computer or comlink; they simply can sense and access it as if they did. This allows them to use any Emersion level within the Matrix. They also create something they call a Living Persona within the Matrix without any hardware to back it up beside their mind. They can natural access AR, Cold and Hot Sim.
 
:'''Natural Signal Strength and Firewall''': Technomancers automatically have the Broadcast ability of 50” (100 yards) with the following modifiers (at no additional cost) – Firewall 1 and the Emersion enhancement and basic Interface abilities.
 
 
 
'''LIVING PERSONA AND PROGRAMS'''</br>
 
The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts die and their Vitality Traits is equal to Spirits (Matrix Toughness is equal to 2 + ½ Spirits). Technomancer also uses their Hacking as their Fighting skill with Matrix Parry (2 + ½ Hacking). The Technomancer starts with all of the Matrix Skills. Her Browse and Search skill are equal to her Smarts die and her Sneak and Trickery are equal to her Spirits die.
 
 
 
A Technomancers’ Living Persona ‘Powers’ works just like a Magic Users spells but only within the Matrix and only effect Matrix Hosts, Programs, IC and other Personas. A Technomancer uses her Hacking skill to ‘cast’ these spells and they cost the same Power Points as listed.
 
  
Note that a Technomancer can run any number of powers at the same that as they wish to 'maintain'. They are not limited by their Matrix Strength as normal Deckers.
 
 
As with other Magic Users, a Technomancer gains two power with the New Powers edge. In order to raise her Matrix Attribute Traits or Matrix Skills an Advance grants them 2 points for Matrix Attributes or 4 points for Matrix Skills. These skills are not tied to attributes but the max is d12.
 
  
 
'''POWERS IN THE MATRIX'''</br>
 
'''POWERS IN THE MATRIX'''</br>
The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like ''mind reading'' or ''object reading'' or ''puppet''. Range is meaningless in the Matrix and so any range listed for a power is ignored. Area Effect powers will effect the entire Device or Host area irregardless of the Burst size. There are a few powers that don't really work in the Matrix as there are no equivelent targets. For example ''animal friend'' is hard to use as there are very few free spirt like entities that might count as an animal in the Matrix.
+
The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like ''mind reading'' or ''object reading'' or ''puppet''. As range has no meaning in the Matrix, powers like ''teleport'' could be used to move through different Nods and past Firewall security. Area Effect powers effect that entire Nod irregardless of the Burst Size. The GM and player of a Technomancer should use their own creativity when coming up with Trapping Names for these Powers.  
  
 
Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks).
 
Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks).
  
 
There are two Powers that need special attention for how they work in the Matrix…</br>
 
There are two Powers that need special attention for how they work in the Matrix…</br>
:'''Astral Projections''': this power works in the Matrix like the real world(?) for mages. The Technomancher can move through most Nods security unseens and only other Technomanchers and Sprits can somewhat interact with them. However they cannot see or understand the cdes and icons that they view from these 'Realm'. Everything looks cold and fuzzy although they might get some emotions off personal or important datafiles, etc.
+
'''Banish''': this power works against Sprites but also artificial IC but against them the power only has a Duration of 5.</br>
:'''Banish''': this power works against Sprites but also a systems IC but against them the power only has a Duration of 5 (as the system can reload the IC program back onto the Host site).
+
'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed.</br>
:'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed.
 
:'''Teleport''': a base success allows you to bypass a Security Host to move into the next level or an adjacent Host area. A raise allows you to skip or bypass two tiers.
 
  
  
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''Cyberleg only Upgrade''</br>
 
''Cyberleg only Upgrade''</br>
'''Leg Smash I-II''' (+500¥/level) [Essence 0.5/level]: each leg can purchased this upgrade separately. Level I grants unarmed Str+d6 kick damage and level II grants unarmed Str+d10 kick damage.</br>
+
'''Leg Smash I-II''' (+500¥/level): each leg can purchased this upgrade separately. Level I grants unarmed Str+d6 kick damage and level II grants unarmed Str+d10 kick damage.</br>
'''Movement Enhancers I-IV''' (+2,500¥/level) [Essence 0.5/level] [Require both leg replacement]: each level increases the subject’s Pace and Run by +2.</br>
+
'''Movement Enhancers I-IV''' (+1,500¥/level) [Require both leg replacement]: each level increases the subject’s Pace by +2 and Run die by +1 step.</br>
'''Hydraulic Jack I-II''' (+4,500¥/level) [Essence 0.5/level] [Requires both leg replacements]: each level improvement the subject to leap distance. Level I horizontal base 4” and vertical 2”; Level II horizontal base 6” and vertical 3”.</br>
+
'''Hydraulic Jack I-II''' (4,500¥/level) [Requires both leg replacements]: each level improvement the subject to leap distance. Level I horizontal base 4” and vertical 2”; Level II horizontal base 6” and vertical 3”.</br>
  
 
''NOTE that for all Cyber-firearms, it takes a normal loading action to reload their Ammo capacity but the weapon must ‘out’ and in view, it cannot be hidden within the cyberarm during this time.''
 
''NOTE that for all Cyber-firearms, it takes a normal loading action to reload their Ammo capacity but the weapon must ‘out’ and in view, it cannot be hidden within the cyberarm during this time.''
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| Armored Vest with Insert Plates || 6* || d6 || 14 || 850¥ || Torso
 
| Armored Vest with Insert Plates || 6* || d6 || 14 || 850¥ || Torso
 
|-
 
|-
| Kevlar Helm || 2* || d4 || 2 || 200¥ || Head
+
| Biker Helm || 3 || d4 || 3 || 100 || Head
 
|-
 
|-
| Biker Helm || 3 || d4 || 4 || 100¥ || Head
+
| Combat Helm || 4* || d6 || 4 || 400 || Head
|-
 
| Combat Helm || 4* || d6 || 5 || 400¥ || Head
 
 
|-
 
|-
 
| Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body
 
| Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body
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'''Armored Jacket''' a fashioned form of heavy Kevlar that is somewhat made to look like a normal jacket. It requires a normal Notice check to tell that it is actually armor.</br>
 
'''Armored Jacket''' a fashioned form of heavy Kevlar that is somewhat made to look like a normal jacket. It requires a normal Notice check to tell that it is actually armor.</br>
 
'''Vest with Plates''' obvious armored vest that is worn over clothing.</br>
 
'''Vest with Plates''' obvious armored vest that is worn over clothing.</br>
'''Kevlar Helm''' a light weight bullet proof military helm. </br>
 
 
'''Bike Helmet''' standard motorcycle helmet.</br>
 
'''Bike Helmet''' standard motorcycle helmet.</br>
 
'''Combat Helmet''' a obvious a military combat helmet with snap down visor (Restricted)</br>
 
'''Combat Helmet''' a obvious a military combat helmet with snap down visor (Restricted)</br>
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| Forearm Snap-Blades || Str+d6 || 1 || d6 || 2 || 300¥ || Worn in pairs +1 Parry
 
| Forearm Snap-Blades || Str+d6 || 1 || d6 || 2 || 300¥ || Worn in pairs +1 Parry
 
|-
 
|-
| Baton, Collapsible || Str+d6 || -- || d6 || 3 || 150¥ || --
+
| Baton, Collapsible || Str+d4 || -- || d4 || 2 || 150¥ || --
 
|-
 
|-
 
| Stun Baton || Stunned || -- || d4 || 3 || 500¥ || Touch, Stronger
 
| Stun Baton || Stunned || -- || d4 || 3 || 500¥ || Touch, Stronger
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| Defiant EX Shocker || 4/8/12 || 1 || 4 || d4 || 3 || 600¥ || --
 
| Defiant EX Shocker || 4/8/12 || 1 || 4 || d4 || 3 || 600¥ || --
 
|-
 
|-
| Yamaha Pulser || 4/8/12 || 1 || 2 || d4 || 2 || 450¥ || --
+
| Yamaha Pulser || 4/8/12 || 1 || 4 || d4 || 2 || 450¥ || --
 
|-
 
|-
 
|}
 
|}
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| Remington 990 || 12/24/48 || 1-3d6 || 0 || 1 || 8 || d6 || 9 || 500¥ || 2H
 
| Remington 990 || 12/24/48 || 1-3d6 || 0 || 1 || 8 || d6 || 9 || 500¥ || 2H
 
|-
 
|-
| Ingram White Knight LMG || 24/48/96 || 2d8+1 || 2 || 3 || 100 || d8 || 26 || 1,400¥ || 2H, snapshot
+
| Ingram White Knight LMG || 24/48/96 || 2d8+1 || 2 || 3 || 50 || d8 || 24 || 1,400¥ || 2H, snapshot
 
|-
 
|-
| Ares Gatlin LMG || 24/48/96 || 2d8 || 2 || 4 || 500 || d8 || 36 || 2,400¥ || 2H, bulk, snapshot
+
| Ares Gatlin LMG || 24/48/96 || 2d8 || 2 || 4 || 200 || d8 || 32 || 2,400¥ || 2H, bulk, snapshot
 
|-
 
|-
 
| Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H, bulk, HW, smart, snapshot
 
| Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H, bulk, HW, smart, snapshot
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COMMUNICATIONS GEAR</br>
 
COMMUNICATIONS GEAR</br>
'''Comlink''' (50¥, Wt. ½ lb.): a basic model cellphone, PDA, and hand held computer. Standard build has a signal strength of 100 yards (50"), a Firewall of 1, and a Hardness of 6 against Matrix damage. The basic security AI  is Tier I (Smarts, Hacking, Browes and Search of a d4 each). Includes a pair of AR Glasses or Contacts and a pair of skin tight AR Gloves. Pretty universial although styles and fads can increase the cost with no real enhancements (excepting looking cool to your friends).  
+
'''Comlink''' (50¥, Wt. ½ lb.): a basic model cellphone, PDA, and hand held computer. Standard build has a signal strength of 100 yards (50"), a Firewall of 1, and a Hardness of 6 against Matrix damage. Includes a pair of AR Glasses or Contacts and a pair of skin tight AR Gloves. Pretty universial although styles and fads can increase the cost with no real enhancements (excepting looking cool to your friends).  
:''Upgrades'' include signal boost to 1,000 yards (500") for +500¥ and Satellite Uplink (low-Earth orbit) for +750¥ and weighs +4lbs. Enhanced Firewall rating of 2 for +1,000¥ and Firewall 3 for +5,000¥. Simsense rig upgrade cost +500¥ and allows Cold Emersion (or Hot Emersion with a Dajajack implant). The comlinks’ A.I. Security can upgraded to Tier II Smarts for +2,500¥. Very rarely and cutting edge tech does allow for Tier III security upgrade for for +10,000¥. Knowledge skills (Academica, Battle, Electronics, Occultism or Science) can each be added tothe comlink at a cost of 250¥ for d4, 500¥ for d6, 2,000¥ for d8 and 5,000¥ for d10. These Knowledge skills require an Action or can be used for Support rolls (SWADE pg. 106). Threat the comlink as an Extra. Upgrades to the AI's Browse and Search skills and the program Scan all at normal cost (see Matrix).
+
:''Upgrades'' include signal boost to 1,000 yards (500") for +500¥ and Satellite Uplink (low-Earth orbit) for +750¥ and weighs +4lbs. Enhanced Firewall rating of 2 for +1,000¥ and Firewall 3 for +5,000¥. Simsense rig upgrade cost +500¥ and allows Cold Emersion (or Hot Emersion with a Dajajack implant). The comlinks’ A.I. can also take any Knowledge skill plus the Hacking skill at the following costs – d4 - 500¥, d6 – 2,500¥, d8- 7,500¥, d10 -20,000¥. These skills can be accessed as an Action or used for Support rolls (SWA pg. 106). Threat the comlink as an Extra. A comlink can also have Persona skills of Browse and Search without requiring a Persona and program Scan as normal cost (see Matrix).
'''Cyber-Deck''' (5,000¥, Wt. 1lb): this custom built comlink can better handle the rigors of Matrix Programs and combat. Basic model includes a signal strength of 100 yards (50") and a Firewall of 2, and a hardness of 8. The deck security AI is Tier II automatically. Also includes Emersion. Signal Boost upgrades and Firewall 3 cost as a standard comlink. Can increase the Hardness for Matrix combat to 9 for +500¥ or 10 for +2,500¥. All other upgrades as base Comlinks (Illegal).</br>
+
'''Cyber-Deck''' (5,000¥, Wt. 1lb): this custom built comlink can better handle the rigors of Matrix Programs and combat. Basic model includes a signal strength of 100 yards (50") and a Firewall of 2. It is also a hardness of 8 vs. Matrix damage. Automatically includes Emersion. Signal Boost upgrades and Firewall 3 cost as a standard comlink. Can also increase the Hardness for Matrix combat to 9 for +500¥ or 10 for +2,500¥. Can add the various skills as a comlink (Illegal).</br>
 
'''Biometric Monitor''' (250¥, Wt. ½lb, gain +2 to Healing, only for First Aid, Useable by others who can read the display): Worn on a belt or arm shelve, it monitors your vital signs and grants a bonus with First Aid. Wireless communications can also alert teammates to conditions, etc.</br>
 
'''Biometric Monitor''' (250¥, Wt. ½lb, gain +2 to Healing, only for First Aid, Useable by others who can read the display): Worn on a belt or arm shelve, it monitors your vital signs and grants a bonus with First Aid. Wireless communications can also alert teammates to conditions, etc.</br>
 
'''Subvocal Microphone''' (100¥, ½lb, allows wearer to communicate by moving throat muscles not speaking out loud; if comes into question, -4 Notice to hear conversation): Throat patch.</br>
 
'''Subvocal Microphone''' (100¥, ½lb, allows wearer to communicate by moving throat muscles not speaking out loud; if comes into question, -4 Notice to hear conversation): Throat patch.</br>
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= CHAPTER SIX – VEHICLES AND DRONES =
 
= CHAPTER SIX – VEHICLES AND DRONES =
Vehicles and Drones are using a heavily modified version of the system found originally in the Science Fiction Companion. I kind of re-built everything and using the ideas from SWADE vehicles.  
+
Vehicles and Drones are using a heavily modified version of the system found originally in the Science Fiction Companion. I kind of re-built everything and using the ideas from SWAE vehicles to add me so.  
  
All 'modern' (2060's) have the following installed automatically (included in the vehicle's price already): Broadcast 50” and Security AI of Teir I (see the Matrix). To increase a vehicles Broadcast to 1,000" (2,000 yards) costs +500¥. Adding a Satellite Uplink costs +500¥. To Improve the Security AI to Tier II cost +¥, Tier III costing +¥ and Tier IV costs +¥. One could also improve the security systmes Firewall indendently at +1 to the Firewll ranting costing +¥, and +2 costings +¥.
+
All 'modern' (2060's) have the following installed automatically (included in the vehicle's price already): Basic Alarm System (Opposed vehicle's ''Notice'' d10 against ‘carjacker’ Thievery or alarm is set off. Can be a loud or silent and includes informing the owner wirelessly), Broadcast 50” and Firewall 1. To increase a vehicles Broadcast to 1,000" (2,000 yards) costs +500¥. Adding a Satellite Uplink costs +500¥. Improved Firewalls cost +1,000¥ for rating 2 or +5,000¥ for rating 3
  
Vehicles that are large size or greater have extra Wounds as large sized creatures (see table on Beastiary Size, SWADE pg. 179)
+
Vehicles that are large size or greater have extra Wounds as large sized creatures (see table on Beastiary Size, SWAE pg. 179)
  
 
Vehicles with Automated Control can follow very simply commands to drive that way, go to this destination, etc. depending on the 'Skills' it processes.  
 
Vehicles with Automated Control can follow very simply commands to drive that way, go to this destination, etc. depending on the 'Skills' it processes.  
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| Medium || 3 || 30mph || +0 || 15 (4) || 10 || 5 || 5K¥ || Mini and compact cars
 
| Medium || 3 || 30mph || +0 || 15 (4) || 10 || 5 || 5K¥ || Mini and compact cars
 
|-
 
|-
| Large || 5 || 25mph || +0 || 20 (5) || 15 || 10 || 10K¥ || Stock car frame
+
| Large || 4 || 25mph || +0 || 20 (5) || 15 || 10 || 10K¥ || Stock car frame
 
|-
 
|-
| Heavy || 8 || 20mph || -1 || 25 (6) || 20 || 15 || 25K¥ || SUV, limo
+
| Heavy || 6 || 20mph || -1 || 25 (6) || 20 || 15 || 25K¥ || SUV, limo
 
|-
 
|-
| Super Heavy || 10 || 15mph || -2 || 30 (7) || 30 || 20 || 50K¥ || Assault Tank, fighter aircraft
+
| Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || 20 || 50K¥ || Assault Tank, fighter aircraft
 
|-
 
|-
| Titan || 12 || 10mph || -2 || 35 (8) || 40 || 60 || 100K¥ || Train engine or car, sailing yacht
+
| Titan || 10 || 10mph || -2 || 35 (8) || 40 || 60 || 100K¥ || Train engine or car, sailing yacht
 
|-
 
|-
| Colossus || 16 || 10mph || -3 || 40 (9) || 50 || 100 || 250K¥ || Heavy aircraft transport, jet liner
+
| Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 100 || 250K¥ || Heavy aircraft transport, jet liner
 
|-
 
|-
| Goliath || 20 || 10mph || -4 || 45 (10) || 80 || 200 || 1M¥ || Light sea carrier ship
+
| Goliath || 16 || 10mph || -4 || 45 (10) || 80 || 200 || 1M¥ || Light sea carrier ship
 
|-
 
|-
 
|}
 
|}
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'''Toyota Gopher''':  A somewhat inexpensive off-road sports recreational vehicle. Cost 26,000¥, Medium - Size 3, Handling +1, Top Speed 60mph, Toughness 15 (4), Crew 1+4, Mods (+4): Automation (Drive d6, Notice d6), Handling I, Off-Road, Speed III</br>
 
'''Toyota Gopher''':  A somewhat inexpensive off-road sports recreational vehicle. Cost 26,000¥, Medium - Size 3, Handling +1, Top Speed 60mph, Toughness 15 (4), Crew 1+4, Mods (+4): Automation (Drive d6, Notice d6), Handling I, Off-Road, Speed III</br>
 
'''Ford Spirit 115Ti''': A fairly popular sports car. Cost 29,500¥, Medium - Size 3, Handling +0, Top Speed 90mph, Toughness 15 (4), Crew 1+3, Mods (+4): Advanced Alarm, Automaton (Drive d6, Notice d6), Speed VI</br>
 
'''Ford Spirit 115Ti''': A fairly popular sports car. Cost 29,500¥, Medium - Size 3, Handling +0, Top Speed 90mph, Toughness 15 (4), Crew 1+3, Mods (+4): Advanced Alarm, Automaton (Drive d6, Notice d6), Speed VI</br>
'''Ford Phantom 3R''': A common and popular family town car. Cost 26,000¥, Large - Size 5, Handling +0, Top Speed 55mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (+11): Automaton (Drive d6, Notice d6), Speed III</br>  
+
'''Ford Phantom 3R''': A common and popular family town car. Cost 26,000¥, Large - Size 4, Handling +0, Top Speed 55mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (+11): Automaton (Drive d6, Notice d6), Speed III</br>  
'''Mercury Comet''': A fancier and sleeker sadan. Cost 36,000¥, Large - Size 5, Handling +1, Top Speed 75mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (+8): Advanced Alarm, Automaton (Drive d6, Notice d6), Handling I, Speed IV</br>
+
'''Mercury Comet''': A fancier and sleeker sadan. Cost 36,000¥, Large - Size 4, Handling +1, Top Speed 75mph, Toughness 20 (5), Wounds* +1, Crew 1+7, Mods (+8): Advanced Alarm, Automaton (Drive d6, Notice d6), Handling I, Speed IV</br>
'''Chrysler-Nissan Patrol-1''': Basic armored and boosted police cruiser. Cost 70,000¥ (Restricted),  Large - Size 5, Handling +1, Top Speed 25mph, Toughness 20 (5), Wounds* +1, Crew 1+3, Mods (+4): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Armored Passenger Area (for 2 back passenges barrier between Toughness 16 (4)), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed V (also Broadcast 1,000" and Firewall 3)</br>
+
'''Chrysler-Nissan Patrol-1''': Basic armored and boosted police cruiser. Cost 70,000¥ (Restricted),  Large - Size 4, Handling +1, Top Speed 25mph, Toughness 20 (5), Crew 1+3, Mods (+4): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Armored Passenger Area (for 2 back passenges barrier between Toughness 16 (4)), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed V (also Broadcast 1,000" and Firewall 3)</br>
'''Mitsubishi Nightsky''': A very sleek armored limousine for the corporate or criminal elite. Cost 147,000¥, Heavy - Size 8, Handling +1, Top Speed 70mph, Toughness 33 (10, Heavy), Wounds* +2, Crew 1+10, Mods (+8): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Armor II (Heavy), Fewer Crew (+1), Handling II, Luxury Featuresm, Reinforced Chassis II, Speed V (also Broadcast 1,000" with Satellite Uplink and Firewall 3) </br>
+
'''Mitsubishi Nightsky''': A very sleek armored limousine for the corporate or criminal elite. Cost 147,000¥, Heavy - Size 6, Handling +1, Top Speed 70mph, Toughness 33 (10, Heavy), Wounds* +1, Crew 1+10, Mods (+8): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Armor II (Heavy), Fewer Crew (+1), Handling II, Luxury Featuresm, Reinforced Chassis II, Speed V (also Broadcast 1,000" with Satellite Uplink and Firewall 3) </br>
 
[[File:SR.D5.StepV.jpg | 350px | left]]
 
[[File:SR.D5.StepV.jpg | 350px | left]]
'''GMC Bulldog Step Van''': A common light security and cargo van. Cost 64,000¥, Heavy - Size 8, Handling -1, Top Speed 50mph, Toughness 29 (8, Heavy), Wounds* +2, Crew 1+5, Mods (+15): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor I (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br>
+
'''GMC Bulldog Step Van''': A common light security and cargo van. Cost 64,000¥, Heavy - Size 6, Handling -1, Top Speed 50mph, Toughness 29 (8, Heavy), Wounds* +1, Crew 1+5, Mods (+15): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor I (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br>
'''Ares Roadmaster''' : A very large armored urban transport occasionally used by law enforcement and corporate security forces. Cost 110,000¥, Super Heavy - Size 10, Handling -2, Top Speed 45mph, Toughness 36 (11, Heavy), Wounds* +2, Crew 1+10, Mods (+23): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor II (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br>
+
'''Ares Roadmaster''' : A very large armored urban transport occasionally used by law enforcement and corporate security forces. Cost 110,000¥, Super Heavy - Size 8, Handling -2, Top Speed 45mph, Toughness 36 (11, Heavy), Wounds* +2, Crew 1+10, Mods (+23): Advanced Alarm, Automaton (Drive d6, Notice d6), Armor II (Heavy), Fewer Crew (+2), Reinforced Chassis I, Speed III</br>
'''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over long distances. Their basic fuel (or electrical) systems allows them to operate for up to 48 hours without needing to stop and refuel or recharge. Cost 249,000¥, Titan - Size 12, Handling +0, Top Speed 40mph, Toughness 35 (8), Wounds* +3, Crew 1?, Mods (+40): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Extra Fuel Tanks (or Batteries) VI, Fewer Crew (+15), Handling II, Speed IV (also Broadcast 1,000" with Satellite Uplink and Firewall 3). Standard Trailer pulled Tough 24 (8, heavy), Wounds* +2 and can hold up to 24 tons of cargo.</br>  
+
'''Nordkapp Zugmaschine Tractor''': This are massive drone operated semi-tracker trucks used for hauling over long distances. Their basic fuel (or electrical) systems allows them to operate for up to 48 hours without needing to stop and refuel or recharge. Cost 249,000¥, Titan - Size 10, Handling +0, Top Speed 40mph, Toughness 35 (8), Wounds* +2, Crew 1?, Mods (+40): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Extra Fuel Tanks (or Batteries) VI, Fewer Crew (+15), Handling II, Speed IV (also Broadcast 1,000" with Satellite Uplink and Firewall 3). Standard Trailer pulled Tough 24 (8, heavy), Wounds* +2 and can hold up to 24 tons of cargo.</br>  
  
  
 
HOVERCRAFT</br>
 
HOVERCRAFT</br>
'''GMC Everglades''': A light utility hovercraft transport. Cost 44,000¥, Large - Size 5, Handling +0, Top Speed 45mph, Toughness 20 (5), Wounds* +1, Crew 2+8, Mods (+8): Automation (Drive d6, Notice d6), Hover, Speed I (also Broadcast 1,000")</br>
+
'''GMC Everglades''': A light utility hovercraft transport. Cost 44,000¥, Large - Size 4, Handling +0, Top Speed 45mph, Toughness 20 (5), Wounds* +1, Crew 2+8, Mods (+8): Automation (Drive d6, Notice d6), Hover, Speed I (also Broadcast 1,000")</br>
'''GMC Beachcraft''': An armored patrol craft, normally used around seaports and the coast (standard weapon mounts include four heavy machine guns). Cost 128,000¥ (Restricted), Heavy Size -8, Handling -1, Top Speed 30mph, Toughness 31 (10, Heavy), Wounds* +2, Crew 6+4, Mods (+12): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed III (also Broadcast 1,000" and Firewall 3)</br>
+
'''GMC Beachcraft''': An armored patrol craft, normally used around seaports and the coast (standard weapon mounts include four heavy machine guns). Cost 128,000¥ (Restricted), Heavy Size -6, Handling -1, Top Speed 30mph, Toughness 31 (10, Heavy), Wounds* +1, Crew 6+4, Mods (+12): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light and Thermal Vison), Armor II (Heavy), Fewer Crew (+1), Handling I, Reinforced Chassis I, Speed III (also Broadcast 1,000" and Firewall 3)</br>
  
  
 
WATERCRAFT</br>
 
WATERCRAFT</br>
'''Yongkang Gala Trinity''': This small, fast-moving speedboat is known as a popular smuggler’s craft. Cost 56,000¥, Large - Size 8, Handling +0, Top Speed 75mph, Toughness 20 (5), Wounds* +2, Crew 1+4, Mods (+5): Advanced Alarm, Automation (Boating d6, Notice d6), Fewer Crew (+1), Speed X, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br>
+
'''Yongkang Gala Trinity''': This small, fast-moving speedboat is known as a popular smuggler’s craft. Cost 56,000¥, Large - Size 6, Handling +0, Top Speed 75mph, Toughness 20 (5), Wounds* +1, Crew 1+4, Mods (+5): Advanced Alarm, Automation (Boating d6, Notice d6), Fewer Crew (+1), Speed X, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br>
'''Vulkan Electronaut''': A recreational civilian mini-submarine. Can remain submerged for around 8 hours. Cost 112,500¥ (Restricted), Large - Size 5, Handling +0, Top Speed 30mph (15mph when submerged), Toughness 22 (4), Wounds* +1, Crew 4+6, Mods (+7): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Reinforced Chassis I, Sonar, Submersibe, Speed III, Watercraft (also Broadcast 1,000")</br>
+
'''Vulkan Electronaut''': A recreational civilian mini-submarine. Can remain submerged for around 8 hours. Cost 112,500¥ (Restricted), Large - Size 4, Handling +0, Top Speed 30mph (15mph when submerged), Toughness 22 (4), Wounds* +1, Crew 4+6, Mods (+7): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Reinforced Chassis I, Sonar, Submersibe, Speed III, Watercraft (also Broadcast 1,000")</br>
'''Samuvani Otter''': A mid-size craft is mainly used for pleasure boating, fishing, light hauling, and utility work. Cost 57,000¥, Heavy - Size 8, Handling -1, Top Speed 35mph, Toughness 25 (4), Wounds* +2, Crew 2+12, Mods (+14): Automation (Boating d6, Notice d6), Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br>  
+
'''Samuvani Otter''': A mid-size craft is mainly used for pleasure boating, fishing, light hauling, and utility work. Cost 57,000¥, Heavy - Size 6, Handling -1, Top Speed 35mph, Toughness 25 (4), Wounds* +1, Crew 2+12, Mods (+14): Automation (Boating d6, Notice d6), Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink)</br>  
'''Morgan Cutlass''': A fast and armored patrol craft. Cost 207,000¥ (Restricted), Super-Heavy Size -10, Handling -2, Top Speed 55mph, Toughness 36 (11), Wounds* +2, Crew 12+8, Mods (+20): Advanced Alarm, Advanced Sensors (Low-Light, Thermal Vision), Armor II, Automation (Boating d6, Notice d6), Reinforced Chassis I, Sonar, Speed IX, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br>
+
'''Morgan Cutlass''': A fast and armored patrol craft. Cost 207,000¥ (Restricted), Super-Heavy Size -8, Handling -2, Top Speed 55mph, Toughness 36 (11), Wounds* +2, Crew 12+8, Mods (+20): Advanced Alarm, Advanced Sensors (Low-Light, Thermal Vision), Armor II, Automation (Boating d6, Notice d6), Reinforced Chassis I, Sonar, Speed IX, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br>
'''MT Sea Nymph''': A popular pleasure cruise yacht of the ultra-rich. Cost 529,000¥, Colossus - Size 16, Handling -2, Top Speed 30mph, Toughness 37 (10), Wounds* +4, Crew 10+30, Mods (+4): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Fewer Crew (+15), Food Storage (2,000 mandays), Handling II, Living Space X, Luxury Features, Reinforced Chassis I, Sonar, Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br>
+
'''MT Sea Nymph''': A popular pleasure cruise yacht of the ultra-rich. Cost 529,000¥, Colossus - Size 12, Handling -2, Top Speed 30mph, Toughness 37 (10), Wounds* +3, Crew 10+30, Mods (+4): Advanced Alarm, Advanced Automation (Boating d10, Notice d10), Fewer Crew (+15), Food Storage (2,000 mandays), Handling II, Living Space X, Luxury Features, Reinforced Chassis I, Sonar, Speed V, Watercraft (also Broadcast 1,000" with Satellite Uplink, Firewall 3)</br>
  
  
 
AIRCRAFT</br>
 
AIRCRAFT</br>
'''Northup Wasp''': A small, one person attack helicoper. Unused mods are generally fitted with weapon mounts (Standard is 2 missile launchers and a chin-mounted chaingun). Cost 149,000¥ (Restricted), Large - Size 5, Handling -1, Top Speed 120mph, Toughness 24 (7), Wounds* +1, Crew 1, Mods (+6): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Helicoper, AMCM, Armor I, ECCM, Fewer Crew (+2), Radar, Reinforced Chassis I, Rigger Upgrade, Speed I (also Broadcast 1,000”, Firewall 2)</br>
+
'''Northup Wasp''': A small, one person attack helicoper. Unused mods are generally fitted with weapon mounts (Standard is 2 missile launchers and a chin-mounted chaingun). Cost 149,000¥ (Restricted), Large - Size 4, Handling -1, Top Speed 120mph, Toughness 24 (7), Wounds* +1, Crew 1, Mods (+6): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Helicoper, AMCM, Armor I, ECCM, Fewer Crew (+2), Radar, Reinforced Chassis I, Rigger Upgrade, Speed I (also Broadcast 1,000”, Firewall 2)</br>
'''Hughes Stallion''': A civilian utility helicopter. Cost 135,000¥, Super-Heavy - Size 12, Handling -3, Top Speed 160mph, Toughness 30 (7), Wounds* +3, Crew 2+9, Mods (+25): Advanced Alarm, Aircraft, Helicoper, Automations (Drive d6, Notice d6), Fewer Crew (+2), Speed II (also Broadcast 1,000”)</br>
+
'''Hughes Stallion''': A civilian utility helicopter. Cost 135,000¥, Super-Heavy - Size 10, Handling -3, Top Speed 160mph, Toughness 30 (7), Wounds* +2, Crew 2+9, Mods (+25): Advanced Alarm, Aircraft, Helicoper, Automations (Drive d6, Notice d6), Fewer Crew (+2), Speed II (also Broadcast 1,000”)</br>
'''Cessna C750''': Cost 173,000¥, Super-Heavy - Size 10, Handling -2, Top Speed 350mph, Toughness 30 (7), Wounds* +2, Crew 2+18, Mods (+23): Advanced Alarm, Aircraft, Propeller, Automations (Drive d6, Notice d6), Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink)</br>
+
'''Cessna C750''': Cost 173,000¥, Super-Heavy - Size 8, Handling -2, Top Speed 350mph, Toughness 30 (7), Crew 2+18, Mods (+23): Advanced Alarm, Aircraft, Propeller, Automations (Drive d6, Notice d6), Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink)</br>
'''GMC Banshee''': This is a military transport that has become popular with smugglers. Extra spece is used for cargo and weapon mounts (standard is a heavy auto-cannon turrent mount and 5 tons of cargo). Cost 502,000¥ (Military), Titan - Size 12, Handling +0, Top Speed 220mph, Toughness 41 (12, Heavy), Wounds* +3, Crew 60, Mods (+20): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Vector Thrust, AMCM, Armor II (Heavy), Fewer Crew (+10), Handling II, Reinforced Chassis I, Radar, Rigger Uplink, Speed I, Stealth System (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br>
+
'''GMC Banshee''': This is a military transport that has become popular with smugglers. Extra spece is used for cargo and weapon mounts (standard is a heavy auto-cannon turrent mount and 5 tons of cargo). Cost 502,000¥ (Military), Titan - Size 10, Handling +0, Top Speed 220mph, Toughness 41 (12, Heavy), Wounds* +2, Crew 60, Mods (+20): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Vector Thrust, AMCM, Armor II (Heavy), Fewer Crew (+10), Handling II, Reinforced Chassis I, Radar, Rigger Uplink, Speed I, Stealth System (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br>
 
[[File:SR.D5.Banshee.jpg]]
 
[[File:SR.D5.Banshee.jpg]]
'''Federal-Boeing Commuter''': A very-short take-off and landing super-sonic jumbo-jet. Cost 1,289,000¥ (Restricted), Goliath Size -20, Handling -4, Top Speed 1,000mph, Toughness 45 (10), Wounds* +5, Crew 20+180, Mods (+66): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Jet, Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br>
+
'''Federal-Boeing Commuter''': A very-short take-off and landing super-sonic jumbo-jet. Cost 1,289,000¥ (Restricted), Goliath Size -16, Handling -4, Top Speed 1,000mph, Toughness 45 (10), Wounds* +4, Crew 20+180, Mods (+66): Advanced Alarm, Advanced Automations (Drive d10, Notice d10), Advanced Sensors (Low-Light, Thermal Vison), Aircraft, Jet, Radar, Speed IV (also Broadcast 1,000” with Satellite Uplink, Firewall 3) </br>
  
 
== DRONES ==
 
== DRONES ==
Drones are built as Robots from the SFC (pg. 37) with the following changed: Base cost 5,000¥, Modifiers 8 and they are not Sentient (just advanced AI software). Drones use Skills normally and do not have to purchase separate systems for automated control, etc. likw vehicles. They do however use Boating, Drive or Piloting, instead of Athletics, for such skill checks. They have a normal Pace (-1 per size penalty), Parry, Toughness.  
+
Drones are built as Robots from the SFC pg. 37 with the following changed: Base cost 5,000¥, Modifiers 8 and they are not Sentient (just advanced AI software). This also means that Drones use Skills normally and do not have to purchase separate systems for automated control, etc. They do however use Boating, Drive or Piloting, instead of Athletics, for such skill checks. They have a normal Pace (-1 per size penalty), Parry, Toughness.  
  
 
Drones are '''''Construct''''' (+2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties) and have '''''Environmental Weakness (Electricity)''''' (Drones suffer +2 damage from electrical attacks).
 
Drones are '''''Construct''''' (+2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties) and have '''''Environmental Weakness (Electricity)''''' (Drones suffer +2 damage from electrical attacks).
Line 1,843: Line 1,662:
 
Drones use the Mods as found in vehicles but any drone smaller then Size 1 reduce cost by ½ for most specialized systems. Drone aircraft use the basics for helicoper (call rotor), jet, prop and VTOL systems but halve the base top speed and the Speed increase of each additional 'Mod'. Other drone movement are treated as 'walking' with a basic Pace as follows - Hover 8, Tracked 4, Watercraft 6 (and Amphibious and Sumersables as normal, half or one-quarter).   
 
Drones use the Mods as found in vehicles but any drone smaller then Size 1 reduce cost by ½ for most specialized systems. Drone aircraft use the basics for helicoper (call rotor), jet, prop and VTOL systems but halve the base top speed and the Speed increase of each additional 'Mod'. Other drone movement are treated as 'walking' with a basic Pace as follows - Hover 8, Tracked 4, Watercraft 6 (and Amphibious and Sumersables as normal, half or one-quarter).   
  
Drones are always Extras, except when a Rigger is jacked-in and directly controlling it. All drones automatically come with the following systems (at no cost or mods): Broadcast 100”, Security AI Tier I, and Rigger Upgrade. Other upgrades as vehicles except that security upgrade to Tier II costs +¥. Only Small or larger Drones may purchase Tier III upgrade for +¥.  
+
Drones are always Extras, except when a Rigger is jacked-in and directly controlling it. All drones automatically come with the following systems (at no cost or mods): Basic Alarm System (Opposed Notice d10 vs. Stealth of hacker or alarm sounded), Broadcast 100”, Firewall 1, and Rigger Upgrade.
  
 
Depending on the Drone's Smarts score determines how well it can operate independently (on auto-pilot). Drones will responed to its owners commands, be they verbal or wirelessly to the best of their abilities. GM has finally say.
 
Depending on the Drone's Smarts score determines how well it can operate independently (on auto-pilot). Drones will responed to its owners commands, be they verbal or wirelessly to the best of their abilities. GM has finally say.
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'''LIFESTYLE'''</br>
 
'''LIFESTYLE'''</br>
 
Characters are not always running or committing crimes. In between runs, most spend a lot of time at ‘home’, sleeping, eating, watching their favorite vid, etc.
 
Characters are not always running or committing crimes. In between runs, most spend a lot of time at ‘home’, sleeping, eating, watching their favorite vid, etc.
* '''Squatter''': You are almost living on the streets. You rent a small, single room cube/coffin where you can store some stuff without it being stolen when your back is turned. You probably have to share a kitchen and bathroom (in seperate rooms you hope) with you fellow cube-dwellers. You eat only the most basic soy- or tofu products with no food flavoring substitute. 250¥/month. Characters suffer a -1 to all trait tests against Hazards (SWAE pg. 125).  
+
* '''Squatter''': You are almost living on the streets. You might have a small, single room cube/coffin where you can store some stuff without it being stolen when your back is turned. You probably have to share a bathroom with you fellow cube-dwellers. You eat only the most basic soy- or tofu products with no food flavoring substitute. 250¥/month. Characters tend to suffer a -1 to all trait tests against Hazards (SWAE pg. 125).
 
* '''Low''': You crash in a basic studio apartment, with a kitchenette and small bath unit, maybe even with an actual maglock to secure the door. You probably have a basic tridvid set up linked to your comlink for entertainment. You still eating soy and tofu food produces but now with some simple flavoring substitute so you can almost pretend the food is real. 1,000¥/month.
 
* '''Low''': You crash in a basic studio apartment, with a kitchenette and small bath unit, maybe even with an actual maglock to secure the door. You probably have a basic tridvid set up linked to your comlink for entertainment. You still eating soy and tofu food produces but now with some simple flavoring substitute so you can almost pretend the food is real. 1,000¥/month.
 
* '''Middle''': You have a one or two bedroom apartment, maybe with a separate kitchen area and maybe even a real shower that you can use every day. Your trid set up is better linked in and the food you eat has better flavoring substitute and you can occasionally offer some of the real stuff! 5,000¥/month. Characters living at this level for at least a month gain one additional Benny an adventure (not session but the whole adventure).  
 
* '''Middle''': You have a one or two bedroom apartment, maybe with a separate kitchen area and maybe even a real shower that you can use every day. Your trid set up is better linked in and the food you eat has better flavoring substitute and you can occasionally offer some of the real stuff! 5,000¥/month. Characters living at this level for at least a month gain one additional Benny an adventure (not session but the whole adventure).  
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[[File:SR.D5.Team5.jpg | 700px]]
 
[[File:SR.D5.Team5.jpg | 700px]]
= CHAPTER EIGHT - OPPONENTS =
 
The following are some Minions that heroes might face in an adventure. Wild Cards should be rare in most cases so keep that in mind. Of course this is Shadowrun... the heroes are going to run into Exceptional opponents maybe more in a standard Savage World game.
 
== NPC MINIONS ==
 
Note that the following have no Meta-Variant type applied to them. Add those features to their totals for special members.
 
 
<u>'''GANGER'''</u></br>
 
A low end thug or street muscle, These can range from protectors of their community to hard core criminals who would rob their own grandmothers without much thought. Now they are not always hostile and can also gain some pretty good intel from on locate issues etc.</br>
 
ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6</br>
 
Pace 6, Parry 5, Toughtness 7 (2)</br>
 
SKILLS: Athletics d6, Common Knowledge d4, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6</br>
 
EDGES: --</br>
 
[[File:SR.GangerFemale.jpg | 200px | left]]
 
HINDRANCES: Greedy (Minor), Loyal (Minor), Mean (Minor), Stubborn (Minor)</br>
 
Gear: Reinforced Syn-Leahter Jacket (AP2, Wt 4; Torso, Arms), Synthetic Leather Pants (AP1, Wt 2; Legs), plus one or more of the following...</br>
 
: *Knife (Damage Str+d4, Wt 1)
 
: *Metal Baseball Bat (counts as a mace) (Damage Str+d6, Wt 4)
 
: *Streetline Special (Range 12/24/48, Damage 2d4, AP1, ROF1, Ammo 6, Wt 2) with two extra clips of ammo
 
: *Colt Anerica L36 (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammon 15, Wt 3) with two extra clips of ammo
 
: *Ceska Black Scorpion (Range 12/24/48, Damage 2d6+1, AP1, ROF3, Ammo 20, Wt. 3) with extra ammo clips
 
: *Remington Roomsweeper (Range 6/12/24, Damage 1-3d6, AP0, ROF1, Ammo 5, Wt 6; ½H) with 10 extra shot shells
 
OPTIONS</br>
 
'''''GO-GANGERS''''': These motorcycle gangs have far greater territory and hence are stronger then normal gangs because of it.</br>
 
add '''Skill''': Drive d6</br>
 
extra Gear: add a '''Suzuki Mirage''': Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods (+0): Exposed Crew</br>
 
'''''MATRIX GANGS''''':</br>
 
'''''WIZ KID GANGS''''': These are go-gangs that are made up mostly of mages and trill seeking wizards. They are rare but extreme dangerous as they are also so arrogant.</br>
 
bump '''Smarts''' to a d8 and add '''Skills''' - Drive d6, Occultism d6, Spellcasting d8. Also add Arcane Background (Mage)</br>
 
'''Power Points''': 10, '''Powers''': ''bolt, blast, boost/lower traits''</br>
 
extra Gear: add the '''Suzuki Mirage''' (under Go Gangers)</br>
 
 
<u>'''SECURITY GUARD'''</u> or <u>'''CORPORATE COP'''</u></br>
 
Your typical corporate security personal or typical street cop. Most corporate security are not armed for lethal force unless the corp is an extra territorial entity. In such cases they might carry a light firearm but only in area out of the public eye. Cops are almost always armed with at least a Manhunter pistol.Some are honest and truly believe in the laws while others are bullies and corrupt as heck. Corruption might be tolerated so long as the property of the corp is protected and safe.</br>
 
[[File:SR.D5.cop.jpg | 200px | right]]
 
ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br>
 
Pace 6, Parry 5, Toughtness 9 (4*)</br>
 
SKILLS: Athletics d6, Drive d6, Common Knowledge d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6</br>
 
EDGES: --</br>
 
HINDRANCES: Loyal (Minor), Obligation (Major)</br>
 
Gear: Armored Jacket (AP4/-4 vs. ballistic, Wt 13; Torso, Arms), Kevlar Helm (AP2/-4 ballistic, Wt 2; Head) plus one or more of the following...</br>
 
: *Baton, Collapsible (Damage Str+d6, Wt 3) --
 
: *Stun Baton (Stunned Vigor -2, Wt 3; Touch)
 
: *Yamaha Pulser (Range 4/8/12, Stunned Vigor-2, ROF1, Ammo 4, Wt 2)
 
: *Colt Manhunter (Range 12/24/48, Damage 2d6+2, AP2, ROF1, Ammo 18, Wt 3; Laser) with two extra clips
 
: *Ares Thunderbolt (Range 12/24/48, Damage 2d8, AP2, ROF1, Ammo 12, Wt 5; ½H, 3RB, laser) with two extra clips
 
: *HK MP-5 TX (Range 15/30/60, Damage 2d6+1, AP1, ROF2, Ammo 24, Wt 4; 3RB, laser) with two extra clips
 
: *Remington 990 (Range 12/24/48, Damage 1-3d6, AP0, ROF1, Ammo 8, Wt 9, 2H) with 16 extra rounds
 
OPTIONS</br>
 
'''''DETECTIVE''''': With more training and special powers in their feild, these cops are dispatched to crime scense to solve crimes not just patrol.</br>
 
bump '''Smarts''' to a d8 and add/bump '''Skills''' - Notice d8, Persuasion d8, Research d8</br>
 
Add '''Edge''': Investigator</br>
 
'''''MAGE COP''''': awakened security and often dispatched to crimes that involved magic (as part of either SWAT or the investigation team)</br>
 
bump '''Smarts''' to d8 and add '''Skills''' - Occult d8, Spellcastin d8
 
add '''Edge''': Arcane Background (Mage) and New Powers</br>
 
'''Power Points''': 10; '''Powers''': ''deflection, detect/conceal powers, empathy, read odject, summon elemental''
 
 
<u>'''PARA-MILITARY SOLDIERS'''</u></br>
 
A cut above normal security or police, these elite troopers are fairly well trained, brave, professional and loyal. They are used sparely as they are also expensive to maintain.</br>
 
[[File:SR5.D5.swat.jpg | 250px | left]]
 
ATTRIBUTES: Agility d8, Smarts d6, Spirits d8, Strength d8, Vigor d8</br>
 
Pace 6, Parry 6, Toughtness 10 (4*)</br>
 
SKILLS: Athletics d8, Battle d4, Drive d6, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d8, Persuasion d6, Shooting d8, Stealth d8</br>
 
EDGES:Combat Reflexes, Marksman</br>
 
HINDRANCES: Loyal (Minor), Obligation (Major), Stubborn (Minor)</br>
 
Gear: Light Security Armor (AP4*/-4 ballastic damage, Wt 16; Full Body) plus one more of the following...
 
: *Sword (Damage Str+d8, Wt 3)
 
: *Ares Predator (Range 15/30/60, Damage 2d8+1, AP2, ROF1, Ammo 15, Wt 4; Smart) with two extra clips
 
: *HK-227S SMG (Range 18/36/72, Damage 2d8, AP2, ROF3, Ammo 36, Wt 6; ½H, 3RB, smart, silent) with two extra clips
 
: *AR-15a Assault Rifle (Damage 24/48/96, Damge 2d8, AP2, ROF3, Ammo 30, Wt 10; 2H, 3RB, smart) with two extra clips
 
: * Ranger Arms SM-4 Sniper Rifle (Range 50/100/200, Damage 2d10, AP2, ROF1, Shots 15 Wt 12; 2H, scope, smart, snapshot) with two extra clips
 
: *Mossberg AM-CMDT Conbat Shotgun (Range 12/24/48, Range 1-3d6, AP0, ROF3, Ammo 24, Wt 18; 2H, 3RB, smart) with two extra clips
 
: *Stun Grenade (Area LBT, Wt 1; Targets must make a Vigor roll (at –2 with a raise) or be Stunned)</br>
 
OPTIONS</br>
 
'''''PARA-MILITARY MAGE''''': In the Sixith World having a mage on the team can be a matter of life or death for the military. This spellslingers are highly trained and motivated.</br>
 
bump '''Smarts''' to d10 and add '''Skills''' Occult d6, Spellcasting d10</br>
 
add '''Edges''' Arcane Background (Magic), Channeling, New Powers, Power Points</br>
 
Power Points: 15; Powers: ''detect/conceal arcana, bolt, boost/lower trai, blast, deflect''
 
 
== PARACRITTERS ==
 
NEW SPECIAL ABILITIES</br>
 
'''Dual-Natured''': many paracritters are naturally Dual-Natured, which means that they can see into Astral Space and the normal world at the same and without distraction. Dual-Natured creatures can see Astral Projecting being and also ignore Disguise, Illusion and Invisibility like Powers can they see through the magic and the creature as they are reflected in Astral Space. 
 
 
<u>'''HELLHOUND'''</u></br>
 
[[File:SR.Hellounds.jpg | 300px | right]]
 
'''ATTRIBUTES''': Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8</br>
 
'''SKILLS''': Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8</br>
 
'''Pace''' 10. '''Parry''' 6, '''Toughness''' 8 (2)</br>
 
'''EDGES''': Quick</br>
 
'''Special Abilities''':</br>
 
'''* Bite''': Str+d6 +2d4 fire damage.</br>
 
'''* Breath Weapon (Fire)''': Cone Template, 2d8 damage.</br>
 
'''* Dual-Natured'''</br>
 
'''* Environmental Weakness''': Cold.</br>
 
'''* IR and Low-Light Vision''': no penalties for Dim or Dark and half to total darkness</br>
 
'''* Immunity''': Fire.</br>
 
'''* Pack Tactics''': The creature adds any Gang Up bonus to its Fighting damage rolls.</br>
 
'''* Speed''': d10 running die.</br>
 
'''* Thick hide''': AP +2</br>
 
 
The Hellhound (Canis tartari) resembles a large, coal-black dog with red-rimmed eyes. They tend to hunt in packs and, although they have been documented at bringing down creatures as large as bears, metahuman attacks seem to be rare. The creature prefers its food to be well 'cooked'.
 
 
The creature can 'breath' a gout of fire and their bite deals fire damage in addition to the powerful bite itself.
 
 
[[File:SR. Bargiest.jpg | 300px | left]]
 
<u>'''BARGHEST'''</u></br>
 
'''ATTRIBUTES''': Agility d8, Smarts d8 (A), Spirits d8, Strength d10, Vigor d10</br>
 
'''Pace''' 6, '''Parry''' 6, '''Toughness''' 11 (3)</br>
 
'''SKILLS''': Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8</br>
 
'''Special Abilities'''</br>
 
'''* Armored Hide''': AP +3 </br>
 
'''* Big''': Size +1</br>
 
'''* Bite''': Str+d8 AP2</br>
 
'''* Dual-Natured'''</br>
 
'''* Go for the throat''': If a barghest get a raise with an Attack test it hits a location with the leeast amount of armor protection.</br>
 
'''* IR Vision''': barghest halve all illumination penalties.</br>
 
'''* Nocturnal''': barghest suffer a -1 penalty to trait and skill test during the day light hours.</br>
 
'''* Paralyzing Howl''': characters whom hear the howl might make a Spirits -2 check vs. Fear (SWADE pg. 126). If the check is fail the tartet must make a seperate Smarts -2 check or be Stunned. On the following round can make a new Smart test at -2, to recover. Failure the target remain Stunned.</br>
 
 
The Barghest is a large Awakened canine (one of several Awakened canine species) found in the northern regions of North America, Asia and Europe. Distinctive features include sharply pointed ears, a protruding spine, glowing eyes and teeth. They often resemble oversized mastiffs, with short fur and either pure white or pure black color. Its eyes and teeth seem to glow due to a certain luminescent bacteria that resides in is mucous membranes.
 
 
Barghests are nocturnal pack animals, frequently travelling in groups of a dozen or more, who herd their prey (usually large mammals) by howling. During breeding season, it tends to hunt alone or in a breeding pair. A barghest howl can induce fear and, in some cases, a catatonic state in its victim.
 
 
[[File:SR manticore.jpg | 350px | right]]
 
<u>'''MANTICORE'''</u></br>
 
'''ATTRIBUTES''': Agility d6, Smarts d6 (A), Spirits d8, Strength d12+1, Vigor d10</br>
 
'''Pace''' 8, '''Parry''' 5, '''Toughness''' 12 (2)</br>
 
'''SKILLS''': Athletics d8, Fighting d6, Notice d6, Shooting d8, Stealth d6</br>
 
'''EDGE''': Franzy (Imp)</br>
 
'''Special Abilities'''</br>
 
'''* Big''': Size +3</br>
 
'''* Bite''': Str+d10, AP 2</br>
 
'''* Claws''': Str+d8</br>
 
'''* Dual-Natured'''</br>
 
'''* Low-Light Vision''': no penalty for Dim and Dark illumination.</br>
 
'''* Poisous Spike Tail''': base damage Str+d10, AP2, Reach 2, plus if target suffers at least a Shaken result it must make an immediate Vigor -2 check. Failure and the victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.</br>
 
These spikes can also be shot out by the manticore with a Range of 5/10/20, ROF1, and using the shooting skill.</br>
 
'''* Resilent''': the manticore is tougher thenmost beasts and can take one Wound.</br>
 
'''* Thick Hide''': AP +2</br>
 
'''* Winged Flight''': base Pace 10, run die d10</br>
 
 
The marticore (Martichoras hastae) resembles the same creatures of myth. It has a leonine body that grows to a length of 3 meters and weigt around 400 kg. It has a leonine body with long tawny fur and a wide mouth with multiple rows of teeth, similar to a shark. From the tip of its tail are a bunch of spines, similar to a porcupine, except that these barbed spines are venomous. They sport two bat like wings and while it should be impossible for such a large creature to fly as with dragons and other paracritters it can due to their natural magic like Powers.
 
 
They are most commonly found around the Meditrainian and Black Sea regions of Europe and the northern mountainous regions of India and Pakastan.
 

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