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:'''Range''': Smarts
 
:'''Range''': Smarts
 
:'''Duration''': 10
 
:'''Duration''': 10
''Summon Elemental'' or ''Spirit'' (or ''Sprite'') allows the character to summon an Elemental or Spirit from astral space (or Sprites from the Matrix, see Technomancers). A Mage can summon either an Air, Earth, Fire or Water Elemental while the Shaman may summon an Air (called Sky), Earth (called Land), Water (called Lake or Sea or River) and a Beast Spirits (spirits and elementals are exactly the same just called different things). It materializes anywhere in Range and with a raise on the arcane skill check its’ has a level of Resilient as well. The elemental acts on its creator’s Action Card and follows her commands to the best of its abilities. It has no personality, creativity, or emotions. When the power ends or the ally is incapacitated, it fades into nothingness, leaving no trace behind. How powerful the elemental is depends on the rank of the caster. At Novice level she can summon a basic Elemental type listed in the Bestiary SWAE p. 182-3. The Beast Spirit is listed below. Note that all Elementals and . Summoning an Elemental or Spirit at higher Rank increases their abilities, etc. as listed.
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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>
 
All Spirits and Elementals are also '''Hardy''' (SWADE pg. 177) </br>
 
 
Spirts and Elementals are also '''Duel-Naturer''' which means when they are manifesting phyically they still see into Astral Space at the same time. This is not Distracting for them and as such they can see anyone under the effects of a Power and ignore disgues, illusions and invisibility (as they see right through these affects) and can see the true forms of shapeshifters, etc. See Paracritters for more</br>
 
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>
  
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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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== 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.
 
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.
 
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. 
 
 
   
 
   
 
'''COMMON TERMS'''</br>
 
'''COMMON TERMS'''</br>
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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.
 
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.).  
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IC acts as hostile NPCs that draw initiative, make attacks, use programs and can take damage and be crashed itself (acting either as a Minion or a Wild Card).  
  
 
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).
 
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).
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|}
 
|}
 
Now depending on the Type of IC, the systems can have additional Programs as listed below...
 
Now depending on the Type of IC, the systems can have additional Programs as listed below...
:'''Basic White IC Programs''': Hammer, Tracer, plus...
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:'''White IC Programs'''
: *'''Sentry''' - Each rank of this Program adds +1 to the ICs Browse and Search Matrix Skills.  
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: *'''Crippler''' - reduces the rating of a Persona Matrix Stats and/or Skills. The rating of this IC program is used as a bonus to its Contested Hacking skill check vs the Decker. A success lowers one Stat or Skill by one step. Each raise over the IC wins by lowers that stat or another (as the IC chose) by 1 step. These reduces last 5 + the Crippler 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-IV, max rating X
   
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: *'''Acid''' - This program can reduces the Toughness of a Persona. 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 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
: *'''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  
 
: *'''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  
 
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: *'''Sentry''' - Enhances an IC Browse and Search skills when activated. The rating adds a +1 to the IC Browse and Search score to stop hidden or spoofing Personas and to its Smarts when avoiding Trickery or such hostile programs. Average Rating I-III, max Rating VI
 
 
 
 
 
: *'''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.  
 
: *'''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.  
 
: *'''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'''
 
:'''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).  
 
: *'''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).  
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* '''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¥
 
* '''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]]  
 
[[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).  
 
* '''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).  
 
* '''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).  
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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>
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'''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>
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'''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>
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'''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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