Savage Shadowrun AE Conversion

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SWED SHADOWRUN

This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game…

1. Arcane Magic vs. Cybernetic Technology: In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.

2. Fractured Power: The Sixth World is one of fractured power. It it’s filled with nations, sovereign corporations, criminal syndicates, powerful individuals of myriad of origins, dragons, and secret magical groups. All of them want what any such entity wants: more power. For the last few years many of these struggles have not only been bloody and often unprofitable, but some have been very embarrassing.

3. Corporate Espionage and Conspiracies: The world of Shadowrun is not a peaceful world of the future but one fraught with hidden and obvious dangers around every corner and behind ever smile.

4. “Denialable” Accesses: In this caldron of struggling powers, espionage and conspires there is a need for access that cannot be tied back to these entity; maybe because of embarrassment, exposer, hidden dangers, public scorn, competition, etc. These access, often nonpersons (SIN-less), free-agent criminals, called Shadowrunners. They can be hired and discard with little evidence linking them back to the source.

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.

BASIC RULE-SET AND HOUSERULES

  • Using the Savage World Adventure Edition (SWAE).
  • Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore Rank requirements for Edges at character creation), Gritty Damage (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), High Adventure (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), More Skill Points (heroes start with 15 points for Skills), Wound Cap (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).

HOUSE-RULES

  • Range Modifiers: Extreme -6 (see SFC pg. 27)
  • Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound (max).
  • Vehicles: Personal weapons that are not rated as Heavy (see Gear) do not apply their AP values against vehicle armor and the vehicle’s Toughness rating is increased by its Size against such weapons (i.e. a standard car that has a size of 3, increases its toughness by 3).
  • Essence: is the equivalent of Stain from the Science Fiction Companion but halved (Essence is equal to ½ the lower of Spirits or Vigor trait die).

CHAPTER 1 – CHARACTER CREATION

Steps to creating a character for Savage World Shadowrun…

  • Pick a Racial Meta-Human Type.
  • Picks an ICONIC Framework from the list below.
  • Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels.
  • Pick Hindrances (up to 4 points in either Major or Minor).
  • Starts with 5,000¥ to purchase Gear, Cybernetics, etc. A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, 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 miscellaneous events like partying, going out, maintaining contacts, etc.
  • All Shadowrunners also start with a Fake ID rating 2 (d6) for free (see Gear pg. 52)
  • 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.

RACES

Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). Races are created with a base of 5 ‘points’ to reflect a bit more of the power of the characters in Shadowrun.


HUMAN – the most common metahumanity type of the world making up around 40% of the total population. They are known as being adaptive and often skilled.

  • Adaptive: gain one free Edge. Must still qualify (except for Rank)
  • Broadminded: gain +3 Skill points to their total.


DWARF - short and stocky dwarfs and their variants make up about 15% of the overall meta-human population. Often headstrong and tough as nails.

  • Infravision: can see 'heat'. This halves Illumination penalties when attacking warm targets (including invisible beings).
  • Resistant to Toxin: +2 to checks against toxins and poisons.
  • Robust: base Vigor of a d6 and a max starting of a d12+1.
  • Squat: Dwarfs base Pace is 5 with a Run die of a d4.
  • Willful: base Spirits of a d6 and maximum starting of a d12+1


ELF - lean and attractive to a fault, elves and their variants make up around 15% of the overall metahuman population.

  • Allure: almost all other races find elves to be beautiful. They gain a +1 to Performance and Persuasion checks with all races except human supremacists.
  • Fast on their Feet: Elves have a base Pace of 8.
  • Grace: base Agility or Smarts (player's choice) of a d6 and a max starting of a d12+1.
  • Low-Light Vision: ignore penalties for Dim and Dark illumination.


ORK - big and tough, orks and their variants make up around 25% of the overall population.

  • Bite: deal Str+d4 damage. See Natural Weapons SWAE pg. 104.
  • Low-Light Vision: ignore penalties for Dim and Dark illumination.
  • Outsider: as Minor Hindrance. Orks suffer a -1 to Persuasion with non-Orks and Trolls.
  • Size +1: and Toughness +1.
  • Strong: base Strength of a d6 and a maximum starting of a d12+1


TROLL -averaging 9 feet tall and weighing well over 500lbs trolls and their variants only make up about 5% of the overall population.

  • Big: particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price. This includes firearms but not melee weapons.
  • Clumsy: -2 to Agility trait test (not linked skills)
  • Dermal Plating: +2 Armor Points that stack with any other armor.
  • Horns or Bite: deal Str+d4 in melee. See Natural Weapons SWA pg. 104.
  • Infravision: can see 'heat'. This halves Illumination penalties (including invisible beings).
  • Size +3 and Reach: Toughness +3 and Reach +1.
  • Ugly: as Hindrance. Trolls are pretty universally seen as unattractive.
  • Very Strong: base Strength of a d8 and a maximum starting of a d12+2.

ICONIC FRAMEWORKS

ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering the life.

ADEPT: this is a magic user whose magic is turned inward, into enhancing their own body. Attribute and Skill die step increase do not allow one to exceed the standard d12.

  • Arcane Background (Gifted): as Edge.
  • Physical: +1 die step to two physical traits of either Agility, Strength or Vigor (must be different).
  • Training: Focus of a d6.
  • Willful: +1 die step to Spirits attribute.


BODYGUARD: those whom are paid to protect others, often with their own body's if need be.

  • Alertness: as Edge
  • Bodyguard: as New Edge (Professions)
  • Healthy and Physical: +1 die step to Vigor and another +1 die step to either Agility or Strength
  • Training: +2 Skill points to be used on Athletics and/or Notice


BOUNTYHUNTER: Those that make a living hunting down prey, either metahuman or paracritter.

  • Bounty Hunter: as new Edge (Professions)
  • Bright and Physical: +1 die step to Smarts and another +1 die step to either Agility, Strength or Vigor.
  • Hunters: either the Streetwise or Woodsman edge.
  • Training: +2 Skill points to be used on Occultism, Research and/or Survival.


COVERT OP SPECIALIST: Criminals whom specialize in breaking and entering, security foil experts.

  • Agile and Smart: +1 die step to Agility and Smarts.
  • Dedicated Gear: see new Edge (Background), starting with 20,000¥ for Cybernetic gear and/or Covert Operative Gear.
  • Thief: as Edge.
  • Training: +2 Skill points to be used on Stealth or Thievery.


DECKER: Cyber-criminals and council cowboy, they specialize in everything to do with the Matrix.

  • Bright: +1 die step to Smarts trait.
  • Dedicated Gear: see new Edge (Background), starting with 20,000¥ for cyberdeck and programs.
  • Natural Hackers: gain +1 to Hacking and Thievery skills
  • Training: +4 Skill points to be used on Electronics, Hacking, Repair or Thievery.


GANGER: Street gangs are a way of life in the Barrens and many other parts of any urban Motorplex.

  • Fleet Footed or Free Runner: pick one, as Edge.
  • Physical: +1 die step to any two physical traits of either Agility, Strength or Vigor (must be different).
  • Training: +4 Skill points to be used on Drive, Fighting, Intimidate and/or Shooting.


FACE: social monsters and negotiators, they specialize in finding out things by talking.

  • Bright and Willful: +1 die step to Smarts and Spirits.
  • Charisma: as Edge.
  • Face Edge: gain any one Leadership or Social Edge so long as you meet requirements.
  • Training: +2 Skill points to be used on Intimidate, Persuasion and/or Taunt.


FORMER COMPANY MAN: former trouble shooters for one of the corps, they use to do all the dirty business of their former bosses. Now are often hunted by former employer.

  • Company Background: start with any one Combat or Social Edge so long as you meet the requirements.
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
  • Training: +2 Skill points in Intimidate, Persuasion and/or Shooting.
  • Well-Rounded: add +1 die step to any two Attribute trait that you wish.


MAGIC USER: full hermetic spell caster, learned spells attending classes and reading ebooks.

  • Arcane Background (Magic): as Edge.
  • Bright: +1 die step to Smarts.
  • Power Edges: gain any two of the following edges for free - Channeling, Concentration, New Powers, Power Points, Rapid Recharge, Soul Drain, Stoic (New Edge) or Wizard.
  • Training: Spellcasting d6.


RIGGER: drivers and pilots who can ghost (direct control) specially rigged vehicles.

  • Ace: as Edge.
  • Agile and Bright: +1 die step to Agility and Smarts traits.
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in Vehicle Control Rig (10,000¥) and the remaining for drones or a vehicle.
  • Training: +2 Skill points in Boating, Driving, Piloting and/or Repair.


SHAMAN: full shamanic caster, learned their magic more naturally or via a mentor spirit.

  • Arcane Background (Shaman): as Edge.
  • Power Edges: gain any two of the following edges for free - Channeling, Concentration, Mentor Spirit (new Edge), New Powers, Power Points, Rapid Recharge, Soul Drain or Wizard.
  • Training: Faith d6.
  • Willful: +1 step to Spirits attribute.


STREET SAMURAI: street warriors with their own code of honor.

  • Combat Edges: gain any two combat Edge for free. Must still meet requirements (except Rank).
  • Dedicated Gear: as new Edge (Background). Gain 20,000¥ in cybernetic upgrades.
  • Physical: +1 step to either Agility, Strength or Vigor attribute.
  • Training: +2 Skill points in Athletics, Fighting or Shooting.


TECHNOMANCER: a type of mage that can wirelesses connect with the Matrix with just their minds.

  • Arcane Background (Technomancer): see new Edge (Background).
  • Bright: add +1 die step to Smarts trait.
  • Power Edges: gain any two of the following edges for free – Concentration, New Power, Power Points, Rapid Recharge, Stoic (new Edge) or Soul Drain.
  • Training: Hacking d6

HINDRANCES AND EDGES

DISALLOWED OR RESTRICTED EDGES

Disallowed Edges – Champion, Gadgeter, Mentalist, Holy/Unholy Warrior.
The following are generally NPC only edges – Aristocrat, Fame (Improved Fame), Rich (Filth Rich). Fame (Famous) is restricted to Street Cred for most players.

NEW and MODIFIED HINDRANCES

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.
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.
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.)
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).

NEW/ALTERED EDGES

BACKGROUND EDGES

ARCANE BACKGROUND [ADAPT] (Novice, Special): the character has learned the magic of enhancing her own body through mystical powers. See Magic
ARCANE BACKGROUND [MAGE] (Novice, Special): this character has learned the Hermetic spellcasting tradition. See Magic
ARCANE BACKGROUND [MENTOR SPIRIT] (Novice, Arcane Background): this Edge grants a character a mentor spirit’s bonuses. See Mentor Spirits (in Magic)
ARCANE BACKGROUND [SHAMANIC] (Novice, Special): this character has learned the shamanic spellcasting tradition.
ARCANE BACKGROUND [TECHNOMANCER] (Notice, Special): this character can access the Matrix without a comlink or datajack, naturally entering and interacting with that world. They have a natural broadcasting ability and firewall. See Technomancers (see the Matrix).
DEDICATE GEAR (Notice, cannot have Squatter class lifestyle): This Edge grants the character +20,000¥ but only for certain gear which must be chosen when the character takes this Edge. Persona and Programs (see the Matrix), Implants (see Implants), Armor and Weapons, Miscellaneous Gear or Vehicles and Drones. You get ½ unspent added to basic gear. This Edge can be taken more than once, but only at character creation.
FOCUS (Novice, Arcane Background): character owns and has bound a magical focus to themselves. After character creation the character must pay for it or steal one first. See Focus (in Magic)
INITIATION (Seasoned, Arcane Background): Each time you take this Edge you gain greater understanding of the mysterious of Magic. It grants you an enhancement from the Initiation Abilities (see Initiation in Magic). This Edge may only be taken once per rank, starting at Seasoned (ignoring the usual aspect of ‘Born A Hero’).
MIDDLE CLASS LIFESTYLE (Novice, cannot have Squatter Lifestyle): the character has a nice had with good quality food. The character starts with 15,000¥ (Minor Hindrance add another 15,000¥ starting gear). She is also assumed to have paid for two months of Middle-Lifestyle (10,000¥ total). Finally the character gains an additional +10,000¥ each time she takes the Dedicated Gear edge.
RESONANCE (Seasoned, Arcane Background – Technomancer): The Technomancer version of Initiation, the adapt has delved into the depths of the Matrix and has mastered new and strange abilities. This Edge may be taken once per Rank, starting at Seasoned (see Technomancer in the Matrix).
UPGRADE (Novice): The character can handle more cybernetics and bioware systems. Add +3.0 to his basic Strain score maximum. See Cybernetic/Bioware Implants

LEADERSHIP EDGES

BORN LEADER (Veteran, Command): If you spend an action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing that you can both see (or know where it is).
MOVE IT MISTER! (Seasoned, Command): You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Run die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)
TACTICIAN (Updated Rules): The Tactician make a free Battle check at the beginning of combat. With a success they gain a card draw. This card can be given to any ally that the tactician communicate with as an extra action that round.
STRATEGIST (Veteran, Command, Tactician): as Tactician but gain +1 Cards with each raise.

POWER EDGES

CYBER-PSYCHIC ALIGNMENT (Seasoned, Arcane Background, Spirits d8+, Vigor d6+]: The character’s mind and body are aligned strongly enough to offset one level of Strain penalty to any arcane abilities. Having a single 1.0 point of Strain’s worth of cybernetics or bioware means there is no impact one these checks, while having 3.0 points of Strain value embedded only applies at -2.
IMPROVED CYBER-PHYSIC ALIGNMENT (Veteran, Cyber-Psychic Alignment, Vigor d8+): The character can ignore 2.0 levels of Strain penalties when using her powers.
STOIC (Seasoned, Arcane Background): This character has learned how to regain Power Points back quickly at least once a day. With one minute ritual of full concentration by the character she regains 2d6 Power Points (up to her maximum). She cannot use this ritual again for 24 hours.

PROFESSIONAL EDGES

BODYGUARD (Novice, Vigor d8+, Fighting or Shooting d6+, Notice d8+): trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, must make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful attack, move the bodyguard into the line of fire (moves into the nearest available square) and apply any damage to him instead of the original target. The bodyguard enjoys a +1 to his Toughness base against this damage. This does not count as an action or movement for the Bodyguard’s round.
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. One a target you have studied you can make a Occultism (vs. non-meta-human sapient targets like dragons and vampires) Research (vs. metahumans) or Survival (vs. animals and paracritters) check. Success grants +1 to all Trait rolls against the target and to your damage rolls against it until the end of the encounter. With a raise the bonus to Trait rolls and damage against the target are increased to +2.
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.
CORPORATE MAGE/SHAMAN (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Street Mage/Shaman edge): this spellcaster (normally a Mage) is use to the ins and outs of corporate lives and formal training of his or her magical traditions. Due to how commonly they have implants, they receive extra training on how to overcome it. They can ignore 1.0 points of Strain penalty when casting spells. They also have a +2 Common Knowledge rolls about the corporation they belong too and +1 Persuasion with corps types.
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).
DRONE BOND (Novice, Vehicle Rig Control implant): as Beast Bond can spend Bennies on Drones under your control via a VRC.
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).
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 and animal poisons, etc.
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.
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.
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).
SMUGGLER (Novice, Stealth d8+, Thievery d8+): Smugglers ply the illegal trade routes, smuggling goods from one hot-spot to another. They gain a +2 to Stealth or Thievery skill checks to hiding items one yourself or on their vehicles. This bonus also applies for their vehicles when trying to avoid detection. Also gain a +1 Repair skill to modifying their own vehicles.
STREET MAGE/SHAMAN (Novice, Arcane Background – Mage or Shaman, Smarts d8+, Occultism d6+; cannot have Corporate Mage/Shaman Edge): these spellcasters learned their art on the means streets of some Metroplex. They are used to the rigors of on the fly spellcasting and can ignore Fatigue penalty to any of your Spellcasting checks (but only spell casting). Finally they gain +2 to Common Knowledge checks about streetwise life and +1 Persuasion with street people.

CHAPTER TWO - MAGIC

In this setting of Shadowrun magic uses the basic Power System from SWAE. There are four basic types of Magic Users – the Adapt (those that turn their magic inward to enhance their abilities and their body and mind), Mages (those spellcasters of the Hermetic or formal learning leaning), Shamanic (those casters of the more intuitive learning) and Technomancers (those who can connect with an enter the Matrix without equipment). Technomachers are covered under the Matrix later. The other three types of magic users are covered here.

Note that due to the nature of higher damage and armor in this setting, all Damaging Powers (Bolt, Burst, etc.) increase their damage die type by +1 step (i.e. 2d4 because 2d6; 2d6 becomes 2d8; 3d6 becomes 3d8; etc.) and the Smite Power increases the damage to +3 (+6 with a Raise). Teleport and Summon Ally are not used in this setting. Summon Ally has been replaced by Summon Elemental or Spirit (see New Spells) and Sprits (see Technomancers).

Magic returned some 50 years ago to the world and yet it is still not fully understood. The three basic Arcane Backgrounds listed below are only the most commonly found ones in the setting I am going to run (Seattle in the 2060’s). Others exist such as Technomanchers (see the Matrix for their abilities) but generally others are going to be NPC only.


ADAPT: A physical adapt is a magic user whose powers are turned inward.

  • Arcane Background (Gifted)
  • Starting Power Points: 15
  • Starting Powers: 1
  • Skill: Focus (Spirits)
  • Power List: Arcane Protection†, Astral Projection÷, Beast Friend, Boost Trait†/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Distant Strike, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Healing†, Intangibility†, Invisibility†, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection†, Relief†, Speed†/‡, Slumber≠, Smite†, Speak Language†, Stun≠, Suggestion÷, Wall Walker†, Warrior's Gift†
†These powers have the limitation - Range: Self automatically.
‡These powers have the limitation - Aspect automatically.
≠These powers have the limitation - Range: Touch automatically.
÷ New Power, see description


MAGE: Also called Hermetic magic. Examples include Mages, Wizards, Hermetic Druids, Magi, Qabbalistic, Wu Jin, etc.: the scientific study of magic as a complex pattern of elemental forces that can be control with the correct formulae and rituals.

  • Arcane Background (Magic)
  • Starting Power Points: 10
  • Starting Powers: 3
  • Skill: Spellcasting (Smarts)
  • Power List: Any.


SHAMAN: Examples include Shamans, Asatur, Shinto Priest, Voodoo Hooungans or Manbos, Wuxing, etc.: magic comes from a shaman’s connection to the powers of nature and the spirits. These latter forces are magnifications of the living Earth. Shamans are guided and aided by her children, the spirits, often through totems.

  • Arcane Background (Shaman)
  • Starting Power Points: 10
  • Starting Powers: 3
  • Skill: Faith (Spirits)
  • Power List: Any.


Note that for Adapts and Shaman and Power that lists the Range as Smarts they use their Spirits trait instead (if the Adapts’ power allows it to be used at range).

NEW POWERS

ASTRAL PROJECTION

Rank: Novice
Power Points: 1
Range: Special
Duration: one Hour.

Astral Projection allows a Mage or Shaman to project their spirting into the Astral Plane. While in astral space you can move through almost anything that does not have an astral signature. All living beings have an astral signature as does the Earth itself (Astral Beings can ‘push’ their way slowly through the Earth, at their Astral Pace per Hour). Wards and Astral Barriers can block astral beings from seeing through or passing through them (see Wards below). While traveling in Astral Space a being can move their Smarts or Spirits dice each round. With a “Run” action the caster can move at a Pace of 96 (around 400 MPH). Your spirit is completely intangible and invisible and cannot interact with the real world in any way but then nothing can hurt you while projecting not even other astral beings. While projecting you ignore Invisible and can see through the powers Disguise and Illusion and see the ‘true form’ of someone using Shapeshifter. This does mean that Astral Projectors can see each other they just can’t affect each other. While projecting you can read the “auras” of those you can see. This allows you to see if they have an Astral Background (vs. Conceal Arcana) and/or if they have any cybernetic implants (you can tell how much but not exactly the type, depending on what it is. So you could the target has cybernetic eyes but not what mods have been added). You can make a Notice check to determine the person’s mood, general health and tell if they are lying, etc.

Additional Modifiers
  • Duel-Nature (+0): Instead of projecting one’s spirit into Astral Space a caster can instead simply per into Astral Space with her eyes. This causes the caster to be Discarded (SWA pg. 100) for the duration but it can affect things both in Astral Space and the Real World. An Adapt may only use the Duel-Natural aspect of this power but they can active or deactivate it as a free action, once a round.


DISTANT STRIKE

Rank: Novice
Power Points: 1
Range: Spirits
Duration: 5

Distant Strike allows and adapt to make a Fighting melee attack at range (up to his Spirits”). This acts as a ranged attack but uses the adept’s Fighting skill to hit. All other aspects of the attack are as normal and can be combine with Powers like Smite.


JINX

Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5

Jinx causes any foe one foe within range that is making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least.

Additional Modifiers
  • Area of Effect (+2/+4): for an additional +2 power points the Jinx effects everyone within a Medium Burst Template. For +4 power points it effects everyone in a Large Burst Template.
  • Improved Jinx (+1): Foes suffer misfortune on a roll of 1 or 2 on their Trait die.


MALFUNCTION

Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant.

Malfunction allows the character can cause technological devices to fail by picking a target within Smarts” and making a Spirit roll, minus the modifiers below. If successful, the device mal functions in some way. Simple to moderately complex devices just stop working. Complex devices lose a random sub system, determined by the Game Master. Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem). Basic casters modifier to casting checks is +0 for Simple devices (can opener, crossbow, etc.), -2 to Moderately complex devices (firearms, car transmitter, microwave ovens, etc.) and -4 for Complex devices (drones, shielded military technology, aircraft, highway autodrive highways, etc.)

Additional Modifiers
  • Area of Effect (+2): effects all devices within a Medium Burst Template.


REMOTE VIEWING

Rank: Seasoned
Power Points: 3+
Range: Smarts x100”
Duration: 5

Remote Viewing allows a user to sense of people, places, and things outside of normal perception. Walls, doors and other barriers do not hamper remote viewing but Wards blocks it completely as do the Barrier and Conceal powers while the power is active. While it’s active, the user can shift the point of observation to anywhere within her Range as a free action. When using remote viewing, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense.


SUGGESTION

Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant

Suggestion allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.

Additional Modifiers
  • Area Affect (+2/+4): You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.


SUMMON ELEMENTAL/SPIRITS (SPRITE)

Rank: Seasoned
Power Points: 4+
Range: Smarts
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 pages 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
  • 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.


BEAST SPIRITS: Appear has a large animal/plant like hybrid.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d8
Pace: 10; Parry: 6; Toughness: 8
Special Abilities:
  • Big: Size +1
  • Bite and Claws: base Str+d8, with teeth and claws.
  • Elemental: No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
  • Entangling Vines: as the Entangle Power (SWA). 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.


GREATER ELEMENTALS AND SPIRITS

All Greater Elementals and Spirits automatically gain Resilient (Earth Elementals; Very Resilient)

AIR: Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d8. Gains 10 Power Points, Spellcasting d8 and Powers: Fly. This spell is generally used on the caster or allies (note it does not suffer a Strain penalty when cast on others).
BEAST: Increase Agility to a d10 and Strength and Vigor to a d12 each, Toughness to a 10. Increase Size to +2 and Gain 10 Power Points, Spellcasting d8 and Powers: Speed. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
EARTH: Increase Strength to a d12+2 and Vigor to a d12. Increase Toughness to 14 (4) and add Size +2. Gains 10 Power Points, Spellcasting d8 and Powers: Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).
FIRE: Increase Vigor to a d8 and Toughness to a 6. Increase Shooting to a d10. Gains 10 Power Points, Spellcasting d8 and Powers: Invisibility. This spell is often used on the caster or allies (and does not suffer Strain penalties to cast on others) but it also uses on itself via the casters commands.
WATER: Increase Strength and Vigor to a d12, and Toughness to 9. Also add Size+1. Gains 10 Power Points, Spellcasting d8 and Powers: Elemental Protection. This spell is generally used on the caster or allies (and does not suffer Strain penalties to cast on others).


SUPERIOR ELEMENTALS AND SPIRITS

All Superior Elementals and Spirits automatically gain Very Resilient (Earth Elementals gain an addition +2 to their Toughness score, factored in below). Also increase the Size of all by +2 and Toughness by +2 (Beast and Earth are now Large size gains an additional Wound and granting others a +2 on attack rolls against them).

AIR: Wind Blast penalty increases to -2 (-4 with a raise) and the damage to slam into a hard surface increases to 2d8 (2d6 base). Increase Power Points to 15 and add Powers: Fear and Invisibility
BEAST: Entangling Vines increases to a Large Burst Template and is -4 to resist with a Hardness of 9. Increase Claws to Str+d10. Increase Power Points to 15 and add Powers: Fear and Speed.
EARTH: Increase Rocky Hide to AP+8 and Slam to Str+d10. Increase Power Points to 15 and add Powers: Barrier and Fear.
FIRE: Increase Fiery Touch to Str+d10 and Flame Strike to 3d10 (3d8 base). Increase Power Points to 15 and add Powers: Fear and Fly.

"WATER: Increase Power Points to 15 and add Powers: Fear and Invisibility. Increase Slam to Str+d10 and Water Spout damage to 2d10 (2d8 base).

ADDITIONAL MODIFIERS FOR BASE SPELLS

These are additional Modifiers for the basic Powers found in SWAE and updated for Shadowrun's setting


BARRIER

Additional Modifiers
  • Astral Barrier (+0): the Barrier will only block astral being and spirts and other living beings, it has no effect on bullets or drones or vehicles or living beings fulling enclosed within them, exposed crew would be thrown off the vehicle if they try to pass through. The base duration of this power is 10 rounds instead of the normal 5.


DETECT/CONCEAL ARCANA

Additional Modifiers
  • Truesight (+2): Throughout the duration of this power the caster can ignore invisibility penalties and can see through illusions automatically.


ILLUSIONS

Additional Modifiers
  • Film Quality (+1): Cameras, security devices and microphones detect and record the illusion.
  • Obscure (+2/+4): The illusion may be used to darken or otherwise obscure vision. For 2 points, it inflicts a –2 penalty to all rolls dependent on vision made within. For 4 points, it inflicts a –6 penalty. The super is immune to his own illusions, but others (including allies) are not. This isn’t actual darkness, so low light and other types of vision enhancements don’t reduce the penalty.
  • System Shock (+2): The illusion may attack one target per level of the power each round. It automatically “hits” and each target affected must make a Smarts roll or be Shaken. A second Shaken result from an illusion doesn’t cause an actual wound, but those who roll a 1 on their Smarts die do suffer a wound from the shock to their system.


INTANGIBILITY

Additional Modifiers
  • Phase (+2): The character can phase in long enough to take a single action (such as an attack) and immediately phase back out again. This requires a caster check to successfully phase in and phase back out (or vice-versa). An opponent can hit the character while solid by being on Hold and interrupting his action. This only last one round and cost the caster 2 power point each round.


SPEED

Additional Modifiers
  • Great Leaping (+1): Adapt Only. Throughout the duration of Speed, the adapt can also leap a base of 4” horizontal and 2” vertical (with a raise on initial Focus check change distances to 6” horizontal and 3” vertical.)


SMITE

Additional Modifiers
  • Decay (+2): Range Touch. This truly terrible aspect destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter. Harming living beings requires a Touch Attack. If successful, victims must make a Vigor roll or suffer a wound. Extremely thick clothing (up to Armor +1) absorbs a wound the first time the character is hit (unless circumvented via a Called Shot), and Armor +2 or more absorbs two. After that, the clothing or armor is effectively ruined.
  • Elemental Fist (+1): Adapts Only. Unarmed or Melee weapons only. This allows the adapt can stealth her fists or a melee weapon in an elemental trapping that deals an additional +2 damage of that trapping type.
  • Paralysis Touch (+2): Range Touch (Unarmed). Instead of dealing damage a successful Touch attack (+2 to attack roll) requires the target to make a Vigor check (-2 for every raise the caster achieved). If the victim fails the roll, he’s Incapacitated. On his following turns, the paralyzed victim makes a Vigor roll to revive. With a raise, he revives and may act normally. With success, he revives but is Shaken.


WARRIORS GIFT

"Additional Modifiers
  • Combat Master (+1): Adapts Only. Throughout the duration the adapt also gains +1 to his Fighting and Shooting skills.

WARDS AND MAGICAL BARRIERS

Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear) and time. Generally a caster can cover a 20 x 20 foot area with one hour of work for a temporary ward and a full days’ worth of work for a permanent ward. Temporary wards last for one day per Smarts or Spirits of the creator and Permanent last for one year. This has the Conceal Arcana effect in that area automatically without the caster having to know the power or cast it. It also blocks astral beings from normally seeing into or entering the area and blocks the Remote Viewing Power completely. The astral being can attempt to force their way in. This is an opposed Caster check and the creator automatically knows that someone is trying to break through astral space. The astral being can attempt to be subtle but suffers a -4 to his Caster check.

ASPECT AND BACKGROUND COUNT Pollution and locations of powerful emotional focuses (rock concerts or the site of mass murder) can cause an astral shadow, often called Background Count (negative) or Aspect (positive). These affects can affect astral space and even the casting of spells in normal space. The affects can last for days or even years depending on how powerful the original event was. This can cause pain to astral beings (spirits or projecting mages, etc.) with penalties from -1 to -8 (depending again on how powerful the event was) to all actions in Astral Space and as penalty to Spellcasting or Summoning in normal space.

Positive background count tends to make magic users act as if drunk or high, while negative background count tends to make the magic users feel uncomfortable or in pain. Both affect spellcasting and summoning tests and all drain checks.

MENTOR SPIRITS

Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermitic 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 pg. 34 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 +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.

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): +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.

Artificer: The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.

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)

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): +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. 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): +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). 19 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): +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. Dark King: The grim rulers of the Land of the Dead, he knows many of buried secrets. 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. Dragon: Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful. 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. 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): +2 to Gambling, Intimidate, Persuasion and/or Taunt, +2 to casting Protection and/or Smite spells. Disadvantages: Heroic (Major). 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): +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. 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): +2 to Intimidate and/or Notice and/or casting Farsight and/or Fly spells. 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. 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 20 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): +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). 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): +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. 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): +2 to Fighting and/or Shooting and/or +2 to casting Bolt, Blast and/or Burst spells. 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. 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. 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): +2 to Intimidate and/or Survival and/or +2 to casting Arcane Protection, Banish and/or Protection. Disadvantages: Cautions or Stubborn (Minor). Oak: Oak is the strongest and the oldest of trees, patients and noble. 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). 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): +2 to Notice and/or Stealth and/or +2 to casting Divination and/or Darksight spells. Disadvantages: Death wish or Vengeful (Minor). Rat: Rat is found wherever humans are, for whom else’s bounty can sustain him? 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) 21 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): +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. 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): +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. 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): +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). 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): +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. 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): +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). 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): +2 to Intimidate and/or Notice, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells. Disadvantages: Vengeful (Minor) 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): +2 to Persuasion, Stealth and/or Taunt, and/or +2 to Detect/ Conceal Arcana and/or Suggestion. Disadvantages: Cautions (Minor) 22 Sun: Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection. 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) Trickster The Trickster is the clever one, swift of mind and body, master of disguise and deception. 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. 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): +2 to casting Athletics and/or Fighting and/or +2 to casting Protection and/or Warriors Gifts. 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. 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).