Savage Shadowrun AE Conversion

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SHADOWRUN - THE SETTING

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…

THENES FOR THIS SETTING...

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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.

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.

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.

NOTES on the Sixth World

AGING: All the Meta-variants reach relative emotional maturity around the same age (17-25) but Orks and Trolls do reach physical maturity earlier than the others. Generally around 13-15 (where Humans and the other do so around 19-22). This has caused a great deal of social issues but so far they are unresolved.
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.
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.

RULES AND SETTING RULES

Using the Savage World Adventure Edition (SWAE) a basic framework of the Science Fiction Companion (SFC).

Setting Rules (SWAE pg. 136-141)

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
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.
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.

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). Your Strain score is not only a penalty to casting spells its also a penalty that a caster suffers when attempting to cast a beneficial spell onto a target that has Strain (some Beneficial spells examples include Boost Trait, Darksight, Heal, etc.)

CHAPTER ONE – CHARACTER CREATION

Steps to creating a character for Savage World Shadowrun…

  • Pick a 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 one Major and two Minor. Spend them as per SWAE pg. 9 (A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, 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)
  • 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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METAHUMANS

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). There are also meta-variant humans and minor species but generally rare and should be NPCs.

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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) and start with one Attribute trait at d6 instead of d4 (and maximum starting of a d12+1 with this attribute). Gain one additional Skill points (16 total basic).

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 Persuasion checks with all races except human supremacists.
Grace: base Agility and Smarts of a d6 in each and a max starting of a d12+1 in each.
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.
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 penaltdes for Dim and Dark illumination.
Natural Brawlers: start with a d4 in the Fighting skill and a maximum starting of a d12+1.
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

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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. Firerms also have an increased cost of +10% (to have bigger handles and triggers) but melee weapon do not require any increase.
Clumsy: -2 to Agility trait test (not linked skills)
Dermal Plating: +2 Armor Points that stack with any other armor.
Horns and Bite: deal Str+d4 in melee. See Natural Weapons SWAE 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.


SOMETHING ELSE?
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

ICON help define certain archetypes in Shadowrun and to reflect the training and background one gained before entering "the life". The following Attribute and Skill die step increase do not allow one to exceed the standard d12 (can exceed the limit if your Metahuman allows it).

ADEPT
This is a magic user whose magic is turned inward, to enhancing their own body.
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.

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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

BOUNTY HUNTER
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: start with 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.

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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 from each other).
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 these 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.

MAGE
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, Spirit Bond, Spirit Master (new Edges), 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, Spirit Bond or Spirit Master (new Edges).
Training: Faith d6.
Willful: +1 step to Spirits attribute.

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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, Spirit Bond, Spirit Master (new Edges), Stoic (new Edge) or Soul Drain.
Training: Hacking d6


SOMETHING ELSE?
If you want to make up your own Icon or I did not cover something here, the basics is that you gain 10 build points as Racial/Hindrance paying for boosted Attributes, Edges and Skills. You can have no more the a +1 to any one Attribute, Edges can be higher then Novice but make sure, and Skills. You cannot purchase Racial Positive features without GM approval (and not going to happen without super good reason).

HINDRANCES AND EDGES

DISALLOWED OR RESTRICTED EDGES

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

UPDATED EDGES

Brawy does not increase a target's Size. All other benefits are still in effect.

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 1-3 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).


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NEW AND UPDATED 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. See MAGIC
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 IMPLANT), Armor and Weapons, Miscellaneous Gear (see GEAR) or Vehicles and Drones (see VEHICLES AND DRONE). 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 flat 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.
NATURAL HARDENING (Novice): The character's mind will naturally protect itself from Matrix attacks from Black Hammer (and for Technomanchers protect against Grey Hammer). The character has a natural Hardness vs. such attacks equal to 2+ ½ her Spirit die. Add the comlink's Hardness rating as Armor Points to this total when comparing the damage inflicted against the character against these attacks.
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 IMPLANTS


NEW 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)


NEW POWER EDGES
SPIRIT BOND (Novice, Arcane Background, Summon Elementals or Spirits or Sprits): as Beast Bond can spend Bennies on summon creatures under your control.
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.
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.


NEW 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. 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.
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 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
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).
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.

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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 +1 to all your Matrix Skills (Browse, Search, Sneak and Trickers) checks and when +2 with the Sleaze and Spoof programs.
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 or animal poisons.
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.
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).

CONTACTS

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In the Shadowrun world, who you know can be just as important as what you know or how good you are. Without knowledge you could walk right into a trap or a situation you are not ready for.

Characters gain the basic Contacts either three low-level friendly contacts or three indifferent middle-level contacts.

Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. Friendly contacts might grant the information for a discount or free and might even volunteer information that you might need but not know you need.

Low level contacts might not know anything very important but would have some and its willing to share it. Middle level know more but mostly focused in their area.

Using Contacts requires a Networking check (SWAE pg. 133) and each check takes at least 1d6 hours. For a basic +1 bonus 'Money Talks' bonus costs 1d4 x 50¥. For a +2 bonus instead cost d6 x 200¥.

Some examples of low-end Contacts in Shadowrun include…

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.
Cab 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.
Ganger - local thug and/or protector. Knows whats going on locally.
Mercenary – gun for hire and maybe information of arms.
Mobster, low-end – Muscles and petty sellers, knowledge about their own crime family and activity.
Native – someone from the local tribal lands.
Other Shadowrunners - you know another runner who might be willing to give you aid and/or information.
Policlub Member – a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters.
Rocker – a member of some flash-in-the-pan musical or Smuggler – knowledge about smuggler routes and illegal activities.
Street Doc – knowledge about medicine. Also good at patching runners up.
Street Cop – good for criminal information and local street knowledge. Maybe help a fellow out.
Talismonger – knows about magic and also is a seller of hard to find magical goods.
Wageslave – good for personal corporate knowledge and often easy to befriend.

Some examples of Mid-level Contacts

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.
Fixer – good for getting jobs but also connecting people who need things with through the provide things (be they goods & services, intell, etc).
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.
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.

CHAPTER TWO - MAGIC

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.

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).

MAGICAL TRADITIONS

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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.

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

Note that the minimum Power Point cost is always 1 but if an Aspect would normally lowers the cost to zero, once per round the Adept can 'cast' such a power as a limited Free Action. This could allow activate the power without an Action. but only for one Power a round.

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
  • Astral Perception (+0): Instead of projecting one’s spirit into Astral Space a caster can instead simply peer into Astral Space with her eyes. This causes the caster to be Discarded (SWAE pg. 100) for the duration but it can affect things both in Astral Space and the Real World. An Adapt may only use the Astral Perception 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 against a targets range defense (generally 4 but can be affected as normal by cover, concealment, etc). 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: 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 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.

Spirits & Elementals

All spirits and Elementals are quicksilver fast. When Manifested physically they can take two actions a round (ignoring 2 penalties from Multi-Actions).
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

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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 (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.

GREATER ELEMENTALS AND SPIRITS
All Greater Elementals and Spirits automatically gain Resilient (the Earth Elementals instead gain - 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 (the Earth Elementals instead 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 POWERS

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

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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 can only affect one attack per round and cost the caster 2 power point each time it is used.

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

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Anyone with an Arcane Background can erect magical wards and barriers. This requires material (see Magical Gear in 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 disorientation 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 the same way though (with a penalty).

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. 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.

SR.D5.Magic.jpg

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.
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 +1 bonus Electronics, Repair, and/or Science Skills, 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): +1 to Fighting and/or Survival Skills, 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): +1 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells.
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.

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.
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): +1 with Intimidate and/or Notice Skills 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): +1 to Intimidate and/or Persuasion Skills 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): +1 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +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): +1 to Notice and/or Stealth Skills 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): +1 to Intimidate and/or Notice Skills 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): +1 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
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.

Advantages (chose any two of the following): +1 to Healing and/or Survival Skills 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): +1 to Athletics and/or Persuasion Skills 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): +1 to Fighting and/or Intimidate Skills 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): +1 to Persuasion and/or Stealth Stils 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): +1 to Intimidate and/or Survival Skills 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): +1 to Athletics and/or Healing Skills 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): +1 to Notice and/or Stealth Skills 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): +1 with Stealth and/or Taunt Skills and/or +2 to casting Illusion and/or Invisibility spells.
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.

Advantages (chose any two of the following): +1 with Notice and/or Taunt Skills 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): +1 to Athletics and/or Survival Skills 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): +1 to Persuasion and/or Taunt Skills, 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): +1 to Athletics and/or Fighting Skills 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): +1 to Notice and/or Persuasion Skills , 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): +1 to Intimidate and/or Notice Skills, 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): +1 to Persuasion, Stealth and/or Taunt Skills, and/or +2 to Detect/ Conceal Arcana and/or Suggestion.
Disadvantages: Cautions (Minor)

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.
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): +1 to Taunt and/or Thievery Skills 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): +1 to Athletics and/or Fighting Skills 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): +1 to Fighting and/or Survival Skills 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).

MAGICAL FOCUS

Focuses are a unique form of Signature Gear and Equipment and can only be purchased with the Focus Edge. After character creation they must also be paid for with newyen/¥ (unless stolen from another caster) along with taking the Edge to ‘bond’ to the device. You cannpt take the Focus Edge more then a total of four times. Most focus can only be taken once but there are two exceptions - Weapon Foucs and Power Focus. These count towards the maximum number of times you can take the Focus edge.

A Power Focus may not be combined with either the Spell Focus or Siphoning Focus.

These are not the only kind of magical item but there are generally the only kind carried by characters. It takes a free action to activate or deactivate a Focus on the owner’s turn.

Magical Focus can be noticed from Astral Space; each Focus adds +1 to opponents using Astral Projection/Perception to Notice a subject that is trying to hide, reading their mood, etc.

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Spell Focus (5,000¥): Gives a caster a +2 to Casting bonus to one specific spell. Most be chosen when the caster ‘binds’ the focus to themselves (buys the Edge).
Siphoning Focus (7,500¥): Grants the user +10 Power Points. They points return independently of the caster at her basic speed (if she has the Rapid Recharge edge).
Banishing Focus (6,000¥): Grants the caster the Banish power that can be used with any spirit, ghosts, etc. Also grants the caster -1 power point to cast and a +1 to his casting check if he has the Banish power.
Sustaining Focus (6,000¥): A focus that will maintain any one spell a duration of one hour without costing the caster any power points. It takes 24 hours of recharge before the focus can be used again.
Weapon Focus (Weapon cost +8,000¥): Must purchase a basic Melee Weapon (SWAE pg. 72). The focus then adds +1 to Fighting skill with it, increase the base Damage die by +1 step and increase the weapons AP by 2. This Edge can be taken twice to increase the bonuses to +2 with Fighting and adding +2 damage and increases the AP to 4.
Power Focus (10,000¥ per level): Gives the caster a +1 to all spells Casting test and adds +5 Power Points that the caster can draw on. These points return independently of the caster at the same rate as he regains his with rest. The Edge can be taken twice to increase the bonus for all castings checks to +2 and an additional +5 power points (10 points total).

INITIATION

Initiation is a special knowledge and understanding by Awakened beings. Each time the arcane user takes the Edge Initiation they can choice one of the following special abilities…

Adept Centering (Adept only): This Edge can be taken twice and is an automatic action. Each level allows the Adept to ignore one level of Fatigue penalties.
Ally Spirit (Mage and Shaman only): You have conjured an ally spirit that is not have a duration but instead is there whenever you need it. This required a week long full concentration ritual on your part. The Spirit is a basic type you can summon and is a Wild Card (but not no benny of its own). For every 5 full raises you achieve your spirit grows in power. The first time it gain Greater Spirit abilities and the second time it gain Superior Spirit abilities. It will follow your instructions and is far more “sentient” that a normal spirit or element. It is not limited to a certain area around you and if it is banished or destroyed will reappear in 2d6 days.
Attunement (Adapt only): As Beast Bound Edge. Allows a Para-Critter to bond with you.
Centering: This Edge can be taken more than once and it requires Pace of 0 to use. Each level reduces the cost of casting a spell by 1 (minimum 1).
Channeling: This Edge can be taken more than once and requires a Pace of 0 to use. Each level adds +1 to next casting/Power skill check.
Flexible Signature: This power can be used as a free action (automatically). The initiate can choose to alter her astral signature at will, disguising it so that it cannot be used to identify her, forging the signature of someone else or simply reducing the amount of time that it lasts. Whenever someone tries to read their signature minus the number of times the caster has taken any Initiation Edges (including the Flexible Signature edge) from their Notice.
Masking: This power can be used as a free action (automatically). This ability allows the initiate to appear to be a mundane, non-magical being. Whenever someone tries to look at their Astral Signature they must beat an opposed Spirit or Smarts Traits test to see through the mask. The masker gains a bonus of +1 for each Initiate Edge they have taken (including the Masking Edge). NOTE that there is no known way to mask a spell to look mundane, hence if an initiate is maintaining a spell he or she may appear mundane but the spell is still visible in Astral Space.
Quickening: This Edge requires a Pace of 0 to use at first but then is a free action to maintain. The caster can maintain a spell for up to one hour for no additional power point cost. The caster cannot use this ability again for 24 hours after the spell ends.

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.

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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.

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
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.

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

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.

COMMON TERMS
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.
Access: Once you have hacked into a computer system, device or network host you are considered to have access. Generally, you must have access if you wish to affect a computer system or device in some way shape or form. Many Network Hosts will have multi-layors of security that one might have too break through in order to get to the really juice data.
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.) 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.
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

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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. I am also spliting up these scenses as following "Searching for Info", "Accessing Networks", "Keeping Secrets" and finally "Enemies in the Matrix".

For a Dramatic Task the Game Master starts by figuring out what the task is, how long the party has to complete it, and how many 'tokens' they need for success. These are generally Single Person Tasks as a Team of Deckers is rather rare.

Combat can also happen in the Matrix when the Decker trips up security and alerts Intrusion Countermeasures (IC), enemy Persona and Sprits can face them. This is where Matrix Combat comes into play (and is no longer a Dramatic Action). Instead see Matrix Combat below.

Searching the Matrix

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, etc. is a CHALLENGING task requiring 2-4 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. The Power Empathy adds +2 to the Technomanchers skill roll. Complications are fairly safe and incrase simply add Time. Base time for this searches 1d6 round. Complications increase this to 5 rounds per Action round.

Anything above Basic Public 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.


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.

Intrusion Countermeasures or IC (see below) is the more proactive attack-dog programs used to protect to system.

Tier Code Example(s) Firewall Basic AI System Stats
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 or 4 Smarts d8, Hacking d8, Browse d8, Search d8
IV Red Secret Hosts 4 or 5 Smarts d10, Hacking d10, Browse d10, Search d10
V Ultra Ultra Secret Hosts 6+ 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).

Keeping Secrets

Dark Matrix

In the 2060's the Matrix has a number of illegal 'dark networks' where deckers and hackers (and a few technomanchers) hang out and exhange information.

If one has the right contacts (especially via the Connected Edge) you might also access the various information available on the 'Dark Web' (called Shadow Hosts in Shadowrun), Depending on the Shadow Host (how secrative and illegal are they) it can take a Matrix Search skill check at -1 to -4 (or Research skill check but with an additional -1 to -2) and 1d6 minutes (for low end illgal hosts) to 1d6 days (for the most illegal and well connected hosts) to find one of these sites.



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.


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.

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.

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.

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).

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.

Intrusion Countermeasures (IC)

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 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).

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).

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...

White IC Programs
*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
*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
*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
*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.
*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

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

SR.D5.Persona.jpg

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.


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/Deception). Each starts at a base D4 with the basic Persona built. Rank Cost (each skill rank must be purchased separately for each skill)

D6 = 500¥ each
D8 = 1,000¥ to each
D10 = 2,500¥ to each
D12 = 5,000¥ to each

MATRIX 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. 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. Costs Rank x 2,500¥. Agent can aid in various tasks. They can have the following Common Decker Programs at the cost listed under the Program but the Decker must purhase these programs seperately for her Persona and for Agents -- 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) – 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¥
SR.D5.Programs.jpg
  • Confusion (Restricted) – This program can cause an enemy Persona or Security AI or IC Programe to become Distracted and Vulnerable (SWADE pg. 100). This is contested Hacking skill check. Success and the opponent gains both conditions for 1d6 rounds. Every raise increase the duration by 1d6 rounds. Cost 2,500¥
  • 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. These reductions are lasting unless Repaired (requiring 1d6 Actions for each die step lost). Cost 5,000¥.
  • Crash (Illegal) - This progame is used to chash a Host's Security Network. Doing so grants Access to the decker but the system will go on alert with 2d6 rounds (minus the Firewall rating, minimum one round). Make a contested Hacking skill check (the system gains its Firewall rating as a bonus to this check). If the decker wins the system crashes and she can Access the Host. Cost 10,000¥
  • Data Bomb (Illegal) – This program destroys a data-files, generally taking one Action per file. Cost 2,000¥
  • Erase (Illegal) – This program erodes and erases a Program run by a Persona or IC. This is a contest between the decker and target's Hacking skill. Success lowers the Programs rating by one and an additional one for every Raise the check is over the targets. Programs without ratings are Erased instantly. Those with a rating are Erased when the Programs Rating reaches 0. A Persona or IC can reload a Program erased in this way but it take 1d6+1 Actions per Rating (minimum 1) by the Persona or IC to do so. Cost 10,000¥.
  • 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¥ rating I-III, cost 4,000¥ rating IV and V.
  • 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. An undetected Persona has Access to the Security Tier but as with other programes the AI will still be running the occational scans to detect such intuders in its system and will act if it detects that decker. Cost rank I: 5,000¥; rank II: 12,500¥; or rank III: 25,000¥
  • 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) – 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 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 rank I-IV x 2,500¥; rank V-VII x 7,500¥; or rank VIII-X x 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. 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.

SR.D5.Rigger2.jpg

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.

A Rigger (or Decker/Technomancer) can try and forcibly take control of an enemy drone, a vehicle or Sypder system with an Opposed Hacking skill check (or in the device is on remote service then a basic Hacking success). The attacking hacker must be within his Broadcast radius. The attack suffers a penalty of twice the devices Firewall rating. The hacker must devote his full attention to this action for the duration that he wish to control the enemy’s device.

TECHNOMANCERS

As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds.

Arcane Background (Technomancer)
Starting Power Points: 10
Starting Powers (Called Living Programs): 3
Skill: Hacking (Smarts)
Power List: Any (However Summon Ally works differently in this setting, see below).

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
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
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.

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…

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 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.
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.


TYPES OF SPRITES

SR.D5.Sprite.jpg

Brute Sprites - these sprites are good at smashing other programs and Personas. They are the Technomancers combat specialist but not good at much else.

Attributes: Smarts d4, Spirits d6, Strength d12, Vigor d10
Parry 6, Toughness 11 (4)
Skills: Brows d4, Hacking d8, Search d6, Sneak d4, Trickery d4
Special Abilities and Programs
  • Armor: as Program, base rating AP 4
  • Hammer: as Program, base damage Str+d6 and Penetrator AP 2.
  • Immunity: Takes only ½ damage from non-magical (Technomancer) attacks.
  • Resilient: the Brute Spirt can take one wound before being banished/destroyed.
  • Sprite: ignores 1 point of Wound penalties.

Courier Sprite– these sprites are messengers and tracers.

Attributes: Smarts d6, Spirits d6, Strength d8, Vigor d6
Parry 6, Toughness 5
Skills: Brows d10, Hacking d8, Search d10, Sneak d8, Trickery d8
Special Abilities and Programs
  • Blast: can send an electronic blast that deals 2d8 damage in an area (so the Node or System).
  • Immunity: Takes only ½ damage from non-magical (Technomancer and Sprit) attacks.
  • Sprite: ignores 1 point of Wound penalties.
  • Sniffer: as Program
  • Tracer: as Program

Crack Sprite – these sprites are masters of finding programming flaws and exploiting them.

Attributes: Smarts d8, Spirits d6, Strength d8, Vigor d6
Parry 7, Toughness 5
Skills: Brows d6, Hacking d10, Search d6, Sneak d4, Trickery d4

"Special Abilities and Programs

  • Confusion: as Program
  • Crack: sends a bolt of electronic that can short out systems. Damage 3d8.
  • Immunity: Takes only ½ damage from non-magical (Technomancer and Sprit) attacks.
  • Passkey: as Program
  • Sprite: ignores 1 point of Wound penalties.

Fault Sprite – these sprites are designed to inject errors codes into programs to cause them to crash

Attributes: Smarts d6, Spirits d6, Strength d10, Vigor d8
Parry 6, Toughness 6
Skills: Brows d8, Hacking d8, Search d8, Sneak d8, Trickery d8
Special Abilities and Programs
  • Corrupt: as Program
  • Data-Bomb: as Program
  • Immunity: Takes only ½ damage from non-magical (Technomancer) attacks.
  • Sprite: ignores 1 point of Wound penalties.
  • White Noise: as Program.

GREATER SPRITES
All Greater Sprites automatically gain Resilient (Brute Sprits gain Very Resilient). As with Technomancers and ‘Spells’ use the Hacking skill to cast.

BRUTE: Increase Strength to d12+2 and Vigor to d12. Increase Toughness to 14 (4). Increase Hammer damage to Str+d8. Gain 10 Power Points and power: Protection. This spell is generally used on the Technomancer or his allies.
COURIER: Increase Vigor to d8 and Toughness to a 6. Add Program Ghosting. Gain 10 Power Points and power: Speed. This spell is generally used on the Technomancer or allies to grant them the Quicken modifier.
CRACK: Increase Vigor to a d8 and Toughness to a 6. Add Program Spoof. Gains 10 Power Points and power: Invisibility. This spell is often used on the Technomancer or allies.
FAULT: Increase Strength to a d12 and Vigor to a d10. Increase Toughness to a 7. Add Program Erase. Gain 10 Power Points and power: Insubstantial. This spell is generally used on the Technomancer or allies.

SUPERIOR SPRITES
All Superior Sprites automatically gain Very Resilient (Brute Sprites gain the Hardy racial ability)

BRUTE: Increase Armor to +8 and toughness to 18 (8). Increase Hammer to Str+d12 and AP 4. Increase Power Points to 15 and add powers: Barrier and Fear.
COURIER: Increase Blast to 2d10 damage with AP-2. Add Program Jammer. Increase Power Points to 15 and add powers: Mind Reading and Object Reading.
CRACK: Increase Crack to 3d10 damage. Add Programs Data-Bomb and Glue. Increase Power Points to 15 and add powers: Illusion and Suggestion.
FAULT: Increase Vigor to a d12 and Toughness to a10 (2). Add Programs Armor and Havoc. Increase Power Points to 15 and add powers: Puppet and Stunning.


MENTOR SPRITES
As with other Arcane Backgrounds the Technomancer can gain a Mentor Sprit in this case that aids them only in the Matrix. This still requires the Mentor Spirit Edge.

Anubis: is thought to be one of the first A.I. created in a lab somewhere in Asia that escaped his creators and now resided in the Deep Matrix zones. Anubis embodies freedom and chaos.

Advantages (chose any two of the following): +2 to Stealth and/or Taunt and/or +2 to casting Invisibility and/or Havoc powers.
Disadvantages: Impulsive (Major).

The Enlightened Construct: This machine spirits seeks to bring enlightenment and meaning to metahumanity through knowledge and understanding. It promotes equality in all things and people. It seeks to bring metahumanity to its next evolutionary step.

Advantages (chose any two of the following): +2 to Common Knowledge and/or Persuasion and/or +2 to Empathy and/or Mind Reading.
Disadvantages: Code of Honor (Major)

Ghost in the Machine: the theoretical super intelligence of the Matrix and reflects the ideas of What is consciousness? Those that follow it are often deep thinkers and philosophers.

Advantages (chose any two of the following): +2 to Academic and/or Science and/or a +2 to casting Divination and/or Illusion powers.
Disadvantages: Cautious (Minor) or Loyal (Minor)


RESONANCE
When a Technomancer delves deep into the mysteries of the Matrix (sometimes called Deep Resonance or the Resonance) they gain new abilities to manipulate the Matrix in strange ways.

Ally Sprite: You have conjured an ally sprite that is not have a duration but instead is there whenever you need it. This required a week long full concentration ritual on your part. The Sprite is a basic type you can summon and is a Wild Card (but not no benny of its own). For every 5 full raises you achieve your spirit grows in power. The first time it gain Greater Sprite abilities and the second time it gain Superior Sprite abilities. It will follow your instructions and is far more “sentient” that a normal spirit or element. It is not limited to a certain area around you and if it is banished or destroyed will reappear in 2d6 days.
Alter Signature: This power can be used as a free action (automatically). The Technomancer can choose to alter her Matrix signature at will, disguising it so that it cannot be used to identify her, forging the signature of someone else or simply reducing the amount of time that it lasts. Whenever someone tries to read their signature minus the number of times the caster has taken any Initiation Edges (including the Alter Signature edge) from their Notice. This Resonance edge also grants the Technomancer as the Disguise power when attempting to appear like it belongs within the Host as an approved user.
Coding: This Edge can be taken more than once. Each level adds +1 to next Hacking check when casting a Power (only).
Erase Image: This Edge allows the Technomancer to erase any traces of his passing within a Host and also the Tracer Program.
Revive: The Technomancer can maintain a power for up to one hour for no additional power point cost. The caster cannot use this ability again for 24 hours after the spell ends.
Threading: This Edge can be taken more than once. Each level reduces the cost of casting a Power by 1 (minimum 1).

CHAPTER FOUR – IMPLANTS

SR.D5.Fighter2.jpg

Cyberware and Bioware must be purchased with cash (the cost listed below does not normally include Surgery and recovery costs). Both have the following qualifiers…

1. Cyberware and Bioware cost Strain as found in the SFC (pg. 29 but ½ Trait die for Strain Stat; i.e. d6 both Spirits and Vigor means max Strain 3.0) which has an adverse effect on the casting of spells by the user but also acts as a penalty for helpful spells casts on them (see Sorcery). Add all systems Strain cost together to get the final Essence Cost.
2. Cultured Bioware can be ‘grown’ for a specific individual and when grafted into that person only costs 50% the base Stain (round to the nearest 0.1) and increase the Bioware cost by 60%.
3. Alphaware cybernetics are next generation technology and not as invasive into the recipient’s psyche. Reduce the Strain cost by 80% (round to the nearest 0.1) and increase the cost by 50%. Betaware reduces the Strain cost by 50% (round to the nearest 0.1) and increases the cost by 100%.
4. Cyberware and Bioware can be Detected by modern scanners and sensors, and with Aura Reading (Astral Projection/Duel-Nature). Can be blocked by implanted neural interface disruptors.
5. Cyberware automatically has built-in RFID tags to receive patches and software updates. Most runners and security personal have these function turn off (often illegal for civilians).
6. You cannot stack any abilities with any other similar ability from any another source (i.e. Wired Reflexes grants a Multi-Action as does the Spell Speed-Quickness or Edges like Quick and Bioware implant of Reaction Enhancer. They do not stack, take the better of the two.)

BIOWARE

Adrenaline Pump (7,500¥; Strain 1.0): a partially replaced adrenaline gland greatly enhances the subject’s physical abilities for a short time. Increase the subject’s Agility, Strength and Vigor traits by +2 die steps. Also increase the subject’s Pace and Run by +2 each. It takes a Action to activate and then lasts for 10 rounds afterwards. Subject suffers a level of Fatigue afterwards and cannot use the pump again until it recovers. Both recovers in one hour’s time.
Bone Density Augmentation I-III: genetic modifications greatly increase the density of the subject’s bones. Level 1 adds +2 to Toughness and unarmed attacks deal Str+d4 (10,000¥, Strain 1.0); Level II adds +4 to Toughness and unarmed attacks deal Str+d6 (25,000¥, Strain 1.5); Level III add +6 to Toughness and unarmed attacks deal Str+d8 (60,000¥, Strain 2.5).
Cat’s Eyes (5,000¥, Strain 0.25): gene eye enhancements grant subject Night Vision.
Cerebral Boost I-III (15,000¥/level, Strain 0.5/level): gene therapy to the brain snafus greatly enhances the subjects thinking speed and abilities. Each level increase its Smarts by +1 die step.
Damage Compensators I-II (10,000¥/level, Strain 0.5/level): these nana-genes allow the subject to ignore pain and wound injuries effects. Each level allows the subject to ignore one Wound penalty.
Ecolocator (10,000¥, Strain 0.75): ear modifications allow the subject to locate surrounds via sounds. Subject ignores any and all obscure penalties (darkness, fog, invisibility, etc.) Cover penalties for solid objects apply as normal. Upgradable to Advanced Ecolocation (+8,000¥, Strain +0.25): The subjects can sense all around him and does not grant gang up bonuses.
Enhance Articulation (2,500¥, Strain 0.25): gene therapy to the subject’s joints and muscle tendons are modified to allow greater flexibility. Adds +1 to Athletics skill.
Gecko Grip (6,000¥, Strain 0.25): gene graphic of microscopic ‘hooks’ allow the subject to cling to walls and walking on vertical surfaces. The subject must use 2” per 1” to move on vertical surfaces or 3” per 1” of movement on ceilings.
Gills and Webbing Grafts (8,000¥, Strain 0.5): gills implanted into the subject’s neck, with 'retractable' webbing added to hands & feet. The subject is now breath in oxygenated liquids and can swim at Pace speed.
Hearing Enhancers (4,000¥, Strain 0.25): advanced ear drum therapy grants the subject a +2 bonus to Notice checks that involves hearing.
Mnemonic Enhancer (4,000¥, Strain 0.25): this advanced gene brain enhancement allows the subject to use any Smarts skill at no penalty for being untrained.
Muscle Augmentation I-III (15,000¥/level, Strain 0.5/level): gene-therapy to enhance overall strength. Each level increases the subject’s Strength by +1 die step.
Muscle Toner I-III (25,000¥/level, Strain 0.5/level): gene-therapy to enhance overall hand-eye-coordination and balance. Each level increases the subject’s Agility by +1 die step.
Otherskin I-III (5,000¥/level, Strain 0.25/level): toughing of subject’s skin and bio-enhanced strengthening of internal organs. Each level increases the subject’s Toughness score by +1.
Pathogenic Defense (2,500¥, Strain 0.25): gene-enhancements to the subject’s immune system adds +4 to resistant tests with Disease and Toxins (including poisons). Also gain +4 Toughness against any related direct damage attacks (inlcuding spells).
Reaction Enhancer (8,000¥, Strain 0.5): synaptic enhancers allows the subject to re-draw and Initiative Card results of a 5 or less.
Sleep Regulator (5,000¥, Strain 0.25): brain way enhancers allow the subject to only require three hours of sleep a night or to go up to three nights without sleep without drawbacks.
Superthyroid Gland (50,000¥, Strain 1.5): advanced gene therapy increases the subjects Agility, Strength and Vigor by +1 die step each.
Symbiotes I-III (25,000¥/level, Strain 0.5/level): this gene and nana treatment allows the subject to make a natural healing check every day with level one and every 12 hours with level 2. Subjects Liftstyle increases by 50% due to increase consumption.
Synaptic Boost I-II (35,000¥/level, Strain 0.75/level): gene enhancement to the spinal cord and brain steam. The subject ignores two points of Multi-Action penalty per level.
Tailored Pheromones I-II (8,000¥/level, Strain 0.25/level): artificial pheromones grant the subject a +2 to her Performance and Persuasion skill checks so long as the targets can “smell” her.
Thermal Damper (4,000¥, Strain 0.25): advanced internal temperature dampeners. The grant the subject +2 to Stealth but only verses Thermal/IR vision.
Troll Eyes (5,000¥, Strain 0.25): eye enhancement that grant the subject Thermal Vision (halves Illumination penalties when attacking "warm" targets including from invisibility from living targets).

CYBERWARE

HEADWARE
Cyberware implanted into the recipient’s brain or skull and upper spinal regions.
Attention Coprocessor (4,000¥, Strain 0.5): cybernetic eye and ear enhancers grant +2 to Notice.
ChipJack (2,000¥ each jack slot, Strain 0.5 each jack slot): a chip reader is implanted into the subject’s brain. This allows the subject access to various knowledge and language skills or even active skills when the proper chip is inserted into the jack slot port. These chips ignore the controlling Trait die limitation on these skills only. Knowsofts chips include Academics, Battle, Electronics, Gambling, Hacking, Healing, Occultism, Repair, Research and Science. Langagesofts chips include any one known language. Activesoft chips require the subject to a Skillwire system (see below) of equal die level to use. Activesoft skill chips include Athletics, Boating, Drive, Fighting, Pilot, Ride, Shooting and Stealth. Additional Chipjacks slots allow the subject to access more than one skill at a time. One chip can removed and switch for another chip with a Action and takes 1d6 rounds for all the information to update. During this “upload” the character is Distracted.

Knowsoft and Languagesoft base d4 skill chips cost 200¥ each; base d6 cost 500¥ each; base d8 cost 2,000¥ each.
Activesoft base d4 chips cost 2,500¥ each; base d6 cost 7,500¥ each; and a base d8 cost 15,000¥ each. No matter then number of chipjack slot the subject can only have one Activesoft skill running at a time.

Comlink, Internal (1,000¥, Strain 0.5): A base comlink is implanted into the lower part of the subject’s brain near one of his ears. The basic broadcast range is 100 yards (50”) and includes a standard Firewall ranting of 1. A signal broadcast boost to 1000 yards (500”) increases the cost by +500¥ and improving the Firewall to rating 2 increases the cost by +1,000¥ and rating 3 increase the cost by another +5,000¥. A Simsense Emersion upgrade costs 1,000¥. All other price for upgrades cost as normal for a comlink.
Datajack (500¥, Strain 0.5): allows basic, hands free, control of any modern device (+2 to all basic skill check working with these devices) either through a datajack fiber optic cable or wirelessly within a comlink’s broadcast range. Allows full Emersion ability automatically when "plugged in".
Encephalon (10,000¥, Strain 1.0): bleeding edge tech for memory boost and skill enhancers, allows the recipient to have a basic understanding of almost every subject. The subject does not suffer the normal skill penalty in untrained skills.
Math CPU (10,000¥, Strain 1.0): cybernetic boost certain pathways for faster reaction and computer understanding. Grants the subject a +1 to Electronics and Hacking.
Olfactory Boost (2,500¥, Strain 0.5): cybernetic nasal boosts grants the subject the ability sense subjects by smell alone and track by scent. Target ignores illumination penalties within 3” of itself if it can smell the target and gains +2 to Survival when tracking a target which it can also smell.
Orientation System (500¥, Essence 0.25): GPS implant allows the subject to know its direction.
Radar Sensor (20,000¥, Strain 2.0): basic radar implant that ‘pings’ to sense surrounds (can be detected with High Frequency Hearing). Notice checks ignore all vision penalties from illumination and invisibility, fog and other penalties within 60 yards (30”). They also can 'see-through' illusion powers lacking 'Vid' upgrade (see MAGIC).
Taste Boost (2,500¥, Strain 0.5): cybernetic taste enhancers allow the subject a Notice check with the tiniest of material to determine toxins, chemical compounds, etc.
Voice Modulator (6,000¥, Strain 1.0): cybernetic replacement of the voice box allows the subject to disguise her voice well enough to fool voice analyzers. Adds +4 to any opposed check.

SR.D5.rigger3.jpg

BODYWARE
Cybernetics found within the recipient’s body cavity, skeleton and spine.
Biomonitor (500 ¥, Strain 0.5): cybernetic readout grants +2 to Healing checks against the subject.
Bone Lacing I-III: Subject's skeleton structure is reinforcemented with material to improve their resistance to damage. Bone Lacing I - Plastic (3,000¥, Strain 1.0): plastic bone lacings grants the subject Armor +2 and unarmed damage of Str+d4. Bone Lacing II - Aluminum (6,000¥, Strain 2.0): aluminum lacing grants the subject Armor +4 and unarmed damage Str+d6. Bone Lacing III - Titanium (9,000¥, Strain 3.0): titanium lacing grants the subject Armor +6 and unarmed damage of Str+d8.
Boosted Reflexes I-II (10,000¥/level, Strain 1.0/level): cybernetic enhancers that each level grant the subject a +1 to their Parry and also others suffer a -1 to any ranged attacks against them.
Dermal Plating I-III (1,000¥/level, Strain 0.5/level): bio-plastic implants under the subject’s skin layer and each level grants the subject Armor +2.
Filter System (1,000¥, Strain 0.5): nasal and lung filters grants the subject a +4 to resistant rolls or +4 to toughness vs. inhaled gases and poison damage.
Hand Razor (1,000¥, Strain 0.5, retractable +500¥, Stain +0.5): Fingernail razor replacements that deal Str+d4 damage AP 1. Considered a Natural Weapon (SWAE pg. 104). Retractable are invisibility to normal sight when retractable.
Hand Spur (4,000¥, Strain 0.5, retractable +500¥, Strain +0.5): Combat claws implanted in the arms that extend though the back of wrists deals base Str+d6 and AP 2. Considered a Natural Weapon (SWAE pg. 104), Retractable as hand razor.
Internal Air Tanks I-IV(2,500¥/level, Strain 0.5/level): internal oxygen tanks replacing part of the subject’s lungs. Subject can hold its breath for one hour before requiring recharge.
Motion Sensor (6,000¥, Strain 1.0): implant can ‘see’ movement within 20" (40yds). Subject's Notice checks ignores all invisibility and illumination penalties within 5” (10 yards) and can see through illusion Power without the 'Vid' upgrade (see MAGIC). Targets can make an opposed Stealth check to avoid detection. Not move (Pace 0) and no real movement (GM call) gain +2 to their check.
Move-By-Wire I-II (40,000¥/level, Strain 2.5/level): Move-by-wire system is the cutting edge in reaction augmentation. Each level allows the subject to ignore two points of Multi-Action penalty and each level adds +1 to Parry and others suffer a -1 to all ranged attacks against them. Finally each level grants the user a +1 to her Athletic and Stealth skill checks.
Muscle Replacements I-III (5,000¥/level, Strain 1.0/level): cybernetic muscle enhancer, each level grants a +1 step increase to the subject’s Strength.
Pain Editor I-II (2,000¥/level, Strain 1.0/level): cybernetic pain blockers allow the subject to ignore one Wound penalties per level.
Skillwires (10,000¥, Strain 1.0) [requires at least one Chipjack]: the subject’s nervous system has been updated to perform certain active skills (see Chipjacks for skills). You can only have one Skillwire system implant. If you have the skill already you use the better of the two.
Smartgun (2,000¥, Strain 1.0) [Requires Smartgun linked weapon; See GEAR]: with a smartgun system firearm the subject gains +1 to Shooting or can ignore up to 2 penalties due to range penalties, light obscure-penalties, cover penalties or called shots. Also grants an additional +2 to Aim maneuver.
Taser Hand (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.
Vehicle Rig Control (VRC) (10,000¥, Strain 1.5) [Requires a Datajack or Comlink with Emersion upgrade. Also requires the rigger to be within her ‘broadcast’ range with vehicle to be controlled]: The rigger can control a number of drones and vehicles equal to ½ their Smart die, but still suffers multi-action penalties for controlling different vehicles (but see Emersion in the Matrix). Gain a +2 with Boating, Drive and Pilot and +1 Shooting with vehicle’s weapons with the Rigger upgrade. See Riggers (in the MATRIX).
Wired Reflexes I-II (15,000¥/level, Strain 1.5/level): wire enhanced reflexes; each level allows the subject to ignore two points of Multi-Action penalty.

Note that Damage Compensator and Pain Editors cannot be combined. Move-By-Wire, Vehicle Rig Control, Wired Reflexes or Synaptic Boost (Bioware) may not be taken together. Move-By-Wire and Wire Reflexes may not be combined with Boosted Reflexes.


CYBERNETIC EAR REPLACEMENTS
Cyber ear replacements and enhancements. Each cyberear replacement cost 0.25 Strain and 500¥. Cybernetic Ears can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cyberears can take up to 1.0 in Strain in upgrades without costing additional strain). The following Update systems don’t require the cyberear replacement (i.e. meaning a cybernetic upgrade to the ear without requiring a cybernetic ear). These upgrades do cost Strain.
Amplification I-III (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.
Audio Upgrade (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.
Dampner (+500¥, Strain 0.5): cybernetic volume control grants the subject a bonus of +4 to resist dangerous noise levels and +4 Toughness against Sonic/Sound damage (including spells).
High or Low Frequency Hearing (+500¥, Strain 0.25 each): this implant grants the subject either High or Low Frequency Hearing. Can be taken twice to cover both frequencies.
Ultrasound Hearing (10,000¥, Strain 1.0): this implant uses sound waves to sense/'see' its surrounds within 20 yards (10”) (as Radar Sensors but can be sensed automatically by Low Frequency Hearing with 20").


CYBERNETIC EYE REPLACEMENTS
Cyber eye replacements and enhancements. Each cybereye replacement cost 0.25 Strain and 500¥. Cybernetic Eyes can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cybereyes can take up to 1.0 in Strain in upgrades without costing additional strain). Unless otherwise noted in the description the following systems don’t require the cybereye replacement (i.e. meaning a cybernetic upgrade to the eye without requiring a cybernetic eye). These upgrades due cost Strain though.
Eye-Band Replacements (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.
Flare Compensation (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.
Low Light Vision (+1,000¥, Strain 0.5): cybernetic implants grant the same as the racial ability.
Thermal Vision (+1,000¥, Strain 0.5): cybernetic implant grant the same as the racial Infravision.
Magnification I-III (+1,000¥/level, Stain 0.5/level): telescopic implants to vision means that for normal vision checks with Notice with a penalty of -1 per 30” at level I, -1 per 60” at level II, and -1 per 150” at level III. Level I ignore one weapon range penalty from medium range; level II ignores one weapon penalty from medium and long range; level III ignores medium range weapon penalties and one from both long and extreme range.
Microscopic I-III (+1,000¥/level), Strain 0.5/level): implants allow the subject to zoom into tiny objects. Level I will magnify x100, level II magnify to x500 and level III magnify down to x1,000.
Ocular Drone Mount (+5,000¥, Strain 0) [see Drones in Gear and Equipment. Requires One Eye cybernetic replacement and gain the One-Eye Hindrance when the drone is in use.]: mount for a Eye Drone, others are at -4 to notice it’s a drone. Opticam (+500¥, Strain 0.25): video 3-D recorder for hundreds of hours.
Visual Upgrade (+1,000¥, Strain 0.5): cybernetic eye enhancers add +2 to Notice with sight.

NOTE that Meta-humans or anyone else with Natural Perception Enhancements (Night Vision, etc.) loses these benefits if they have their eyes replaced. They can purchase the Cyber equivalent with Implant though.


SR.D5.Cyborg2.jpg

CYBERLIMB REPLACEMTNS
Cyberarm or cyberleg (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness). Cyberlimb replacements can hold a like minded amount of extra cybernetic implants without costing addition Strain, so long as it makes sense (i.e. a Cyberarm can hold a Smartgun or Retractable Hand Spur implants without costing up to 1.0 Strain). Cyberlimb upgrades below have this already factored in (hench why some do not have a Strain cost listed).

Cyberarms only Upgrades
Arm Agility I-II (+2,000¥/level): each arm can purchase this upgrade separately adding +1 step to Agility (arm checks only).
Arm Strength I-II (+1,000¥/level): each arm can purchase this upgrade separately adding +1 step to Strength (arm checks/melee damage only)
Cyberarm Gyromount (4,500¥, Strain 1.0) [Requires both arm replacements]: when the subject does not move ignores recoil penalties for standard firearms (not heavy weapons).
Cyber-Weapon (Hold-Out Light Pistol) (2,500¥, Strain 0.5) [Requires one arm cyber replacement]: a hold-out pistol is mounted into one cyberarms. Range 12/24/48, Damage 2d4+1, AP 1, ROF 1, Ammo 15c, Min Str d4. Add Wt. +2lbs, and Concealment +4 to Stealth when mounted into the arm.
Cyber-Weapon (Pistol) (3,000¥, Strain 1.0) [Requires one cyber arm limb replacement]: a medium pistol mounted in one cyberarms. Range 12/24/48, AP 1, ROF 1, Ammo 18c, Min Str d4. Add Wt. +3lbs, and Concealment +4 to Stealth when mounted into the arm.
Cyber-Weapon (Machine Pistol) (4,500¥, Strain 1.5) [Requires one cyber arm replacement]: a light machine pistol is mounted into a cyberarm. Range 12/24/48, Damage 2d6, AP 1, ROF 3, Ammo 24c, Min Str d4. Add Wt. +3.5lbs, and Concealment +4 to Stealth when mounted into the arm.
Cyber-Weapon (SMG) (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.
Cyber-Weapon (Shotgun) (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.
Drone Hand (1,000¥) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.
Extra Arm(s) (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.

Cyberleg only Upgrade
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.
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.
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”.

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.

CHAPTER FIVE - GEAR AND EQUIPMENT

When you wish to purchase gear generally it starts with finding someone who sells what you want to buy. Generally for most gear you can find a place to buy it nearby with 1d6 minute search. For restricted and harder to get gear may require a Contact or the Connected edge to find a seller with a Networking check (-2 to -4 for Illegal or Military). With a basic success they spend 2d6 hours for Restricted gear or 2d6 days for Illegal or Military gear. Restricted equipment cost 20-50% more while Illegal hardware or Military grade items cost 100% to 200% more.

ARMOR AND WEAPONS

ARMOR

NAME ARMOR MIN STR WT COST NOTES
Synthetic-Leather Jacket 1 d4 3 75¥ Torso, Arms
Synthetic-Leahter Pants 1 d4 2 60¥ Legs
Reinforced Syn-Leahter Jacket 2 d4 4 150¥ Torso, Arms
Armored Clothing 2* d4 6 450¥ Torso, Arms, Legs
Armored Business Suit 2* d4 7 2,500¥ Torso, Armos, Legs
Lined Coat 3* d4 8 600¥ Torso, Arms, Legs
Undercover Vest 3* d4 5 400¥ Torso
Armored Jacket 4* d6 13 750¥ Torso, Arms
Armored Vest with Insert Plates 6* d6 14 850¥ Torso
Kevlar Helm 2* d4 2 200¥ Head
Biker Helm 3 d4 4 100¥ Head
Combat Helm 4* d6 5 400¥ Head
Chameleon Suit 2* d6 14 2,000¥ Full body
Advanced Chameleon Suit 3* d6 16 8,000¥ Full body
Light Security Armor 4* d6 16 1,500¥ Full Body
Heavy Security Armor 6* d8 24 2,500¥ Full Body
Light Military Spec Armor 5* d6 18 5,000¥ Full Body
Heavy Military Spec Armor 8* d8 30 7,500¥ Full Body

ARMOR NOTES

Ballistic Protection: Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Armor cannot stack, assume the best AP rating at the location targeted vs. damage.

Synthetic-Leather Jacket and Pants a modern cheap reinforced leather-like material popular with gangs.
Reinforced Synthetic-Leather Jacket a heavier jacket for the gangers.
Armored Clothing is made of light Kevlar armor that has been fashioned to appear as normal clothing. A Notice check with a Raise is required to realize that it is actually armor.
Armored Business Suit a more expensive and fashionable version of armored clothing (Notice check with Raise to identify). Wearer does not suffer Networking or Persuasion penalty in corporate situations.
Lined Coat made of medium weave Kevlar that is fashioned to look normal and requires a Notice check with a Raise to realize that it is armor. It also provides a +2 bonus to hiding pistols or similar sized item(s) on your person.
Undercover Vest made of light flexible Kevlar and can be worn under normal clothing without restricting movement. A Notice check with a Raise is required to realize the vest is being worn if under cloths.
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.
Vest with Plates obvious armored vest that is worn over clothing.
Kevlar Helm a light weight bullet proof military helm.
Bike Helmet standard motorcycle helmet.
Combat Helmet a obvious a military combat helmet with snap down visor (Restricted)

SR.D5.Soldier.jpg

Chameleon Suit a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it provides a +1 to Stealth rolls (-1 Stealth in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice command or wireless command).
Advanced Chameleon Suit made of advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. This provides a +2 to Stealth rolls and -2 to be hit with Ranged attacks. (Restricted)
Light Security Armor a sealed Filter System +4 vs. inhaled poisons & toxins, is obvious armor worn by corporate security teams. Wearer suffers -1 to Stealth and to Athletics (Swim) checks. (Restricted)
Heavy Security Armor is sealed with Internal Filter System +4 vs. inhaled poisons & toxins and a heavier corporate armor. Wearer suffers -2 to Stealth and Athletics (Swim) (Restricted)
Light Military Spec Armor sealed 2-hour Internal Oxygen tank. This is military grade armor that is illegal for non- government or extraterritorial corporation to own. (Military)
Heavy Military Spec Armor is sealed 2-hour Internal Oxygen tanks, standard. The heaviest military grade, non-powered armor. It is illegal for most non-governments or extraterritorial corporations to own it much less wear it. Wearer suffers -2 to Stealth and Athletics (Swim) (Military)


MELEE WEAPONS
Medieval and Modern Melee Weapons found in SWAE pg. 72 convert $ to ¥; other stats as listed there.
ADDITIONAL MELEE WEAPONS

NAME DAMAGE AP MIN STR WT COST NOTES
Ceramic Knife Str+d4 -- d4 1 75¥ --
Shock Glove Stunned -- d4 1 400¥ Touch
Forearm Snap-Blades Str+d6 1 d6 2 300¥ Worn in pairs +1 Parry
Baton, Collapsible Str+d6 -- d6 3 150¥ --
Stun Baton Stunned -- d4 3 500¥ Touch, Stronger
Monofilament Blade Str+d10 4 d8 3 1.500¥ --
Monfilament Wire 2d8 6 d4 2 1,000¥ Reach 2, Mishap

Ceramic Knife made of high strength ceramics, these knives are hard to detect with most modern detection systems (Stealth +2 to hide on yourself, +4 against MAD scanners).
Shock Glove require only a touch to deliver a powerful shock that can stun opponents (Touch attack +2, but no base Strength damage). Vigor check (-2 with a raise on attack roll) or are Stunned (SWAE pg. 106).
Forearm Snap-Blades these blades (sold seperately) can are strapped to the user's forearms and are retractable and can be concealed under a jacket sleeve when not in use (Stealth +2 to hide on self). If two are employeed at the same time add +1 to Parry score.
Baton, Collapsible a high density plastic baton that when collased is easy to hide on oneself (Stealth +2 to hide on person when not in use)
Stun Baton this baton can either deal normal melee damage (Str+d4) and stun follow up or be used to touch a target (Touch attack +2, but no damage) Vigor check -2 (-4 with a raise on attack roll) or be Stunned (SWAE pg. 106 but -2 to Recovery the first round).
Monofilament Blade either a sword or katana with increadible armor penatration.
Monofilament Whip a rather dangerous weapon even to the user, any miss with it has a change of hitting the wielder (on a miss make an Agility test to avoid hitting yourself; you need a Raise if you roll a 1 on your original Fighting skill roll to avoid hitting yourself). (Restricted)

MUSCLE POWERED RANGED WEAPONS

NAME RANGE DAMAGE AP ROF/SHOTS MIN STR WT COST
Advanced Compound Bow 12/24/48 Str+d8 1 1 d6 3 450¥
Crossbow X 15/30/60 2d8 1 1 d6 4 500¥

Advanced Compound Bow this is an adjustable pull (Strength) setting bow that takes one Action to adjust to one's Strength rating (max d12+1). It offers superior pull-per-pound strength and penatration.
Crossbow X advanced crossbows.
Bows and Crossbows can be fitted with laser sights and are automatically silent against hearing Notice check.

ADVANCED ARROWS AND BOLTS
Advanced options: Armor Piercing Arrows/Bolt cost 5¥ and weigh 0.1lb each and reduces Armor Pen down to 3 but deal -2 damage. Explosive Tipped Arrows/Bolt cost 20¥ each, and weigh 0.3lb each. Add +1d6 damage but can explode if exposed to extreme heat (fire spell attacks, flamethrowers etc.) 1-in-6 chance.

ELECTRONIC TASERS

NAME RANGE ROF SHOTS MIN STR WT COST NOTES
Defiant EX Shocker 4/8/12 1 4 d4 3 600¥ --
Yamaha Pulser 4/8/12 1 2 d4 2 450¥ --

Defiance EX Shocker Also called a “lemon squeezer” it fires up to four darts that trail wires up to 24 meters long (12”). Target must make a Spirts check (-2 with a raise by the attacker) or be Stunned (SWAE pg. 106, and -2 to Reocvery on the first round)
Yamaha Pulsar fires capacitor darts that eliminate the wires of older models. Vigor check (-2 with a raise on attack roll) or are Stunned (SWAE pg. 106).

BALLISTIC FIREARMS
NEW FIREARM NOTES

Bulk this weapon is bulky and rather unwieldly. Attacker suffers a -2 to Pace and Parry score on the same round when firing this weapon.
Laser the weapon includes a laser sight
Smart the weapon includes the smartgun link upgrade
Scope - includes a Image Scope (see Firearm Assosories below)
½H - ½ Handed. For Min Str, use the listed level when used two handed. If used one handed increase Min Str by +1 die step
NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Streetline Special 12/24/48 2d4 1 1 6 d4 2 300¥ --
Colt American L36 12/24/48 2d6 1 1 15 d4 3 450¥ --
Fichetti Security 600 12/24/48 2d6 1 3 30 d4 3 600¥ 3RB, laser
Hammerli 620S 12/24/48 2d6+1 1 1 6 d4 2 700¥ Smart
Yamaha Sakura Fubuki 12/24/48 2d6 1 4 30 d4 3 750¥ 3RB, laser
Ares Silvergun 12/24/48 2d6+1 2 3 20 d4 3 1,000¥ 3RB, laser
Ceska Black-Scorpion 12/24/48 2d6+1 1 3 20 d4 3 500¥ --
Steyle TMP 12/24/48 2d6+1 1 3 20 d4 3 700¥ Laser
Colt Manhunter 12/24/48 2d6+2 2 1 18 d6 3 650¥ Laser
Ares Predator 15/30/60 2d8+1 2 1 15 d8 4 1,100¥ Smart
Ruger Super-Warhawk 15/30/60 2d10+1 2 1 6 d8 5 700¥ ½H
Ares Thunderbolt 12/24/48 2d8 2 1 12 d8 5 1,000¥ ½H, 3RB, laser
AK-97 SMG 18/36/72 2d6+2 2 3 24 d6 6 600¥ ½H
HK MP-5 TX 15/30/60 2d6+1 1 2 24 d6 4 750¥ 3RB, laser
HK-227S 18/36/72 2d8 2 3 36 d6 6 900¥ ½H, 3RB, laser
Uzi III 18/36/72 2d8+1 2 3 30 d6 6 850¥ ½H, 3RB, laser
Ingram Smartgun X 18/36/72 2d6+2 2 3 32 d6 5 1,200¥ ½H, smart
AK-97 24/48/96 2d8+1 2 3 38 d6 9 900¥ 2H
AR-15a 24/48/96 2d8 2 3 30 d6 10 1,100¥ 2H, 3RB, laser
FN HAR 24/48/96 2d8+2 2 3 40 d6 12 1,200¥ 2H, 3RB, laser
Ares Alpha 24/48/96 2d8+2 2 3 36 d8 18 2,400¥ 2H, 3RB, smart
HK XM30 * * * * * d8 10* 4,500¥ 2H, smart, snapshot
Rugger 100 30/60/120 2d10+1 2 1 9 d8 14 900¥ 2H, scope, snapshot
PJSS Behemoth Gun 30/60/120 2d12+1 3 1 2 d8 18 1,000¥ 2H, snapshot
Walter MA-21 50/100/200 2d12 2 1 15 d10 16 1,600¥ 2H, scope, smart, snapshot
Ranger Arms SM-4 50/100/200 2d10 2 1 15 d8 12 1,250¥ 2H, laser, scope, snapshot
Mossberg AM-CMDT 12/24/48 1-3d6 0 3 24 d8 18 1,200¥ 2H, 3RB, smart
Remington Roomsweeper 6/12/24 1-3d6 0 1 5 d6 6 400¥ ½H
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
Ares Gatlin LMG 24/48/96 2d8 2 4 500 d8 36 2,400¥ 2H, bulk, snapshot
Panther Assualt Cannon 30/60/120 4d8 15 1 15 d12* 30 5.000¥ 2H, bulk, HW, smart, snapshot

Streetline Special a small cheap pistol made of composite material (+2 Stealth to hide on yourself, +4 against MAD scans). (Restricted).
Colt American L36 a sleek automatic that is very concealable with a good reputation as a reliable weapon (+2 Stealth to hide on yourself).
Fichetti Security 600 designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds and automatic fire. Standard models have an intergraded laser sights.
Hammerli 620S A sleek and stylish revolver with integral Smartgun (+2 to Stealth to hide on yourself).
Yamaha Sakura Fubuki features an all-electric firearm with no moving parts and high rights of automatic fire.
Ares Viper Silvergun sleek automatic pistol with built in sound suppressor (-4 to hearing Notice to detect weapons fire) (Restricted).
Ceska Black-Scorpion a compact machine pistol (+2 Stealth to hide on yourself) (Restricted).
Steyl TMP a light weight machine pistol of polymer-composites (+4 against MAD scanners) (Restricted).
Colt Manhunter popular law-enforcement pistol with integral under the barrel laser sight.

SR.D5.Predator.jpg

Ares Predator an all-time favorite of mercenaries and security personal the world over, it has an integral Smartgun link.
Ruger Super-Warhawk a bulky heavy revolver popular with law-enforcers and paracritter hunters.
Ares Thunderbolt a heavy machine pistol that Lone Star has an exclusive contract with Ares for. They take a very dim view of ‘civilians’ even possessing one (Restricted).
AK-97 SMG an extremely reliable SMG that is popular the world over (partly due to it being so cheap to purchase and maintain) (Restricted).
HK MP-5 TX a compact and concealable SMG it has an integral under the barrel laser sight and sound suppressor (+2 Stealth to hide on body, -4 to Notice hear shots fired). (Restricted).
HK-227S a popular SMG with security personal, standard models have an integral Smartgun link and flash/sound suppressor (-4 to Notice hear shots fired or see Muzzle flash) (Restricted).
Uzi IV (1,000¥, 6lbs; Damage 2d8, Range 18/36/72, ROF 3, 3RB, AP-2, Laser-sight, Str Min d6): a worthy descendent of the legendary Israeli weapon it includes an integral laser sight (Restricted).
Ingram Smartgun X (850¥, Wt. 5lbs; Damage 2d6+1, Range 18/36/72, ROF 3, 3RB, Ammo 32c, AP-2, Smartgun, Str Min d6): this SMG deals good damage and has an integral Smartgun link making it popular with mercs. (Restricted)
AK-98 (900¥, Wt. 8lbs; Damage 2d8, Range 24/48/96, ROF 3, 3RB, Ammo 38c, AP-2, Str Min d6, 2H): cheap, reliable and popular with the cost conscious, this assault rifle is not flashy (Restricted).
AR-15b (1,050¥, Wt. 10lbs; Damage 2d8+1, Range 24/48/96, ROF 3, Ammo 30c, 3RB, AP-2, Laser-Sight, Str Min d6, 2H): modern civilian version of the old model M-16 popular with paramilitary types. Includes a laser sight (Restricted).
FN HAR (1,200¥, Wt. 11lbs; Damage 2d8+2, Range 24/48/96, ROF 3, 3RB, Ammo 40c, AP-2, Laser-Sight, Str Min d6, 2H): popular with security personal and military units it includes an integral laser sight system (Restricted).

SR.D5.Rifle.jpg

Ares-Alpha designed specifically for Ares Firewatch squads, it is also very popular on the shadowy streets of the world and at the front lines of bush wars. It has an intergraded Ares Antioch-2 grenade launcher (weight & price included) and Smartgun link (Military).
HK XM30 This highly specialized 'weapon platform' systems comes with a sleek carry case with all the different barrels, attachments and ammunition systems (base weight 24lbs total and all weapon systes could as Military).
The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). This takes one minute to install or breakdown one barrel at a time. Each barrel and ammo adds to the base weigh on the weapon (see above) and has different stats. The standard weapon barrels that are included -

(a) Assault Rifle Range 24/48/96, Damage 2d8, AP 2, ROF 3 (3RB), Shots 40, Wt. +4lbs
(b) Sniper Rifle Range 30/60/120, Damage 2d10+1, AP 3, ROF 1, Shots 15, Wt. +6lbs
(d) Shotgun Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, Shots 10, Wt. +4lbs
(e) LMG Range 24/48/96, Damage 2d8, AP 2, ROF 3, Shots 50 or 100 round belt, Wt. +6 or 8lbs
(f) Grenade Launcher Range 24/48/96, Damage & AP by granade type, ROF 1, Ammo 4, Wt. +4lbs.

Ruger 100 a favored weapon of many professional big game hunters, it has an built in Image Scope.
PJSS Behemoth Gun a double barrel heavy rifle popular with those whom hunt the biggest paracritters around.
Walter MA-21 a military sniper rifle it comes with a built in sound/flash suppressor (-4 to Notice to see muzzle flash or hear shots) a Image Scope and intergraded Smartgun link (Military).
Ranger Arms SM-4 this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (-4 Notice to hear shots). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (not included in cost). (Military)
Mossberg AM-CMDT an automatic combat shotgun. (Restricted)
Remington Roomsweeper this is a sawed-off, pistol grip shotgun can be concealed under a trench coat (+2 to Stealth to hide on yourperson if wearing at least a line coat or trench coat).
Remington 990 a popular shotgun with law enforcement and for home defense.
Ingram White Knight LMG a light, man-portable machinegun. (Military)
Ares Gatlin LMG a six barrel man portable light-machinegun comes with a backpack ammo magazine. (Military)
Panther Assault Cannon this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Reqquires a Gyro-Stabilizer (otherwise Min Str d12+ and Size 1+) (Military)

GRENADE LAUNCHERS AND MAN-PORTABLE MISSILE LAUNCHERS

NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Ares Antioch-2 24/48/96 grenade grenade 1 4 d4 6 850¥ 2H, smart, snapshoot
Arms-Tech MGL-12 24/48/96 grenade grenade 1 12 d6 16 1,400¥ 2H, smart, snapshot
Aztechnology Striker 100/200/400 4d10 12 1 1 d6 10 1,200¥ 2H, bulk, HW, scope, snapshot
Misubishi Yakusoku MRL 100/200/400 4d10 12 1 4 d8 22 2,400¥ 2H, bulk, HW, scope, snapshot

Ares Antioch-2 classic grenade launcher. Can be mounted under the barrel of a standard rifle +250¥ or simply modified to be carried as a pulp-rifle. (Military)
Arms-Tech MGL-12 looking like an oversized 12-round revolver. (Military)
Aztechnology Striker a light-weight disposable one-use missile weapon system with integral Image Scope. (Military)
Misubishi Yakusoku MRL reusable launcher that allows for 4 separate missiles shots. It comes with an integral Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each. (Military)

Vehicle Weapons are found in SFC pg. 23-. Allowed include Auto-Cannons, Bombs, Cannons, Flame Weapons, Grenade Launchers, Missiles and Torpedoes and Slug Throwers (except increase Medium Machine Gun to 2d10+2 and Heavy Machine Guns to 2d12+2).

SR.D5.Weapons.jpg

FIREARM AMMUNITION
Listed below is the base cost for a box of 20 rounds of ammo. These costs assumbe for Light firearms (like pistols, revolvers, machine pistols, light SMG etc.). Rifle and Shotgun (shell or slug cost the same; see Shotgun rules in SWAE) rounds double price, Heavy ammo (machine guns and sniper rifles) multiple cost by four. Assault Cannons as listed for a full clip.
Armor Piercing Rounds (30¥) (cannot be added to Shotgun rounds): increases a firearm’s base AP rating by 2, but deals -2 base damage. (Restricted)
Assault Cannon Rounds (200¥): each full 15 round clip weighs 5lbs. (Military)
Hollow-Point Rounds (25¥) (cannot be added to Shotgun rounds): the firearms Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but AP counts as double.
APDS Rounds (100¥) (cannot be added to Shotgun rounds): increase the firearms Damage by +1 die step (i.e. 2d6 becomes 2d8), plus Raise damage die is now a 1d10 (instead of 1d6), and adds an additional 2 AP to firearm’s base rating. (Military)
Explosive Rounds (50¥): adds one additional base Damage die to the firearm (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat, 1-in-6 chance. (Military)
Gel Rounds (25¥): rounds do non-lethal damage and -1 damage per die (including Aces, etc.) These rounds cannot kill a target (and only have a chance of Injury if they cause at least four "Wounds"). These wounds recover at one per hour of rest. Using healing adds +2 to the check to heal them.
Stick-n-Shock Rounds (50¥): base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. (Restricted)
Standard Rounds (20¥): deals all listed effects under the weapon.
Shredder Rounds (200¥) (Shotgun only): Range ½ base, Damage 2d12, AP 8, otherwise as slugs. Price already reflects the increase cost of shotgun standard rounds (Restricted)

Reloading is as standard rules (SWAE pg. 105) but for some clearity; a revolver or a magazine clip can be reloaded with individual rounds at ½ Agility as a free action, or for Agility as an Action. You can pick up spent rounds casing at the same rate.

FIREARM ACCESSORIES
These features can be added to various firearms. See each to be sure the weapon in question can handle the accessory.
Concealed Hostler (50¥, Wt. ½ lb., adds +2 Stealth bonus to hiding a SMG or smaller sized weapon on person): ankle, shoulder or hip holster that hides under coat. Has space for 4 extra clips.
Extra Ammo Clip or Revolver Speedloader (5¥, Wt. ½lb full): an extra magazine or speed-load that requires an Action to load into the weapon.
Gyro-Stabilizer Sling (750¥, Wt. 15lbs, Halves penalties from Auto-Fire weapon ROF penalties, Min Str d8): a shoulder harness and sling for use with heavy auto fire weapons.
Hidden Arm Sling (250¥, Wt. ½ lb., adds +2 Stealth bonus to finding a pistol or small weapon under one’s arm sleeve and grants a +2 to Agility checks when On Hold to interrupt a target’s Initiative and user benefits as if she had the Quick edge to deploy the weapon): auto-draw sling for a light pistol or knife.
Image Scope (500¥, Wt. 1lb, with Aim maneuver reduced Range Penalties by ½ including Extreme range). Can hold up to 6 other visual enhancements (see GEAR below).
Laser Sight (75¥, Wt. ½ lb., eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots.
Smartgun Link (500¥, nil weight, requires Smartgun Implanted Cyberware or Smartgun Goggles. Grants +1 to Shooting and +2 to Aim maneuver to any user with the cyberware or goggle system. Can instead use bonuses from Laser Sight even without Smartgun link. (Restricted)
Smartgun Goggles (750¥, Wt. ½ lb.; as Smartgun link): can be added to an Image Scope (above) or Goggles (see GEAR) only; requires 3 enhancements. (Resisted)
Silencer (200¥, Wt. ½ lb., -4 to Notice to hear weapons fire at semi-automatic rate of fire; no bonus for auto-fire). Cannot be added to revolvers, shotguns, or heavy weapons like LMG, etc. (Restricted)
Suppressor (500¥, Wt. ½ lb., -4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon). Cannot be added to revolvers, shotguns, or heavy weapons like LMG, etc. (Restricted)

GRENADES
Modern Mk67, Smoke and Stun grenades can be found along with grenade rules in the SWAE pg. 78. Thermal Vision ignores the Notice penalty from normal smoke grenades.
Grenade launches must use specially made grenades that changes all weight to 1lb each and doubles the base price.
All thrown ranged for hand grenades is 5/10/20

NAME DAMAGE AP ROF BLAST WT COST
High Explosive 3d8 0 1 LBT 3 80¥
Anti-Armor 2d8 8 1 MBT 2 100¥
White Phoshorus 3d6 0 I MBT 3 150¥
Thermal Smoke -- -- 1 LBT 2 75¥
Flash-Bang -- -- 1 MBT 1 80¥
SR.D5.Genade.jpg

High Explosive military grade explosive that has a bigger punch then a standard (Military)
Anti Armor frag grenades that are meant to penatrate heavy armor (Military)
White Phosphorus resistrice weapon that spreads skicky fire throughout an area. Targets get the base Agility to avoid the area. If they are in it they suffer tne same and require a new Agility test -4 or catch on fire. Each round afterwards can try and put themselves out with and Action and a new Agility -4. Success and they extiquish flames, failure and the suffer the damage again and must try again next round. Falling to the ground and rolling about grants +2 to this roll and full immersion in water adds +4. If Agility test is failed maximum rounds the subject burns is 1d6+4. (Military)
Thermal Smoke as Smoke but now also affects those with IR/Thermal vision.
Flash-Bang those whom fail the Agility check to avoid area must make two seperate Vigor -2 checks. The first if failed target is Stunned (recovers normally) and the second failure is Blinded (Notice and all visual based skills are at -4). This second affect lasts 2d6 rounds. At the end of each of the target's round can make a new vigor check. Success with a raise ends the blindness. (Restricted)

MISCELLANEOUS GEAR

BIOTECH
Auto-Doc Pod (25,000¥, Wt. 100lbs): This is a coffin-sized trauma pod. A single patient (max Size 0) enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypo-syringe and various drugs. The A.I. has Healing d8+2, Broadcast 1,000”, Firewall 2 and a Hardness of 12.
First Aid Kit (100¥, Wt. 2lbs): basic first aid kit (Healing +1, takes 1d4 minutes, 4 uses).
Medkit (500¥, Wt. 4lbs): a standard kit that can assist in healing (Healing +2, takes 1 minute). 5 uses before needed to refill supplies. Medkit supplies cost +100¥, Wt. ½ per refill.
Auto-Med (1,500¥, Wt. 5lbs): Computer assisted kit (Healing check d8+2, takes 1d4 rounds. 5 uses. Refill as Medkit.) Advanced medical device that can administer drugs, make treatments, etc. Can either make the rolls (as an Extra) or offer Support rolls.
Basic DocWagon Contract (10,000¥/year): first class medical care 24 hours a day within most Metroplexes areas. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time (and if the money is not in the account before hand the Extrasion team will not come).
Gold DocWagon Contract (50,000¥/year): as basic but no extra charges for Hazardous Extraction.


SR.D5.Girl2.jpg

CLOTHING AND FASHION
Lower-class (Street) Clothing or Coveralls (25¥, Wt. 5lbs.): Standard every day work or relaxation clothing and street wear for most lower class and manual labor folk.
Middle-class Clothing (250¥, Wt. 6lbs.): Better quality wear and low-end business attire for middle class.
Upper-class Clothing (800¥+, Wt. 6lbs.): High quality causal and business wear for the executive and policluber. (Really expensive power suit for the CFO of one of the Big 10 run several thousand each). Add +1 bonus to Perform and Persuasion skill checks in appropriate situations.
Formal Ware (3,000¥+, Wt. 6+ lbs.): Tuxedos and royal gowns. Add +2 bonuses to Perform and Persuasion checks in appropriate situations.
Shift Fabric (4,000¥, Wt. 5lbs.): Clothing that can change colors and ‘design’ with one’s mood, via AR wireless or simple voice commands. Adds +2 bonus to Perform and Persuasion checks in most situations.


COMMUNICATIONS GEAR
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 has a 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).

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 Hacking skill upgrade at the following costs 500¥ for d6, 2,500¥ for d8 or 10,000¥ for d10. For all other Knowledge skills each costs 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).

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 has a Smarts, Hacking, Browes and Search of a d6 each. 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¥. All other upgrades as base Comlinks (Illegal).
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.
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.
Holo Projector Trid Camcorder (500¥, Wt. 2lbs): Holographic camcorder and projector that can record hundreds of hours of motion picture and play it back on small display or projector.


COVERT OP & COUNTER SECURITY GEAR
Auto lock-picker (300¥, Wt. ½lb): auto “squeeze-grip” gun; +2 to Thievery vs. old style locks & padlocks. (Restricted)
Biometric Gene-lock Bypass (2,000¥, Wt. ½lb): worn glove, required when attempting to bypass a Biometric Gene lock* (Thievery -4). (Illegal). Superior models, adding +1 to Thievery checks to open such a lock, for +3,000¥. Can be upgrade a total of 3 times.
Fake SIN: (2,500¥, nil weight): Fake SIN/ID has a d6 to try and fool a systems. This maybe opposed by the security systems you are trying to bypass (generally a systems A.I. has base Smarts of d6 to d12). Advanced Fake SIN have a d10 and cost 5,000¥ (Illegal)
Fake License (1,000¥, nil weight): For Restricted equipment, required for each item. Requires a Fake SIN. (Illegal)
Gecko Climbing Gloves and Pads (250¥, Wt. 4lbs): allows climbing of almost any vertical surface without requiring an Athletics skill check. Pace is halved (no Run die). Ceiling are possible but no movement, can only hang motionless or moving at 1" costs 4" Pace.
Jammer, Area (750¥, Wt. 2lbs): Jams all wireless and radio communications within a 20yd radius (10”) and can interfere with radar, etc. User must make an Electronics skill check at -4 each round to use wireless skills and communications in area.
Jammer, Directional (500¥, Wt. 2lb): as Area Jammer but in a Cone Template.
Lockpick Set (100¥, Wt. ½lb): basic lockpicking set vs. old style locks & padlocks. (Restricted)
Maglock Passkey (1,500¥, Wt. ½lb): required to try and open a Maglock* (Thievery -2) (Illegal). Superior models, adding +1 to Thievery checks vs. such a lock, for +2,500¥. Can be taken 2 times.
Stummer (1,500¥, Wt. 3lbs): This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds +4 to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves.
White Noise Generator (500¥, Wt. 2lbs): Used to mask talking within a 10yds (5”) radius area from outside listeners. It imposes a -4 Notice penalty on outsiders listening in on any conversions, etc.

* A Hacker can attempt to bypass these locks with just a comlink but the check suffers an additional -2 penalty.


IMAGE AND AUDIO DEVICES
The following devices can hold a various audio or visual enhancements (see enhancements listed below), limited by how large and obvious the device is.

Audio Devices
Earplugs (150¥, nil weight; -2 Notice check to notices the subject wearing audio enhancers. Can hold 3 Audio Enhancements): very subtle earplug like headphones.
Headphones (250¥, Wt. ½lb; base Notice check to realize headphones are audio enhancers. Can hold up to 6 Audio Enhancements. Include level 1 Audio Dampener for free): these look like modern headphones.

Audio Enhancements – The following can be added to Earplugs or Headphones. Each level counts as one Enhancement (see above for how many enhancements each device maybe fitted with).
Audio Amplifier I-II (+400¥/level; Notice listen checks are -1 per 20”; for 2 Mods -1 per 40”).
Audio Enhancer I-II (+300¥/level; each level adds +1 to Notice checks with listen).
Dampener I-III (+200¥/level; each level adds +2 to resistant tests vs. sudden noise effects).
High/Low Freq Hearing (+500¥; adds High and Low Frequenting Hearing)
Spatial Sound Recognizer (+1,000¥, requires 2 Enhancements, Allows user to ‘see’ surrounds and make Notice (or attack checks), ignoring illumination penalties from fog, darkness and even invisibility out to 10" (20yds). Can also see through illusion Power.

Visual Devices
(also see Image Scope in Firearm Accessories)

SR.D5.googles.jpg

Binoculars (250¥, Wt. 1lb; Always noticed as a visually enhancer device. Requires one hand to use. Can hold up to 6 Visual Enhancements): Standard modern electronic binoculars with various x2 to x10 magnification.
Goggles' (100¥, Wt. ½lb; Always noticed as odd with a Notice check. Can be worn or strapped to a helmet. Can hold up to 5 Visual Enhancements): The size and shape of modern sky-goggles.
Glasses (250¥, nil weight; -2 Notice check to realize it is an visual enhancer. Can hold up to 4 Visual Enhancements): Designed to look like normal shaded glasses.
Contact Lenses (500¥, nil weight; -4 Notice check to notice something odd about eyes. Can hold up to 2 Visual Enhancements): Costume eye contact lenses.

Visual Enhancements – The following Enhances can be added to an Image Scope (pg. 47), Binoculars, Goggles, Glasses and Contact Lenses. Each level counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)
Low-Light Vision (+300¥; as Low-Light/Night Vision)
Flash Compensation I-III (+200¥/level; each level+2 to resistant vs. sudden light, etc.)
Thermal/IR Vision (+300¥; adds Thermal/IR Vision)
Vision Enhancement I-II (+450¥/level; each level +1 to Notice checks with sight).
Vision Magnification I-IV (+400¥/level; -1 per 20”. Can be taken 3 additional times for -1 per 40”, or -1 per 80”, or -1 per 160”).


MAGICAL GEAR
Note that the following items can only be used by someone with an Arcane Background. All magical gear is at least Restricted. Generally a caster may not ‘own’ or use no more then of these devices at a time. Technomancers cannot gain the benefits from any of these either.
Fetish (Cost 100¥, Wt. ¼lb): These consumable magical focus grant +1 to any one Arcane skill check. This requires the caster to have the materials in hand and it is destructed after it’s used.
Hand of Glory (Cost 5,000¥, Wt. 2lbs): An illegal formula found in the banned witchcraft book Compendium Malecarum. Made of the hand of a talented and dead individual, they are available only on the black market. When a finger is lite (Action) the holder pays one less Power Point to active a Power and the Power can be maintained for 1 minute without cost or any concentration by the holder. It does require that the user hold the hand in one hand throughout the duration. Each finger will ‘burn’ for one minute and then is consumed. When all five fingers have been used it this way the hand because non-magical and cannot be used again (Illegal).
Quicksilver Camera (Cost 2,000¥, Wt. 4lbs): This handled camera holds only five mana-sensitive plates, which allow the use to make five photographic picture of astral space.
Ward Material (500¥, Wt. 1lb): basic magical material for creating a 20 x 20 foot warded area for temporary material and (2,500¥, Wt. 5lbs) for permanent material.


PATCHES
Each patch is a one use item. Against unwell targets requires a melee check. Time is how long the Patch takes for the subject to feel the effects and Duration is how long it lasts.
Antidote Patch (100¥, Wt. ¼lb): Time 1d6 minutes to grant a new Vigor check +4 vs. poisons and disease; Duration one hour.
Stim Patch (100¥, Wt. ¼lb): Time 1d6 rounds to heal 1 Fatigue, Duration 4 hours. Then subject gains the Fatigue back and takes one additional levels of Fatigue. Can be potentially harmful for Arcane uses. Each time they do must make a Vigor check, -1 per time they have used one in the last 24 hours. Failure costs them 1.0 Strain points!
Tranq Patch (150¥, Wt. ¼lb): Time 1d4+1 rounds, subject resist with a Vigor -2 or suffer one level of Fatigue. New Vigor resist -2 in 1d4+1 rounds afterwards or suffers another level of Fatigue. If first test was a Raise can ignore the second check. Duration one hour (Restricted).
Trauma Patch (50¥, Wt. ¼lb): Time 1d4 rounds, Duration Instant. Subject gains +4 vs. Bleeding Out and +2 on Vigor check when Incapacitated by wounds (SWA pg. 95)


SECURITY DEVICES
Biometric Gene-lock (1,000¥, 3lbs): Door access lock that requires a gene sample along with code. Improved models increase Thievery difficulty by -1 for +1,000¥/level (max level 4).
Maglock (750¥, Wt. 3lbs): Magnetic lock, independent power. Requires a passkey and code. Improved models increase Thievery difficulty by -1 for +750¥/level (max level 4).
Wesley Locks (50¥, Wt. 3lbs): simple old school lock that requires a key. Improved models increase Thievery difficulty by -1 for +200¥/level (max level 3).
Mage’s Hood & Restraint Coat (1,000¥, Wt. 5lbs): A hood and straight jacket with loud distracting noises that imposes a -4 to any Arcane skill. Also restrains and blinds the target. Escape requires an Agility or Strength test at -4 and takes 1d6+4 rounds. Failure costs the subject one level of Fatigue. Takes 1d6+1 rounds to place on a helpless target. (Restricted)
Pasteel Handcuff Restraints (300¥, ½lb each): Escape is Agility or Strength check at -4. Causes one level of Fatigue each attempt. Attempt takes 2d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls.
Plastic Handcuff Restraints (75¥ and ½lb for 4): Escape is Agility or Strength check at -2. Causes one level of Fatigue each attempt. Attempt takes 1d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls.
Screamer (300¥, Wt. 2lbs): Proximity alarm that detects motion and sound, base Notice d8+2 within a Large Burst Template. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within its signal strength of 50”/100yards). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.


SENSORS AND SPECIALIZE GEAR
Atmosphere Sensor (500¥, Wt. 2lbs): With an Electronics or Science check at +2 determines weather patterns for next 24 hours in area.
Cyberware Scanner (1,500¥, Wt. 2lbs): Adds +2 to Electronics skill check to detect cybernetics (but not bioware) in a subject within 4 yards (2"). ½ the target’s Strain (round up) counts as a bonus to this roll. It can be opposed with a Hacking check.
Directional Microphone (750¥, Wt. 2lbs): Allows a normal Notice check of sounds at a great distance so long as source is in line of sight. Base distance is 100" (200 yards). For double the price and weight the range is now 500" (1000 yards).
Geiger Counter (40¥, Wt. ½lb): Used to detect radioactive material and background in an area. It can alert wearer via a color change or wireless alerts.
Laser Microphone (1,000¥, Wt. 2lbs): Allows a normal Notice check check to listen in on conversations within line of sight but also possible to hear through focusing the laser on mindows and other hard surfaces. Range is 250" (or 500 yards).
Laser Range Finder (100¥, Wt. ½lb): Used to determine distances out to 1000" (2,000 yards).
MAD Scanner (1,750¥, Wt. 2lbs): Add +2 to Electronics or Notice checks opposed by the targets Stealth to detect hidden weapons on a target within 2" (4 yards).
Motion Sensor (1,000¥, Wt. 2lbs): Used to detect motion within a short area (10"/20yds). Users gain a +2 to either Electronics or Notice oppose by all targets within range. Ignores darkness and invisibility penalties although can be blocked by walls, etc. Also see's through illusion Power without the 'Vid' enhancement (see MAGIC). Living targets with a Pace of 0 gets +2 to their stealth rolls.
Olfactory Sensory (750¥, Wt. 2lbs): Detects and analyzes ‘smells’ and airborn toxins, etc. within an 5” (10yd) area with an Electronics skill check (a Science -2 check to gain analytical information, etc.).
Radio Signal Scanner (500¥, Wt. 2lbs): Used to detect wireless radio signals in a certain ‘cone’ direction out to 50” (100yds) with an Electronics +2 skill check minu Firewall rating.
Ultrasound Scanner (2,000¥, Wt. 3lbs): Using sound, paints a picture of the surrounding area. Can ignore darkness or other visual penalties within 20” (40yds) with a simple Electronics or Notice check at +2.
Sensor Suite' (5,000¥, Wt. 5lbs): Very advanced optical, chemical, motion, and other active sensors ignore illumination penalties to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Range of 50 yards (25”). Users makes a Science skill check +2 to get basic information about any of the items searching for. Raises provide additional infrmation and/or allow analytical information.


SR.D5.Elf.jpg

SURVIVAL GEAR
Chemical Suit (800¥, Wt. 10lbs): Resistance +4 vs. contact toxins. Chemical suit to protect wearer from contact hazards. Often combined with Gas Mask. Damage suits often tear and render useless.
Diving Gear (600¥, Wt. 8lbs): Breath underwater with 2 hour tank and +2 Resistance vs. cold and pressure. A standard wet suit includes flippers that allow Swim speed of Pace.
Flashlight (25¥, Wt. ½lb): Durable and long lasting (about a year of continues use) flashlight that can project beams out to 50” to cancel or lower Darkness penalties.
Filter Plugs (20¥, Wt. nil): Nasal plugs add +2 resistance vs. inhaled toxins, poisons and chemicals.
Gas Mask (150¥, Wt. 2lbs): Resistance +4 vs. inhaled toxins, poisons & chemicals and contact toxins vs. the eyes. Limited view -2 to Notice checks and -1 to Shooting tests.
Hazmat Suit (1,500¥, Wt. 15lbs): Total resistance to airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. Standard hazmat suit, if breached (take physical damage from weapons, etc.) immunity is lost. Limits view and hearing; wearer suffers a -2 to Notice checks and -1 to Shooting tests at range. Without oxygen tanks acts as chemical suit and gas mask.
Light Sticks (10¥, Wt., ½lb pack of 6): Break & drop chem stick provides dim illumination in a SBT.
Micro-Flares (25¥, Wt. ½lb pack of 2): Small stick gun that can fire up to 500” range and can be seen for up to 1000” away during the day a farther at night. Can provide dim illumination in 200” radius for 1d4+1 rounds.
Grapple Gun (Cost 500¥, Wt. 8lbs): Range 50” (100yds) and adds +2 Athletics climbing checks.
Microwire Spool (800¥, Wt. 1lb): a spool of extremely thin and strong wire that can be only handled with Stealth Gloves (see below) and can be set-up between two points as traps, etc. Anyone running into it must make a Notice -4 check or take damage 2d6, AP 8 (+1d6 damage if Pace 6+).
Microwire Grapple Gun (1,000¥, Wt. 6lbs): Extremely thin and strong rope that can only be handled carefully with Sheath gloves, granting +2 Athletics climbing checks after set. Notice spot -4 to see.
Myineric Rope (1,000¥, Wt. 8lbs): “Smart” 50” (100yds) rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). +4 to Athletic climb checks.
Repealing Gloves (Cost 50¥, Wt. nil): tough gloves that triples ‘Pace speed’ when repealing.
Standard Rope (50¥, Wt. 10lbs): Basic rope 50” (100yds). +1 to Athletic climb checks.
Stealth Rope (450¥, Wt. 8lbs): Rope 50” (100yds) that can be instantly destroyed without leaving a trace. +1 to Athletic climb checks while employed.
Sheath Gloves (250¥, Wt. ½lb): Wearer can handle microwire safely, including security wire.
Survival Kit (250¥, Wt. 2lbs): Small kit to help you survive in wilderness. +2 to Survival checks.


TOOLS AND CARRYING CASES
Mini-Kits (500¥, Wt. 5lbs) basic tool kit that allows one to make basic Electronics or Repair skill checks without penalty. There is an Electronic and a mechanical Repair version that must be purchased separately.
Advanced Kit (1,500¥, Wt. 15lbs): advanced kit that must be taken and paid for separately for Electronic or Repair (grant +2 skill bonus).
Demolitions Kit (750¥, Wt. 4lbs): Require to set and disarm explosives. Without suffer a -2 on Repair check.
Monofilament Chainsaw (750¥, Wt. 5lb.): Damage Str+d10, AP 6, Min Str d6, Two-Handed. Wielder is at -2 to Fighting and Parry if used in melee combat. A Chainsaw with monofilament teeth to extra cutting power (Restricted).
Monofilament Handsaw (500¥, Wt. 1lb): Damage STR d6, AP 8. Good for cutting through chains, etc. Not usable in combat (Restricted)
Wire Cutters (25¥, Wt. 1lb): Damage STR+d6, full round, AP 4. Not usable in combat.
Briefcase (50¥, Wt. 3lbs): Basic model can carry 10lbs of papers, files, etc. Hardness of 5. Increase Hardness to 8 cost 150¥ and Wt. 3lbs, Hardness 10 cost 400¥, Wt. 4lbs.


UTILITY CHEMICALS & OTHER EXPLOSIVE
Glue Sprayer (100¥, Wt. ½ lb.): an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50¥)
Explosive Paste (500¥, Wt. 1lb): Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with Repair skill check. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set. (Military)
Plastic Explosives (500¥, Wt. 1lb): Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. - Damage 6d6; 3lbs. - Damage 8d6, MBT and now could instead by a Cone blast; 4lbs. - Damage 10d6, LBT or Cone. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500 yards or set up to two hours. (Military)
Thermite Bar (750¥, Wt. 1lb): Damage 4d6, AP 4, Continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property (Military)


DRUGS
It takes 20 doses of a drug to weight a pound. All drugs have a Time (how long it takes for the affects to start) and a Duration (how long they last). All drugs are also addictive and characters may gain the hindrance Habit (Minor or Major) if 'overuseed' (generally set by the GM but give the players warnings).
Bliss (Cost 500¥): Time 1d6rds, Duration 1d6+2hrs. Subject gains Edges – Nerves of Steel, Improved Nerves of Steel; Limitations - subject gains Hindrance Clueless (Restricted). Subject is immune to most pain but rather unaware of his surroundings.
Cram (150¥): Time 1d6rd, Duration 1d6+2hrs, Subject gains +2 to all Notice and Research skill checks. Enhances the subjects’ concentration. At the end of the duration subject takes a level of Fatigue (one hour recovery).

SR.D5.Drugs.jpg

Deepweed (750¥): Time 1d6rds, Duration 1d4hrs. Subject gains +1 step to Smarts & Spirits die and automatically granting Astral Perception (see MAGIC New Powers; however this is Distracting SWAE pg. 100). (Illegal) Opens one’s mind to astral space and allow even non-awakened subjects to experiences it. But Very illegal as non-Arcane Background characters must make a Vigor check each hour they are subject to the effects or suffer a Wound.
Jazz (300¥): Time 1d6rds, Duration 2d6+6rds. Subject gains +1 Extra Action (can’t be combine with any other initiative boost) and Edge – Quick; Limitation - Take 2 Fatigue at the end (2 hours to recover each level of Fatigue) (Restricted). Popular combat drug.
Kamikaze (500¥): Time 1d6rds, Duration 2d6rds. Subject gains +1 step to Agility, Strength & Vigor die; plus Edge – Level Headed 1, Nerves of Steel 1 and Extra Action 1 (can’t be combined with any other initiative boost); Limitations - gain Hindrance Overconfidence during effect and suffer 2 Fatigue and 1 Wound at the end of effect (4 hours rest to recover each level of Fatigue, wounds normal) (Illegal & Military). Illegal, military grade combat drug.
Long Haul (150¥): Time 1hr. Duration 4 days. Subject does not require sleep for 4 days. At the end subject suffers 2 levels of Fatigue (8 full hours of sleep to recover each level of Fatigue). Legal sim used by many long haul truckers and other who need to stay awake for long periods.
Nitro (1,000¥): Time 1d6rds, Duration 2d6 minutes. Subject gains +2 steps to Strength and Vigor die; plus Edges – Alertness, Nerves of Steel, Improved Nerves of Steel; Limitations: - gain the Big Mouth and Mean Hindrances during the durations and 1d4 hours afterwards. Subject suffers 2 levels of Fatigue at the end of duration (recovers one level of this Fatigue each hour) (Military). Another highly militarized experimental combat drug.
Novacoke (400¥): Time 1d6rds Duration 1d6+1hrs. Subject gains +1 to Persuasion and +2 to Notice, and Edge – Quick; Limitations - gains Hindrances Big Mouth and Overconfidence, Suffer 2 levels of Fatigue at the end (recovers on level of this Fatigue each hour) (Illegal). This illegal and highly addictive drug (-2 to resist addition and recovery) is still very popular with the mega rich.
Psyche (750¥): Time 1d6+2rds, Duration 2d6hrs. Subject gains +1 step to Spirit & Smart die (extra: Spell casters double the duration of one spell they cast after it takes affect); Limitations - Hindrance Overconfidence, Suffer 2 levels of fatigue at the end (recovers on level of this Fatigue each hour) (Restricted). Popular with spell casters for boosting awareness and mental strength.
Zen (500¥): Time 1d6rds, Duration 1d6hrs. Subject gains +1 step Spirit die and Alertness edge (Restricted). Semi-legal sim to help people focus.


GASES & TOXINS
All toxin have a “vector”, which is how they are administered – Inhalation is breathed in; Contact has to touch a target’s skin or eyes, etc.; Injection must be injected into a target (Fighting check vs. Parry and must be in a non-armed location). Some toxin have more than one vector. Toxins also have a Time and Duration as drugs. Toxin weight very little but delivery item does (weight listed).
CS/Tear Gas (400¥, 10lbs): Vector: Inhalation and Eye Skin Contact toxin; Time: Instant. Within a Large Burst Template, all targets must make a Vigor test -2 or suffer 1 level of Fatigue. Targets must make a second Vigor test -2 or suffer Blind (-2 to all visual based skill tests) for 2d6 rounds. Resist both affects every round for 1d6+1 rounds. Also cloud/smoke (Obscure -2 to all visual non-Thermal sight, skill test). (Restricted) Police riot tear gas canister.
Gamma-Scopolamine (500¥, Wt. ¼lb): Vector: Injected toxin; Time: 1d6min. Vigor -4 test or be Unconscious (Incapacitated) for 2d6 minutes. When target recovers, for 1d6 minutes later suffer -1 step to Smarts and all Smarts-linked Skills and gain Hindrance: Big Mount. If made the first Vigor check, does not fall unconscious but must make the second Vigor check or suffer secondary effects (Restricted). A popular truth drug with small hyperemic needle.
Nacroject (250¥, Wt. ¼lb): Vector: Injection or Ingested toxin; Effect: 1d6rds. Three Vigor -2 saves, each one 1d6rds after the last one or suffer 1 level of Fatigue (recover 1 hour). (Restricted) Popular knockout drug. Injection needle or dissolvent pill.
Neuro-Stun (400¥, Wt. 10lbs): Vector: Inhalation and Skin Contact toxin. Time Instant. Within a Large Burst Template, all subjects Vigor -2 check or fall unconscious (Incapacitated) for 1d4 hours (cannot be awakened early without drugs/heal check). (Restricted) A licensed knock-out gas that can affect targets but by inhaling it or absorption through the skin. Canister delivery device.
Neuro-Suggestion (400¥, Wt. ¼lb): Vector: Ingested, Injection or Skin Contact toxin. Effect 2d6rds. Vigor -2 check or gain Hindrance: Big Mount and Slave Mentality. (Illegal) The so-called “Puppeter” drug either injected, drank etc.
Pepper Punch (200¥, Wt. ½lb): Vector: Skin Contact toxic; Effect: Instant. One target within 1” must make a Vigor -2 check or be Distracted & Vulnerable and Blind (-2 to all vision tests). Recovery each round as normal but at -2 to test. Strong pepper spray.
Seven-7 (1,000¥, Wt. 15lbs): Vector: Inhalation toxin. Effect: Instant. So long as a target is within the radius of this gas (base is Large Burst Template), must make a Vigor -2 test or suffer 1 Fatigue. When unconscious must continue to make Vigor -2 roll or suffer wounds (Illegal). A very illegal, black-box canister military chemical weapon.
Sleep Deprivation (250¥, Wt. ¼lb): Vector: Ingested toxin. Effect: 1d6hrs. Vigor -2 check or cannot sleep for 1d4+1 days. Each day without sleep subject suffers a cumulative -1 to all Skills and non-Soak Trait tests (Restricted). Mostly used in psychological warfare ingested pill.


OTHER NON-ADVENTURER GEAR (GENERALLY NOT USED BY SHADOWRUNS) - ELECTRONIC GEAR
Corporate security gear that is common in almost all devices sold on the open market.
RFID Tag (5¥, nil weight) basic electronic tag use to track almost every item produced. They have a basic Broadcast (100yds/50”) and Firewall 2 and are used by manufactures to upload patches and software upgrades, etc.
Stealth Tag (50¥, nil weight): these electronic RFID tags are used to track sensitive items and are hard to detect by those who don’t want to be tracked. They have a Broadcast range of 200yds/100” and a Firewall of 3, which is only used to “hide” from others trying to detect it electronically. It requires a Scan or Sniffer program to detect these tag when inactive, at an extra -2 to the check.

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 SWAE vehicles to add me so.

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, 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.

And finally, Trolls take up 2 passenger spaces (or crew but still count only as one)

BASIC CHASSIS
The basic Chassis and Size of a vehicle determines its basic speed, handling, mods (upgrades) it can hold, etc.

Chassis Size Speed Handling Toughness Mods Crew Cost Examples
Ultralight 0 45*mph +3 5 2 1 500¥ Bicycle, scooter
Light 1 40mph +2 9 (2) 5 2 1K¥ Motorbike
Moderate 2 35mph +1 12 (3) 8 3 2K¥ Heavy motorbike, off-road rec-ATV
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
Heavy 8 20mph -1 25 (6) 20 15 25K¥ SUV, limo
Super Heavy 10 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
Colossus 16 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

MODIFIERS
Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has). For Ultralights and small Drones (see below) treat Size 0 and less as 1 for prices based on the vehicle's Size.

Updated Vehicle Mods Mods Cost
Advanced Alarm (1): Opposed 'Notice' d12+1 against Thievery (or Hacking) or the alarm is sounded (as standard) -- 500¥ x Size
Advanced Automation (3): These systems grant a d10 in one of the following skills - Boating, Drive and Pilot. All also include Notice of a d10 automatically (if this mod is take more then once the rating does not increase any higher). For Bikes, must included the Gyrostablizes for system to operate without the driver (i.e. can offer Support only) 1 5K¥ x Size
Advanced Skill Systems (4): These systems grant a d6 in one of the following skills - Electronics, Healing, Fighting, Repair, Shooting or Stealth 1 3K¥ x Size
Advanced Sensors (5*): Each adds one of the following for passengers and crew (and automated control): Hi/Low Freq Hearing, Low-Light Vision, Thermal Vision, Telescopic Visor, Ultrasonic Hearing. No matter the number of times taken it only requires one mod to lace these systems into a vehicle 1* 500¥
Aircraft, Helicoper (1): the vehicle is a helicopter. It can hover or fly with a Speed of 80mph but suffers -1 Handling for their Size. The Speed Mod increase TS by 40 instead of 10. They can fly or hover without stalling ½ Size 5K¥ xSize
Aircraft, Jet Plane (1): Jet aircraft have a top speed of 600mph. They must move at lease ½ their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100 instead of 10 ½ Size 10K¥ xSize
Aircraft, Propeller (1): A traditional prop plane has a top speed of 150mph. Propeller planes must move at least ½ their speed every round or go Out of Control (stall). The Speed Mod increases the top speed by 50 instead of 10 ¼ Size 3K¥ xSize
Aircraft, VTOL (1): Vertical Take Off and Landing aircraft have a top speed of 300mph and a +1 to their Handling based on size. The Speed mod increases top speed by 75 instead of 10. They can hover and fly and have no stall speed Size 15K¥ xSize
Aircraft, VSLT (1): Very Short Take-Off/Landing boosters can be added to a Jet Aircraft for ½ normal Stall speeds and normal space required for runways and landing. ¼ Size 2K¥ xSize
Aircraft, Vector Thrust (1): Jet/rocket powered VTOL type system with a Top Speed 180mph and a maximum altitude of around 60 yards (30"). Speed mod increases top speed by 40 instead of 10. It can fly and hover without a stalling ¾ Size 5K¥ x Size
AMCM (1): Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to vehicle operations skill or Electronics rolls made to evade missile attacks. 1 5K¥ xSize
Amphibious (1): The vehicle can move at ½ its speed with a -1 Handling for its size on the surface of water. For four times the cost the and using one addition Mod can be modified to be a submersibles. Movement is then ¼ speed. Includes a waterseal and oxygen supply for 8 hours. ½ Size 1K¥ xSize
Armor (U): Increases the vehicle's Armor value by +2 for each Mod. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and the price is doubled. Armor Points might also be directional for combat type ones. In this case it each Mod adds +6 to Front Armor, +4 to Sides (and top side of the vessel), and +2 to Rear (and undercarriage) 1 500¥ xSize
Automation (3): Not true AI but a basic system that allows self-driving cars, etc. Each mod adds one of the following Skills at d6 each - Boating, Drive, Pilot. All systems include Notice of d6. For Bikes, must included the Gyrostablizes for system to operate without the driver (i.e. can offer Support only) 1 1K¥ xSize
Booster (U): Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced/refilled. Their effects do not stack. Refills cost 100¥ x Size per booster. 1 5K¥ xSize
Crew Reduction (U): Adds 1 Mod for every four crew/passengers deducted (round up) n/a n/a
Crew Space (U): Space for four additional crew or passengers 1 1K¥
Ejection System (1): Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew. ½ Size 5K¥ xSize
ECCM (1): adds +2 to the operators Electonics or Hacking against Jamming attempts oppossed on them 1 4K¥ xSize
Electromagnetic Shielding (U): Adds +6 to the vehicle’s effective Toughness from EMP missiles and grenades 1 5K¥ xSize
Environmental Seal (1): The vehicle is sealed verses hazardous chemicals, toxins, radiation, and environmental conditions. It allows the crew to operate safeful in such along with enhanced heater/colder system to operate on most any planet so long as they is some time of atmosphere. It can add oxygen tanks to provide breathable air for all passenger and crew for 12 hours for double the price but this is not vacuum rated. To be vaccum rated costs double again 2 1K¥ xSize
Exposed Crew (1): Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. n/a 50% base(¥)
Fixed (U): “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. n/a n/a
Food Storage (U): A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). 1 1K¥
Handling (3): The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. ¼ Size 2K¥ xSize
Hover Vehicle (1): The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. Also add +10mph to its base top speed 5 5K¥ xSize
Jammers (1): Fills the surround area with static that plays havok with communication and radar. Can make an Electronics or Hacking check. Success blocks all broadcast signals and radar readings (and sensor suites) within 20" (40yds) of the vehicle. For double the price increase the area to 50" (100yds) and thriple the price within 100" (200yds). Those affected can make an opposed Electronics or Hacking check to ignore this 1 2K¥ x Size
Linked (U): Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total) n/a n/a
Living Space (Special): Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Size 4 5K¥
Luxury Features (1): Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. 1 5K¥ xSize
Missile Launcher (U): Allows up to four Light or two Heavy (or AT) missiles to be fired at once. 1 50K¥
Muscle Powers (1): Ultra-light and light vehicles only. Muscle power locamotion like those of Bicycles. Top Speed is change to 10mph +½ operators Strength die. Most Mods are not allowed (GMs call) but those that are also have a reduced cost of ¼ its base. Already includes Exposed Crew Mod. n/a 25% base(¥)
Off Road (1): Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” ¼ Size 1K¥ xSize
Radar/Sonar (1): Radar can detecting flying objects around 1,000 miles (or the horizon) with a Electronics skill check. Illumination, fog, etc. are ignored. Sonar works the same way but underwater objects and land mass mapping with average range of 300 miles. 1 50K¥
Reinforced Chassis (3): Increases Toughness of the chassis by +2. ¼ Size 1K¥ xSize
Rigger Uplink (1): Allows for rigger control of vehicle within its briadcasting range. See Vehicle Rigger Control in Cybernetics (IMPLANTS) 1 1K¥ xSize
Sensor Suite (1): This functions exactly like a Sensor Suite (see GEAR), but Range is 5 miles; Double the price Range of 100 miles. 1 25K¥
Sloped Armor (1): The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with Shooting direct-fire, non-energy weapons. 2 3K¥ xSize
Speed (U): Increases the vehicle’s Speed by 10mph. (This cannot be taken with Speed Reduction mod) 1 1K¥ xSize
Speed Reduction (3): The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gains ½ its Size in additional Mods n/a n/a
Stealth System (1): Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle su¥btract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. Size 10K¥ xSize
Submersible (1): A watercraft (see below) that can submerg. Top speed on the surface at normal speed and underwater at halved that. Has base oxygen for 8 hours for all base crew. An addtional 8 hours can be purchased for 1K¥ x Size and 1 additional Mod ½ Size 5K¥ xSize
Targeting System (1): The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. 1 10K¥ xSize
Tracked (1): The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 10mph (or 5mph if 10 would reduce it to 0), but adds +2 to Handling based and ignores Driving penalties for difficult terrain. On the table-top causes no reduction in speed. n/a 5K¥ xSize
Watercraft (1): The vehicle is a boat or ship. It’s base Speed are halved (round up). Speed Modifications increase Speed only by 5 instead of 10. For expermely larger vessels such as super carries vessels or cruise ships, I will modify something to create them. Normally not found in the hands of character (unless you hijack one) n/a n/a

VEHICLES

GROUND VEHICLES
Dodge Scooter: A very basic and cheap, around the town scooter. Cost 250¥, Ultralight - Size 0, Handling +3, Top Speed 45mph, Toughness 5, Crew 1, Mods (+2): Exposed Crew.

SR.D5.Bike.jpg

Suzuki Mirage: Popular racing bike, especially with go-gangers who desire speed. Cost 5,500¥, Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods (+0): Exposed Crew, Speed 5
Yamaha Growler: A popular off-roads dirt bike. Cost 4,500¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 11 (2), Crew 1+1, Mods (+1): Exposed Crew, Off-Road, Reinforced Chassis I, Speed II
Harley Davidson Scorpion: A very large and heavy street 'copper', built to take a beating (or carry a troll). Cost 11,000¥, Moderate - Size 2, Handling +1, Top Speed 65mph, Toughness 18 (5), Crew 1+2, Mods (+2): Armor I, Exposed Crew, Reinforced Chassis II, Speed III
Honda Spirit: A simples and cheap around town 3-wheel mini-car. Cost 4,000¥, Light - Size 1, Handling +2, Top Speed 60mph, Toughness 9 (2), Crew 1+2, Mods (2 remaining): Automation (Drive d6, Notice d6), Speed II
Eurocar Westwind 3K: A popular racing car with booster engines for added speed. Cost 25,000¥, Moderate Size 2, Handling +1, Top Speed 95mph (150mph with boosters), Toughness 12 (3), Crew 1+1, Mods (+0): Advanced Alarm, Automation (Drive d6, Notice d6), Boosters I, Speed VI
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
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
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
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
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)
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)

SR.D5.StepV.jpg

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
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
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.


HOVERCRAFT
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")
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)


WATERCRAFT
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)
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")
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)
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)
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)


AIRCRAFT
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)
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”)
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)
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)
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)

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). 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 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): 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.

All drones are also considered at least ‘Restricted’ type of gear (Military also listed).

Updated Vehicle Mods Mods Cost
Aircraft, Bird Wings (1): this air drone provides lift with bird-like wings to provide it flight. Top Speed 20mph and it can hover without stalling. Max size is -2. Often combined with Animal Form mods to look like a real bird 1 1,500¥
Aircraft, LTA (1): Lighter-then-air ballon like drones. Can fly and hover for long periods of time with a Top Speed of 10mph, ½ base Toughness score for Size (not armor). Can remain operational for up to 72 hours base. Each additional 48 hours costs 500¥ x Size. Drone's base Price drops by one-quarter and its ground Pace drops to 0 1 xSize 500¥ xSize
Animal Form (1): These drones are built to look like natural critters (or paracritters), This disguiss gives them none of the true animals abilities or movement types. Requires a Notice check -2 to recognize it as unnatural. For a -4 penalty, double the price 1 2K¥ xSize
Attribute (U): Increase one attribute by one die type (after d12 add +1 per step). No matter the dice step each attribute only requires one Mod to increase it (if you wish to increase all 5 it costs 5 mods) 1* 5K¥
Data Jack (1): A standard jack to interface with other electronics. This grants +4 to any Knowledge skill rolls made to use or access the device or system and the skill to use it -- 500¥
Edge (U): The drone has an Edge and may ignore all Requirem1 ents except previous versions of the Edge 1 2K¥ xRank
Fewer Attributes or Skills (U): Lower the base number of Attributes by 1 or Skills by 2 poinyd lowers the base drone's cost by -500¥ and increases the drone's base Mods -- -1K¥
Magnetic Pads (1): Soles and palms are fitted with powerful magnets so the drone can cling to metal surfaces at full Pace 1 5K¥
No Pace(1): This drone has a ground movement of 0. Adds +1 Mod and reduces the base price by -1,000¥ +1 -1K¥
Pace (4): Increases the drones ground Pace and Running by +2 1 1K¥ xSize
Pod Space (1): Requires min Size 1 droe. Space for one passenger or pod unit (for example the Auto-Doc Pod, see GEAR) 2 2K¥
Size Increase (2): Increases the drone’s Size and Mod slots by +2. This increases Strength and Toughness by +1 each time it’s taken -- 3K¥
Size Reduction (4): Reduces Size, Toughness and Mod slots by 1 -- -1K¥
Skill (U): Add or increase a skill a die type. After d12, add +1. Drones do not have to worry about increased costs for linked Attributes when skills are raised with this Modification. Each skill counts as 1 Mod but the individual skill can be raises without additional Mod costs 1* 1K¥
Tools (U): The drone has a built in tool(s) or piece(s) of equipment totally around 5lbs. Add the basic tool(s) prices to the mounting/mod cost 1 500¥
Trait Bonus (U): +2 bonus to any single Trait. This covers everything from predictive targeting programs (+2 Shooting) to gyro-stabilizers (+2 Agility), and so on. It may only be taken once per Trait 1 10K¥
Wall-Walking System (1): Walks up and down walls like a bug (normal Pace and Run). Maximum Size of the drone is -2 1 2,500¥
Weapon Mounts (U but see description): Mounts for weapons are a special type of modifier that does not fit easily with regular vehicle weapons, so. Drone's weapons tend to be fixed (as unlike Robots they don't normally have arms). A 'Light Pistol' (hold-out pistols, dagger, etc) sized mount uses uses ½ Mods (min 1; i.e. so you can put two of these mounts for one or just weapon still uses one mod) and cost 200¥ with a minimum Drone Size of -2. A 'Pistol' (medium pistols, machine pistols, etc.) sized mount uses ½ (min 1) Mods and cost 250¥ and have a minimum Drone Size of -1. A 'SMG' (heavy pistols, SMG, saw-off shotguns, etc.) use 1 Mod and cost 350¥ and a minimum Drone Size of 0. A 'Rifle' (assualt rifles, hunting rifle, etc.) mounts use 1½ (min 2) and cost 500¥ each, and have a min Size of 0. Finally a 'LMG' (LMG, sniper rifles, grenade launchers, etc) size mount uses 2 Mods and costs 750¥ each and minimum size of 1. Drones must meet Min Str requipments for any weapon mounts. -- --

NOTE that a Size -2 drone may only carry a single light pistol sized weapon, a Size -1 drone can carry two medium pistol sized or light pistol weapons. A Size 0 drone can carry a single rifle sized weapon, two SMG size weapons or three pistols sized weapons. A Size 1 drone can carry a single LMG sized weapon or two rifle sized, 3 SMG sized or 4 pistol sized weapons. A Size 2 drone can double the number of weapons a Size 1 can carry.


STOCK DRONES
Renku Optical Drone [requires Cyber-Eye Replacement and Optic-Drone Mount]: A detachable vector thrust cybernetic eye spy micro-drone. Cost 14,500¥. Base Size -4; Agility d8, Smarts d6, Spirits d6, Strength d4 (-4), Vigor d6; Parry 2, Pace 0, Toughness 1; Skills: Notice d8+2, Pil0t d8, Stealth d10+2; Mods (+0): Advanced Senses (Thermal Vison), Aircraft, Ventor Thrust (Top Speed 150mph), Edge (Alertness), No Pace (+1), Size Reduction -4, Skill Redction -6 (+3), Trait (Stealth) (Broadcast 1,000", Firewall 2)
Shiawase Kanmushi: Designed to look like a cockroach with standard ‘gecko-crawl’ system. Cost 18,500¥. Base Size -4; Agility d6, Smarts d6, Spirits d6, Strength d6 (-4), Vigor d6; Parry 2, Pace 2 (d3), Toughness 1; Skills: Drive d6, Notice d8+2, Research d8, Stealth d12+2; Mods (+0): Advanced Sensors (Low-Light, Termal Vision), Animal Form (cockroach -2 Notice), Edge (Alertness), Reduced Skills -2 (+1), Size Reduction -4, Trait (Stealth), Wall-Crawling (Broadcast 1,000")
Sikorshy-Bell Microskimmer: This is a small survivalance micro-rotor drone (about size of a small hummingbird). Cost 6,500¥. Base Size -3; Agility d6, Smarts d6, Spirits d6, Strength d6 (-3), Vigor d6; Parry 2, Pace 0, Toughness 2; Skills: Notice d10, Pilot d8, Research d8, Stealth d12; Mods (+3): Advanced Sensors (Low-Light, Termal Vision, Telescopic Vison), Aircraft, Helicoper (Top Speed 40mph), Edge (Infiltrator), No Pace, Size Reduction -3 (Broadcast 1,000")
Ares Remote Drone Hand [requires a Cyberarm and Drone-Hand Mount]: A detachable cyberhand that acts as a remote crawler stealth drone. Cost 7,000¥. Base Size -3; Agility d6, Smarts d6, Spirits d6, Strength d6 (-3), Vigor d6; Parry 2, Pace 3 (d3), Toughness 2; Skills: Drive d8, Notice d10+2, Research d8, Stealth d12; Mods (+2): Advanced Sensors (Low-Light, Termal Vision), Edge (Alertness, Infiltrator), Size Reduction -3
MCT 'Pigeon' Fly-Spy:. Cost 9,500¥. Base Size -3; Agility d6, Smarts d6, Spirits d6 (-3), Strength d6, Vigor d6; Parry 2, Pace 3 (d3), Toughness 2; Skills: Notice d12+2, Pilot d12, Stealth d12; Mods (+0): Advanced Sensors (Low-Light, Termal Vision, Telescopic Vision), Aircraft, Bird Wings (Top Speed 20mph), Animal Form (Pigeon, Notice -4), Edge (Alertness, Infiltrator), Size Reduction -3 (Broadcast 1,000")
Lone Star iBall: Designed to be tossed or rolling into a room, this ball can roll/move on its own but can't navigate stairs (except to go down them). Has a specially designed weapon mount that can hold a single Flash-Bang grenade especially designed by Lone Star (but copied by Ares/Knight Errant). Cost 7,000¥. Base Size -3; Agility d6, Smarts d6, Spirits d6, Strength d6 (-3), Vigor d6; Parry 5, Pace 5 (d4), Toughness 4; Skills: Drive d6, Fighting d6, Notice d10, Research d8, Stealth d10; Mods (+0): Advanced Sensors (Low-Light, Termal Vision), Edge (Dodge), Pace I, Reinforced Chassis I, Size Reduction -3, Weapon Mount (Flash-Bang Grenade, see GEAR) Cyberspace Designs Rotor Patrol: This small rotor drone is often used as security partols and moderate survivlance. Cost 9,000¥. Base Size -2; Agility d6, Smarts d6, Spirits d6, Strength d6 (-2), Vigor d6; Parry 2, Pace 0, Toughness 3; Skills: Notice d10, Pilot d8, Stealth d10; Mods (+6): Advanced Sensors (Low-Light, Termal Vision, Telescopic Vision), Aircraft, Helicoper (Top Speed 40mph), Edge (Alertness), No Pace (+1), Size Reduction -2, Skill Reduction -4 (+2)

SR.D5.drone2.jpg

Aztechnology Crawler: Built low to the ground its four legs can operate in rough rural or urban environments and can handle stairs and other obstacles (its Dodge refects its low-profile against ranged attacks). Cost 8,900¥. Base Size -1; Agility d6, Smarts d6, Spirits d6, Strength d6 (-1), Vigor d6; Parry 5, Pace 5, Toughness 10 (4); Skills: Drive d6, Fighting d6, Notice d6, Shooting d8, Stealth d6; Mods (+0): Advanced Sensors (Low-Light Vision, Thermal Vison), Armor II, Edge (Dodge), Reinforced Chassis I, Skill Reduction -4 (+2), Weapon Mount II (two Pistol sized) (Broadcast 1,000")
MCT-Nissan Roto-Drone: A simply rugged, no-nonsense rotor-wing drone that can handle two light weapons (SMG). Cost 13,700¥. Base Size 0; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 4, Pace 0, Toughness 9 (2); Skills: Fighting d4, Notice d8, Piloting d8, Shooting d10, Stealth d10; Mods (+1): Advanced Sensors (Termal Vision), Aircraft, Helicoper (Top Speed 40mph), Armor I, Edge (Marksmen), No Pace (+1), Reinforced Chassis I, Weapon Mount II (two SMG sized) (Broadcast 1,000")
GM-Nissan Doberman: A four wheeled ligth recon and patrol drone. Cost 16,500¥. Base Size 1; Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6; Parry 6, Pace 6, Toughness 14 (4); Skills: Drive d8, Fighting d8, Notice d8, Shooting d8, Stealth d8; Mods (+2): Advanced Sensors (Termal Vision), Armor II, Edge (Marksmen), Reinforced Chassis II, Size +1 (+2), Weapon Mount (LMG sized)
DocWagon Crash-Craft AutoDoc: This is a DocWagon specially designed wheeled drone that can move into hazadous areas to retreive contact holders. The auto-doc pod is assigned by a fair advanced AI Doc program (the Pod itself has a Hardness of 12). Cost 44,000¥. Base Size 1; Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6; Parry 5, Pace 10 (d10), Toughness 12 (4); Skills: Drive d8, Healing d10+2, Fighting d6, Notice d8, Science d8; Mods (+0): Armor II, Edge (Healer), Pace II, Pod Space (Auto-Doc Pod), Size Increase +1 (+2), Tools (2 specially padded actuator arms), Reinforced Chassis I (Broadcast 1,000”, Firewall 2)

SR.D5.drone3.jpg

Steel Lynx Combat Drone: Military tacked combat drone. Cost 41,500¥. Base Size 2; Agility d6, Smarts d6, Spirits d6, Strength d10, Vigor d8; Parry 5, Pace 6 (d6), Toughness 16 (4); Skills: Drive d6+2, Fighting d6, Notice d6, Shooting d8; Mods (+1): Advanced Sensors (Low-Light Vision, Thermal Vison, Telescopic), Armor II, Attribute I, Edge (Rock and Roll), Reduced Skills -6 (+3), Reinforced Chassis II, Size +2, Pace I, Targeting System, Tool (Motion Sensor 10"), Tracked, Weapon Mount II (two LMG sized) (Broadcast 1,000" and Firewall 3)
Renraku Stormcloud: This is a solar powered high altitude survaliance drone that can hover over a target for up to six days before needing to land. Cost 24,000¥. Base Size 2; Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6; Parry 2, Pace 0, Toughness 7; Skills: Notice d10+2, Pilot d6, Stealth d12+2; Mods (+16): Advanced Sensors (Low-Light, Thermal Vision, Telescopic 3), Aircraft, LTA (10mph, hover and fly, 144 hours of operation), Edge (Altertness), No Pace (+1), Reduced Attributes -2 (+2), Reduced Skills -2 (+1), Size +2 (+4) Trait Bonus (Stealth) (Broadcast 1,000” with Satellite Uplink, Firewall 3)

CHAPTER SEVEN – HIDEOUTS and LIFESTYLES

HIDEOUTS
Shadowrunners are often in need of a safe house or base of operation. These might include both short or long term residence and/or bases. To make things easy assume a one bedroom flat is around Size 5, an one bedroom middle class apartment around 7, a small two or three bedroom apartment or home around 10, nicer two story or mid-sized garage 12 and a old warehouse around 15+. To purchase a hideout cost 10,000¥ +2,000¥ x Size. Renting such a place averages 1/20 the price to buy per week! (“Hey that’s pretty expensive!” Yes well as the saying goes “Life an’t fair chummer”).

The location of a base can have an effect, as being in the Barrens is generally going to reduce the cost by ½. Other Features might include an alarm system, security personal (or just the local gang on lookout), etc. Prices can vary wildly depending on location and need.


LIFESTYLE
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).
  • 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).
  • High: About the best a runner will probably have. You have a nicer condo in a fairly secure area. Your food is mostly real with some soy and tofu add-on’s. 10,000¥/month. Character living at this level for at least a month gain a bonus of +1 to all trait tests again Hazards (SWAE pg. 125) and a extra Benny per session!

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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.

GANGER
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.
ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6
Pace 6, Parry 5, Toughtness 7 (2)
SKILLS: Athletics d6, Common Knowledge d4, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6
EDGES: --

SR.GangerFemale.jpg

HINDRANCES: Greedy (Minor), Loyal (Minor), Mean (Minor), Stubborn (Minor)
Gear: Reinforced Syn-Leahter Jacket (AP2, Wt 4; Torso, Arms), Synthetic Leather Pants (AP1, Wt 2; Legs), plus one or more of the following...

*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
GO-GANGERS: These motorcycle gangs have far greater territory and hence are stronger then normal gangs because of it.
add Skill: Drive d6
extra Gear: add a Suzuki Mirage: Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods (+0): Exposed Crew
MATRIX GANGS:
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.
bump Smarts to a d8 and add Skills - Drive d6, Occultism d6, Spellcasting d8. Also add Arcane Background (Mage)
Power Points: 10, Powers: bolt, blast, boost/lower traits
extra Gear: add the Suzuki Mirage (under Go Gangers)

SECURITY GUARD or CORPORATE COP
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.

SR.D5.cop.jpg

ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6
Pace 6, Parry 5, Toughtness 9 (4*)
SKILLS: Athletics d6, Drive d6, Common Knowledge d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6
EDGES: --
HINDRANCES: Loyal (Minor), Obligation (Major)
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...

*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
DETECTIVE: With more training and special powers in their feild, these cops are dispatched to crime scense to solve crimes not just patrol.
bump Smarts to a d8 and add/bump Skills - Notice d8, Persuasion d8, Research d8
Add Edge: Investigator
MAGE COP: awakened security and often dispatched to crimes that involved magic (as part of either SWAT or the investigation team)
bump Smarts to d8 and add Skills - Occult d8, Spellcastin d8 add Edge: Arcane Background (Mage) and New Powers
Power Points: 10; Powers: deflection, detect/conceal powers, empathy, read odject, summon elemental

PARA-MILITARY SOLDIERS
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.

SR5.D5.swat.jpg

ATTRIBUTES: Agility d8, Smarts d6, Spirits d8, Strength d8, Vigor d8
Pace 6, Parry 6, Toughtness 10 (4*)
SKILLS: Athletics d8, Battle d4, Drive d6, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d8, Persuasion d6, Shooting d8, Stealth d8
EDGES:Combat Reflexes, Marksman
HINDRANCES: Loyal (Minor), Obligation (Major), Stubborn (Minor)
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)

OPTIONS
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.
bump Smarts to d10 and add Skills Occult d6, Spellcasting d10
add Edges Arcane Background (Magic), Channeling, New Powers, Power Points
Power Points: 15; Powers: detect/conceal arcana, bolt, boost/lower trai, blast, deflect

PARACRITTERS

NEW SPECIAL ABILITIES
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.

HELLHOUND

SR.Hellounds.jpg

ATTRIBUTES: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
SKILLS: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8
Pace 10. Parry 6, Toughness 8 (2)
EDGES: Quick
Special Abilities:
* Bite: Str+d6 +2d4 fire damage.
* Breath Weapon (Fire): Cone Template, 2d8 damage.
* Dual-Natured
* Environmental Weakness: Cold.
* IR and Low-Light Vision: no penalties for Dim or Dark and half to total darkness
* Immunity: Fire.
* Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
* Speed: d10 running die.
* Thick hide: AP +2

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.

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BARGHEST
ATTRIBUTES: Agility d8, Smarts d8 (A), Spirits d8, Strength d10, Vigor d10
Pace 6, Parry 6, Toughness 11 (3)
SKILLS: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8
Special Abilities
* Armored Hide: AP +3
* Big: Size +1
* Bite: Str+d8 AP2
* Dual-Natured
* 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.
* IR Vision: barghest halve all illumination penalties.
* Nocturnal: barghest suffer a -1 penalty to trait and skill test during the day light hours.
* 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.

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.

SR manticore.jpg

MANTICORE
ATTRIBUTES: Agility d6, Smarts d6 (A), Spirits d8, Strength d12+1, Vigor d10
Pace 8, Parry 5, Toughness 12 (2)
SKILLS: Athletics d8, Fighting d6, Notice d6, Shooting d8, Stealth d6
EDGE: Franzy (Imp)
Special Abilities
* Big: Size +3
* Bite: Str+d10, AP 2
* Claws: Str+d8
* Dual-Natured
* Low-Light Vision: no penalty for Dim and Dark illumination.
* 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.
These spikes can also be shot out by the manticore with a Range of 5/10/20, ROF1, and using the shooting skill.
* Resilent: the manticore is tougher thenmost beasts and can take one Wound.
* Thick Hide: AP +2
* Winged Flight: base Pace 10, run die d10

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.