ShadowRun.DnD5

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ShadowRun.DnD5.jpg

These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.

BASIC HOUSERULES

Character Classes: all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). There are seven Heroic Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. Heroic characters gain three core Talents at 1st level plus one additional talent every odd level after that (3, 5, etc.) and a Bonus Class Feat every even level (2, 4, 6, etc.). These feats must be chosen from the Class Bonus Feat list.
Heroic characters gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below.

Character Level Proficiency Bonus Character Level Bonus Heroic Level Bonus
1 +2 Starting Feat Talents(s)
2 +2 -- Bonus Feat
3 +2 Feat Talent
4 +2 Attrubyte boost Bonus Feat
5 +3 Feat Talent
6 +3 -- Bonus Feat
7 +3 Feat Talent
8 +3 Attribute boost Bonus Feat
9 +4 Feat Talent
10 +4 -- Bonus Feat
11 +4 Feat Talent
12 +4 Attribute boost Bonus Feat
13 +5 Feat Talent
14 +5 -- Bonus Feat
15 +5 Feat Talent
16 +5 Attribute boost Bonus Feat
17 +6 Feat Talent
18 +6 -- Bonus Feat
19 +6 Feat Talent
20 +6 Attribute boost Bonus Feat

Karma Points: Heroic characters gain 5 + ½ (round down) their Heroic class levels in Karma Points. You can only spend one Karma a round. Karma points add 1d4+1 to any 1d20 roll (attack roll, saving throw, skill or ability check etc.) and are used to activate certain Talents. Unspent Karma Points are lost when you raise a level (and gain your new levels’ Karma points). Certain Talents and Feats and grant you additional Karma Points, high dice to add to your d20 and new uses.

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Talents, Feats and Skills: Using the basic ideas of skills from DnD5 but renaming a couple, adding new ones and new usage. Talents tend to be of greater usefulness and abilities over Feats which are much less powerful (more common). Unless specified elsewhere the DC for Skill is found in PHB pg. 174.
Also not using Tool proficiencies. These have been replaced by new skills. See Skill Update below.
Proficiency: Armors include Light, Medium, Heavy and Shields. Weapons include Simple, Martial (as from the PHB), Light Firearms (pistols, machine pistols, etc.), Heavy Firearms (rifles, assault rifles, shotguns, etc.), Heavy Weapons (machine guns, grenade launchers, etc.) and Super Heavy Weapons (tank cannons, rocket launchers, heavy missile launchers, etc.).

Circumstance Bonuses: While still using Advantages/Disadvantages as normal also using circumstance bonuses that can come from various talents and feats. The same ‘types’ of bonus do not stack but different types can. Basic types: equipment, insight, magic, moral or rage.

Firing into Melee Combat and Ranged attacks while prone: Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.

Wound Damage Threshold: see Reeling Condition below. Your Would Damage Threshold is equal to 15 + Proficiency Bonus + either Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer these affects (see Vehicles).

Additional Conditions – Reeling (see Condition in the PHB): if you suffer damage equal to or greater than your Wound Damage Threshold from one attack, you gain the Reeling condition. Effects…

  • You suffer Disadvantage to all Attacks, Skills and Ability checks.
  • If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that equal or exceeds your Wound Damage Threshold), you are Stunned for one round. After this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
  • In order to recover from Reeling, at the end of your round (after you have taken all your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC10 or ½ the Damage you just suffered that imposed the condition (round down, whichever is greater, but maximum DC20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the Condition.
  • Instead you can spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed as above.

Slow Natural Healing: as the option rule found in DMG pg. 267. You only gain back ½ Hit Dice (round up) each long rest and can then spend as many as you wish on HP’s back. Also, once per day, you can recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).

Heroic Recovery: when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.

Maintaining Spells in Shadowrun no spell last longer than the spell caster concentrating on it. All spells that require concentration automatically end if the magic user stops concentrating on it.

Full Round Action and Free Actions: A full round action takes up the creatures full round, including their action, movement (Speed 0 remaining) and bonus action (you still have your reaction). A free action take none of these.

Mind-Effecting: many talents and feats are listed as mind-effecting. These talents and feats only affect living, sentient beings, nor spirits or elementals. Mind-effecting fear don’t work against sentient beings immune to fear.

Hardness: Vehicles and material reduce some damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target. There is a special ‘Ballistic Hardness’ that works as a damage reduction but only verses ballistic weapon damage. This is common in most armor, drones and vehicles. Cybernetic implants and spells can also grant some Hardness to metahumans and stacks with ballistic hardness for overall ratings. Some paracritters and enhanced animals can also gain Hardness ratings.

SITUATIONAL AND ACTION HOUSERULES

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects -Explosives: (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save against an indirect attack).

Area of Effects -Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).
Special – the attack can use a Bonus action to “Brace” as a maneuver to reduce these penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Bracing causes you to suffer advantage from all attacks directed against you until the start of your next turn.

Special - you do not include your Strength or Dexterity modifier nor do you add any range Feat or non-specific Talent (Grenade Expert) bonuses to damage to any AOE damage types listed above.

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Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

CHARACTERS

This section includes Character Creations, Meta-Humans, Backgrounds, Heroic Classes, Skills, Generic Talents and Feats. ShadowRun.DnD5.bar.jpg

CHARACTER CREATION

  • Assign Attributes: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
  • Choose a Metahuman type: pick one species from the list below.
  • Choose a Background: provide basic skills, proficiencies and some starting gear and cash.
  • Choose a Class: Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skills, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have Three Core Talents that the character gets at 1st level character creation only. If the character multi-classes, then they only can take one of the Core Talents. Class Bonus Feats must be chosen from the lists provided. Characters also gain generic Feat choices that can be chosen from any feat that the character meets the Prerequisites for.
  • Assign Gear: Record your starting gear and cash. Purchase any additional gear.
  • Pick Two Contacts: See Contacts. You gain two indifferent low-end contacts to start.
  • Per-paid Lifestyle: see Lifestyle. You either have six months of Squatter or one month of Low.

METAHUMAN SPECIES

New Sense: in addition to those found on PHB pg. 183. Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision ignore Dim Light obscure.
Languages: all characters begin with the ability speak, read and write in their native Language plus one additional language of choice.
Attribute Maximums: Character’s maximum Attributes are 20 +/- the racial ability score modifier.

HUMAN SPECIES TRAITS
While humans are the most dominate and common species of the Sixth World they still only make up just over 50% of the world’s population.

Ability Score Modifier: Add +1 to the totals of three different abilities of your choice.
Medium Sized and Speed: base 30 feet.
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
Outgoing: You gain +1 Karma point over the standard Karma Points each level.
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DWARF SPECIAL TRAITS
Tend to be industries and determined, Dwarfs make up around 10% of the World’s population.

Ability Score Modifier: Constitution +2, Wisdom +2, Charisma -1
Medium Sized and Speed: base 25 feet a round.
Dark Vision: dwarfs can see up to 60ft in the dark per the PHB pg. 183.
Hardy: dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Finally add +2 to Wound Damage Threshold total and an additional +1 bonus to recovering from the Reeling condition.
Resistance: dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.

ELF SPECIAL TRAITS
Graceful and beautiful by most standards, Elfs make up 15% of the World’s population.

Ability Score Modifier: Dexterity +2, Charisma +2, Constitution -1
Medium Sized and Speed: base 40 feet.
Alluring: elfs are naturally attractive to most people and gain advantage with both Charisma (Deception) and (Persuasion) skills with anyone who can see, hear and understand them.
Low-Light Vision: elfs see well in the dark (see rules above).
Perceptive: elfs start with proficiency in Wisdom (Perception) skill for free.

ORK SPECIAL TRAITS
With a reputation as brutish and aggressive, the Orks make up 20% of the World’s population.

Ability Score Modifier: Strength +2, Constitution +2, Intelligence -1
Medium Sized and Speed: base 30 feet.
Aggressive: everyone knows that orks are born brawlers. Orks start with the Brawler feat for free.
Low-Light Vision: orks see well in the dark (see rules above).
Menacing: orks gain proficiency in the Charisma (Intimidate) skill for free.
Relentless Endurance: when an ork is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point. Orks can’t use this feature against until after they finish a long rest.
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TROLL SPECIAL TRAITS
Large and strong, Trolls make up only 5% of the world’s population.

Ability Score Modifier: Strength +4, Constitution +2, Dexterity -1, Intelligence -1, Charisma -1
Large Sized and Speed: base 30 feet. Trolls can carry the Strength x8 as a base load.
The Sixth World is not built with trolls in mind. The average male troll is around 96” tall and weighs 600lbs while females average 90” tall and 540lbs. Trolls take up two-squares of space on a tabletop map and clothing, armor and most weapons are not made for their sized beings. As such they must purchase larger sized gear to fit their frames, etc. Increase the base cost for firearms by 50% (bigger grip and triggers, etc.), while armor and clothing weigh and cost twice as much as for a medium creature. Trolls also have to spend 50% more on their lifestyle due to increased food consumption and space. Trolls deal the versatile damage with melee weapons one-handed and can use melee two-handed weapons in one hand.
Big: Trolls start with +2 hits points at 1st level and gain an additional +1 every level after that.
Dark Vision: trolls can see up to 60ft in the dark per the PHB pg. 183.
Dermal Plating: trolls have thick armored like skin. This provides 2 points of natural Hardness. This bonus stakes with any other form of Hardness (armor, cybernetics, talents, etc.).
Reach: due to their size trolls have a reach of 10 feet instead of 5 feet.
Scary: trolls are big and so due to their size, they can use their Strength ability modifier instead of their Charisma modifier for this skill.

BACKGROUNDS

Academic: You worked for one of the colleges or universities of the day. Note that most are corporate sponsored if not outright owned by one. Many Mages attended some of the various Arcana Schools to learn about magic (not all as some Street Mages are taught by one person).

Skill Proficiencies: Computer Use plus two of Arcana, Investigation, Life Science, Physical Science or Technology.
Languages: One language or your choice.
Equipment: Two sets of middle-class clothes, one of the following - Arcane, Life Science, Medicine, Physical Science, or Religion added to their comlink proficiency, a credstik with 150¥.

Affluent: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.

Skill Proficiency: Any two of Deception, Gambling, Intimidation or Persuasion.
Languages: Two languages of your choice.
Equipment: Four sets high-class clothing, an advanced comlink (broadcast 2, firewall 2, Int 16, Wis 12 and proficiency +3), a credstik with 500¥.

Athletic: This background is for a person who spent much, if not most of their young and formative years training form and competing in various athletic sports. Urban Combat, Football, Basketball, the Olympics, National competitions, etc. all might encompass this background.

Skill Proficiencies: Acrobatics and Athletics, plus one of either Intimidate or Persuasion.
Equipment: Two set of middle-class clothing, one set of your past athletic uniform, a past trophy, a credstik with 150¥ on it.

Celebrity: Perhaps you were on reality Sim-Sense show, maybe you hit a billion views on the Matrix, or you were the lead singed in last years a one-hit wonder group. You could be an actor, an extreme sportsman, an underground brawler, etc. Whatever the case, people often recognize you.

Skill Proficiencies: Performance and Persuasion plus either Gambling or Intimidate.
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150¥, one flashy costume, two set of middle-class clothing, a credstik with 150¥.

Corporation: former Wage-Slave, the Suite, Corporate-drone who went to work six days a week, ten-hours a day and was loyal. In the world of Shadowrun, Mega-Corporations are rules unto themselves and wield incredible powers. They are the nation-states of the Modern World.

Skill Proficiencies: Computer Use plus any two from among Deception, Gather Information, History, Insight, Persuasion or Technology
Languages: One languages of your choice.
Equipment: Two sets of middle-class clothing, a credstik with 250¥.
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Criminal: You use to work for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms.

Skill Proficiencies: Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.
Equipment: Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.

Disciple: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.

Skill Proficiencies: Religion, plus any two from among Animal Handling, Arcane, Athletics, Gather Information, History, Life Science, Medicine, Persuasion, Physical Science, Survival or Technology.
Languages: One language of your choice.
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 100¥, two sets of middle-class clothes, Religion proficiency added to comlink, a credstik with 50¥.

Intelligence: You use to work for an intelligence agency as a spy. Corporate, Government, Criminal, all the big powers employ such people for covert operations against each other. You job probably involved gathering intelligence on the competition or even real terrorists.

Skill Proficiencies: Deception and Investigation plus one of either Computer Use, Gather Information, History or Thievery.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a Disguise Kit or Forgery kit, a credstik with 150¥.

Law Enforcement: You were a cop (corporate or national marshal, etc.) or private investigator. Whatever the case you worked the streets of big city and have a lot of knowledge and knowhow when it comes to dealing with both criminals and your everyday folks just trying to get by.

Skill Proficiencies: Drive and Intimidate and one of Computer User, Gather Information, Investigation or Persuasion.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

Military: You have experience as maybe a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying of a million neyen jet.

Skill Proficiencies: Athletics plus one of Drive, Intimidate, Mechanic, Pilot, Stealth or Survival.
Armor or Weapon Proficiencies: One of the following – either Light, Medium or Heavy Armor Proficiency, or Heavy Firearms, Heavy Weapons or Super-Heavy weapons.
Equipment: Old military BDUs, two sets of middle-class clothing, a credstik with 150¥.
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Occult: With the return of magic to the Sixth World, there are huge number of strange occult orders, secret societies, social clubs, and magical teaching groups spread throughout the world. Even those without any magical talent often join these communities due to a fascination with the arcane.

Skill Proficiencies: Arcana plus two from among Computer Use, History, Insight, Investigation or Survival.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a minor fetish with a magical aura too it, a credstik with 150¥.

Security: You were a professional counterspy, bodyguard or secret policemen. Generally worked for one of the major corporations or various government agencies, but you could have been just a rent-a-cop who worked down the local strip mall.

Skill Proficiencies: Investigation and Perception, plus either Intimidate or Persuasion.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

Street: You grew up in one of the Barrens or non-entity parts of the urban sprawl. Millions of non-persons (no SIN) have been born, grown up and died without any government or corporation knowing or caring that they existed at all.

Skill Proficiencies: Deception or Intimidate plus Stealth and Survival.
Equipment: One set of lower-class clothing, a backpack, bedroll blanket, a credstik with 50¥.

Survivalist: while not common in the sprawls, there are hundreds of small, back-to-earth and nature groups hiding out in various out of the way locations shattered across the globe. Most just want to be left alone while others are awaiting the end of the world. Some give up the lifestyle to return to the sprawls, growing weary of the isolation.

Skill Proficiencies: Athletics and Survival plus either Animal Handling or Drive.
Equipment: Two sets of survivalist clothing/outfits, one set of middle-class clothing, a survival knife, a credstik with 50¥.

HEROIC CHARACTER CLASSES

There are five basic Heroic Character Classes listed below.

ADAPT

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An adept is an awakened metahuman whose magic is focused inward, into the body and soul of the person. This can make them strong and faster with the ability to perform great feats of athleticism and/or wildly unrealistic martial arts. It can allow them to see in the dark and use magical weapons.
If you take this class you are not normally allowed to take any levels in Magic-User (see Initiation below). You also cannot start with any other talent that include Cybernetics.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Light Firearms, Marital weapons, Simple weapons.
Saving Throw: Dexterity and Wisdom.
Skills: Choose three from among Acrobatics, Arcana, Athletics, Drive, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Religion, Sleight of Hands, Stealth or Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Lined Coat armor or (b) extra 200¥ spare cash
  • Colt Manhunter with Concealable Hostler, 100 round regular ammunition and 2 spare mags.
  • (a) Longsword¹ or (b) Battle Axe¹ or (c) Compound Longbow with 20 arrows¹ and quiver or (d) Katana¹ or (e) a second Colt Manhunter with Concealable Hostler and 2 spare magazines.
  • Two simple weapons or one other martial weapon of choice worth¹
  • A basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥ in spare cash

¹slashing or piercing weapons or arrows, may include the Keen Blade modification added. This mod cannot be combined with magical weapons and certain Talents (see below).


THREE CORE TALENTS
Pick any 3 Physical Adept Powers (see below, must qualify with prerequisites).
Strain has an adverse effect against your adapt abilities. Generally for every 2 full points of Strain an adept suffers -1 to all attacks, ability checks, saves and skills with all adapt Powers.

PHYSICAL ADEPT TALENT TREE
The adept gains various magical powers that enhance his body in some way.

Astral Perception: You can perceive into the Astral Plane as a bonus action (reaction to end). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight.
Babel: By listening to a language that you presently cannot speak or reading a text you cannot presently read, you can spend a short 5 round Ritual (no other actions) and gain the ability to speak or read it. This affect lasts for one hour after you have performed the ritual before your understanding fades. You can use this ability again after a short or long rest.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Elemental Strike: You can enshroud your hands with elemental energy to strike your foes with greater force. As a free action at the beginning of your round you to charge your unarmed damage (including any Killing Hands dice) to one elemental type (Acid, Cold, Fire, Lightning, Radiant or Thunder). The attack deals a secondary elemental effect automatically (see SPELLS & SPELL CASTING – Elemental Bolt for Secondary Effect). This effect last until the start of your next turn. You can use this ability a number of rounds equal to your Wisdom modifier (they do not have to be one round after another, just a number of times). You must complete a long rest to use this ability again. You must choose the elemental to use when you take this talent and it cannot be changed later.
Enhanced Movement: When you take the Dash action, your base movement speed and Dash movement increased by +15 feet for your Action (so if you normal movement speed is 30 feet, when you take the Dash Action you can move up to 90 feet; 45 feet from your Move and 45 feet with the Dash). Also when you take the Dash action you ignore difficult terrain penalties to your movement.
Enhanced Physical Attribute: Your physical form has been enhanced. You gain +2 bonus to either you Strength, your Dexterity or your Constitution. This allows you also to exceed your characteristic maximum by 2 (or 4, see below). You can take this talent multiple times, each time it applies to a different physical attribute. Once you have taken all three attribute you can take this talent one additional time, applying it to your Strength, Dexterity or Constitution.
Enhanced Reflexes: You can move unnaturally fast when you want to. You gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics.
Enhanced Senses: The adepts eyes develop allowing her to see in the dark. She gains Low-Light Vision (see New Senses under METAHUMANS) and Dark Vison of 60ft. If her species already has Dark Vision, she extended it another 60ft (120ft). Adept also gains Advantage on Wisdom (Perception) checks that involved touch, smell and taste and Advantages on Wisdom (Survival) check to follow tracks (where she could use her sense of smell)
Facial Sculpt: With a short 5 round Ritual, you transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same. This ability also does not change your clothing. You must concentrate on this ability to maintain it but otherwise can use it as often as you wish.
Foresight: You have advantage with Dexterity (Initiative). Prerequisite: Trained with Initiative.
Improved Abilities: Pick one skill – Acrobatics, Deception, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Sleight of Hands or Stealth. You have advantage with this skill.
Improved Dodge: You can take the Dodge action as a Bonus action. You can use this ability a number of times equal to your Wisdom ability modifier. Regain these uses after a short or long rest.
Improved Weapon Master: With the weapon the adept picked for her Weapon Master talent she now gains her full level as a magical bonus to damage with these weapons and +2 magic bonus to attack rolls with this one specific type of weapon. The weapon’s attacks counts as a magical weapon. Prerequisite: Weapon Master.
Kinesics Voice: You can alter your voice patters in such a way as the make others friendly to you. This talent works exactly like Winning Smile under the Face’s Diplomatic Talent Tree ability. Targets save DC vs. this ability is 8 + your proficiency bonus + your Wisdom bonus.
Killing Hands: Your hands can deal deadly damage. When you first take this talent, add +1d4 bludgeoning damage to your unarmed attack (for a medium size creature the base is 1 bludgeoning damage, so it becomes 1d4+1 bludgeoning damage). Your unarmed strike gains the weapon properties of finesse and light (meaning you can also make off-hand attacks with the Two Weapon attack ability). At 5th level adept this damage becomes +1d6 bludgeoning, at 10th level adept it is +1d8, at 15th level adept is it +1d10 and finally at 20th level adept it becomes +1d12. If you have any other feat the increase your base unarmed damage remember these dice are separate (i.e. with the Martial Arts feat a 1st level Troll Adept with the Killing Hands talent would dead 1d6 +1d4 +Strength modifier in bludgeoning damage).
Mental Cloaking: With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, creatures have Disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Creatures are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This effect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.
Mystical Armor: Your understanding of the magic of your body grows you learn to better deal with external threats to it. When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.). You also reduce all damage including those caused by magical spells and weapons by 2 points. This increase by +1 point of damage reduction for every 5 levels of adept you gain (5th, 10th, 15th and 20th adept level).
Visions: You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a DC15 to gain additional information and a ‘feeling’ of the target’s possible future (within a few days). Prerequisite: Astral Perception.
Weapon Master: pick one specific melee or range weapon (simple or martial; does not stack with any equipment bonuses) from the PHB, a Katana or Survival knife (see Gear) or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept (round up). This weapon counts as a magical weapon.

INITIATE TALENT TREE
These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.

Attunement: You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+.
Centering: This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.
Masking: This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a DC8 + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.
Mystic: This advance form allows the adept to begin to expand his magical abilities to gain one of the Magic-Users Core abilities – either Astral Projection, Spell-Casting or Summoning. When you take this talent you gain one of these core abilities at the same time. After that you can take Magic-User talents that relate to your ability. Astral projection grants the normal astral attributes while spell casting and summoning grant you magic points and magnitude. Prerequisite: Adept level 7+.

MAGICAL FOCUS (WEAPONS) TALENT TREE
These Talents provides the adept with magical weapon. You cannot take any of the talents more than once. After character creation they also cost the adept money (¥) unless they acquired one through thief, etc. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana (see gear) and does not stack with any equipment bonuses (such as Keen blades). All focus require the adept to spend a Karma point and perform a one hour ritual to bond with the item. Afterwards the focus is bond to the adept and works for you alone. A focus must be "activated" to grant its bonuses but can be deactivated as a free action. This takes a bonus action but no concentration on the adept’s part. If the focus is dropped or the adept is incapacitated or knocked to 0 hit points it deactivates. Active focuses are visible in astral space.
Magical Focus cannot be combined with Weapon Master (above) but attuned and empower Talents can be added together, their affects stack.

Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d10 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Athlete, Bravery, Brawler, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Danger Sense, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy-Melee Weapon Expert, Improved Critical, Improved Mobility, Improved Heroic Recovery, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Shake it Off, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Whirlwind Attack

FACE

SR.D5.Face.jpg

The face is a talker, a negotiator, a conman, a leader. Ambassadors and street hustlers, corporate marketers and Mr. Johnsons, street fixers and illegal gun salesman.
Every teams needs someone to con their way into a high security building or past the bouncer as the hottest nightclub, along with negotiating with Mr. Johnson for the biggest payday on a job. Some even can inspire their allies or put the fear in their enemies.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light Weapons: Light Firearms, Simple weapons.
Languages: Any two of choice.
Saving Throw: Wisdom and Charisma.
Skills: Choose six from among Boating, Computer Use, Deception, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Religion or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Business Suit or (b) Reinforced Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) HK-MP5 TX with a Concealable Hostler, 100 rounds of regular ammunition and 2 extra clips (or speed loaders for Hammerli).
  • Two simple melee weapons of chose (if a bladed weapon can add Keen Blade modifier)
  • (a) Mercury Comet (sedan) or (b) Ford Spiral II5Ti (sports car)
  • (a) Disguise kit or (b) Medical kit or (c) Patch set of 2 Antidote, 2 Stim, 2 Tranq and 2 Trauma
  • A boosted comlink (broadcast 1, firewall 2, Int 14, Wis 12, proficiency +3)
  • An extra 400¥ in spare cash.


THREE CORE TALENTS
You can take any three Face class talents that he qualifies for as his core talents. You can use one of these choices to take any one Genetic Talent. Many Face talents must be resisted with a Saving Throw. Your Face save DC8 + your proficiency bonus + your Charisma ability modifier.

CHARISMATIC TALENT TREE
These Talents cover those the smooth talkers of the world. All of these talents are mind-affecting.

Cutting Words. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understands you. The target must make an Intelligence save. If it fails that creature is at Disadvantage on its Attack rolls that it makes before the start of your next turn. Prerequisite: Proficiency in either Intimidation or Persuasion.
I Know a Guy: You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). Either of these checks takes 1d6 hours in game time. Prerequisite: Proficiency in Gather Information.
One in a Million: As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again. Prerequisite: Face 5+, Willing Smile.
Salesman: You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%). Prerequisite: Proficiency in either Deception or Persuasion.
Sharper Words: You are really good at insulting people or causing them to become flustered with your words. As an Action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence save. Any that fail this save are at Disadvantage on their Attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their reaction and a Karma point end effect automatically. Prerequisite: Face 5+, Cutting Words, Proficiency in Intimidation or Persuasion.
Shocking Words: As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the Stunned condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled. Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in Intimidation or Persuasion.
Willing Smile: As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma save. If it fails this save it gains the Charmed condition (PHB pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the charmed condition in this way at one time.

INFLUENCE TALENT TREE
These talents are all mind-affecting.

Coordinate: You have a knack for getting people to work together. When you grant advantage on an skill check or save or attack roll, they also gain a insight bonus equal to your Charisma modifier to the final total.
Demand Surrender: Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit and can act normally. You cannot use this Talent again until after a short or long rest. Prerequisite: Presence.
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Weaken Resolve: If a successful make an attack roll against a target whom can see and hear you and understand you, you can spend your Reaction and force the target to make a Charisma save. If it fails this save you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear ability. Prerequisite: Presence.
Trust: As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. You cannot give multiple allies this bonus attack however, no matter your attacks a round.

INSPIRATION TALENT TREE
These talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Strengthen Resolve (see below).

Bolster Ally: As an Action, you can bolster one ally who can see and hear you, automatically removing the Reeling or Stunned condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent with melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; but if its next attack misses, it loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the Reeling condition onto an opponent, you can spend your Reaction to impose the Stunned condition onto that target until the end of its next turn. It is still Reeling after it recovers from this condition as normal. Prerequisite: Inspire Confidence, Ignite Fervor.
Strengthen Resolve: You can spend 10 minutes giving an inspiriting speech to your allies. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your 5+ their Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.

LEADERSHIP TALENT TREE
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.

Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. The affect lasts for 1 minute (10 rounds) so long as they see and hear you. An ally loses this bonus immediately if it can’t see and hear you for a full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest. Prerequisite: Born Leader.

HEROIC BONUS FEATS: Action Surge, Actor, Athlete, Bravery, Careful Shot, Charmed Life, Contacts, Covering Fire, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Heroic Recovery, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Surgical Expertise, Suspicious, Weapon Proficiency

FIGHTER

SR.D5.Fighter2.jpg

The fighter is a general term for anyone who fights for a living. They include mercenaries, security guards, cops, soldiers, martial artists, and brawlers.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light, Medium
Weapons: Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons
Saving Throw: Strength and Constitution
Skills: Choose three from among Acrobatics, Athletics, Boasting, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Jacket or (b) Flak Vest with Insert Plates
  • (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
  • (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bike) or (c) FN HAR assault rifle or (d) Ranger Arms SM-4 sniper rifle or (e) Mossberg AM-CMDT shotgun or (f) Arms-Tech MGL-12 grenade launcher. Plus 100 regular rounds of ammo and 2 extra clips or for Arms-Tech any 20 grenades except White Phosphorous.
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
You may choice any three Fighter Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

BRAWLER TALENT TREE
These Talents includes armed and unarmed talents.

Expert Brawler: You are an expert in dirty fighting. You gain a +2 insight bonus to all melee attack and damage rolls using an improvised weapon or with unarmed strikes. Prerequisite: Brawler feat.
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls.
Gun Club: When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a light firearm acts as a club while a heavy firearm and heavy weapon as greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).
Melee Smash: You deal +2 points of damage with all melee attacks (unarmed or with weapons).
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. The target an oppose roll with a Constitution save vs. your Melee attack result. If you win, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your firearm as a club. If you have a rifle mounted bayonet you could use that attack instead. Prerequisite: Gun Club.
Unbalance Opponent: As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you until the start of your next turn. The opponent’s modifiers still apply to damage. You can use this talent against an adjacent foes each round you spend a Bonus action. Prerequisite: Expert Grappler.

COMMANDO TALENT TREE
These Talents tend to come to those with military training (such as police SWAT or Corporate High Threat Response Teams, etc.)

Battle Analysis: As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls against all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round.
Between the Eyes: Before making a ranged attack roll you can spend a Bonus action and gain Advantage with your next attack roll (but only the next one). Success deals the damage or effect as normal. If both attack rolls would succeed, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.
Cover Fire: When you make a weapon ranged attack with Autofire, you can use a Bonus action that grants all allies within 30 feet of you that you can see, a ½ Cover bonus until the start of your next turn. Allies must remain with this 30 foot area of you retain the bonus. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage with Mechanic checks to disarm or when placing explosive devices. Explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).
Slow is Smooth: When you move, you can and pull one ally within 5ft with you that same distance. Moving in this way costs you 2 feet of speed for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free.

GUNSLINGER TALENT TREE
All of these Talents require using a light firearm and having the Point Blank Shot feat.

Debilitating Shot: If you aim before making a range attack, if your attack hits you can spend a Karma Point to automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage. If the damage would already impose Reeling condition you can instead impose the Stunned condition (recovers as normal) on the target. Prerequisite: Fighter level 5+.
Knockdown Shot: If you aim before making a ranged attack, if your attack hits, you can use your Reaction to knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not any larger.
Trigger Work: You take no penalty on weapon ranged attack with a light firearm when using the Double-Tap or Burst Fire weapon features. You can also use a light firearms to make Opportunity attacks when an enemy leaves your threatened area.

WEAPON SPECIALIST TALENT TREE
These Talents grant the Fighter specialize and enhanced training with weapons.

Devastating Attack: You treat targets of your attacks as if their Wound Damage Threshold was 5 lower to impose the Reeling conditions. Prerequisite: Proficiency with the weapon you are using.
Greater Weapon Expertise: Choose one specific weapon you are proficient with. You gain a +1 bonus on attack rolls with this weapon. This bonus stacks with the bonus granted by the Weapon Expert feat. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Weapon Expertise feat with chosen weapon group, Fighter level 5+.
SR.D5.Rifle.jpg
Greater Weapon Specialization: Choose one specific weapon that you are proficient with. You gain a +3 bonus on damage rolls with this choose weapon. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Greater Weapon Expertise talent and Weapon Expertise feat with weapon, Weapon Specialization talent with chosen weapon, Fighter level 7+.
Shootist: You are a firearm expert. You add +1 to your attack rolls and +2 to damage with firearms. You also reduce any reload times or switching mods of fire with a firearm down to 5ft of Speed.
Weapon Specialization: Chose a single weapon, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different weapon. Prerequisite: Weapon Expertise in chosen weapon group.

HEROIC BONUS FEATS: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy Melee-Weapon Experts, Improved Critical, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Reckless Attack, Shake it Off, Shield Proficiency, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack

INFILTRATOR

SR.D5.Infaltrator.jpg

Specialists in covert operations and breaking into places others don’t want them to go. Includes security foils and assassins.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Heavy Firearms, Light Firearms, Marital weapons, Simple weapons
Saving Throw: Dexterity and Intelligence
Skills: Thievery and choose four more from among Acrobatics, Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot, Sleight of Hands, Stealth or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Reinforced Armored Clothing or (b) Lined Coat or (c) Undercover Vest
  • (a) Colt American L36 or (b) Colt Manhunter or (c) Ares Predator, all with a Silencer, a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • (a) Second pistol as above or (b) HK-MP5 TX or (c) HK 227S SMG with a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple melee weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • Thieves Kit and Sobvocal Microphone
  • (a) GenLock Glove or (b) MagLock Passkey kit
  • (a) Suzuki Mirage )street bike) or (b) Harley Davidson Scorpion (combat bike)
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 300¥


THREE CORE TALENTS
You may choice any three Infiltrator Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

COVERT-OP TALENT TREE
These Talents specialized for getting into place others don’t want you there without being noticed.

Guide Others: You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20ft of you and who can hear and see you (they can use comlink to hear you silent subvocalized communications), you grant all of them advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. Prerequisite: Improved Stealth.
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Dexterity (Stealth) checks.
Security Foil: You know how to maximum breaking and entering gear. Pick one tool of either a GenLock, MagLock or Thieves Tools. You have advantage on your Dexterity (Thievery) check with that particular tool when bypass a lock or security system. You can take this talent up to three times, each time gain the benefits with a different tool set. Prerequisite: Proficiency in the tool set.
Urban Climber: You know how to scale the modern buildings and structures of you city. When using Strength (Athletics) in urban area you double any equipment bonuses you would gain and you don’t grant others advantage to others with their attack rolls against you while you are climbing. Finally you are not at disadvantage to Dexterity (Stealth) check if moving more than ¼ speed. Prerequisite: Proficiency with Strength (Athletics).
Total Concealment: You know cover. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.

COMBAT AWARENESS TALENT TREE
These Talents cover awareness of ones surrounds and the ability to get out of the way of danger quickly.

Acute Senses: You have Advantage on Wisdom (Perception) skill check.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and exploding magical spells. On a successful Dexterity saving throw against an AOE attack you suffer no damage from it instead of ½. Prerequisite: Acute Senses.
Instincts: If surprised at the beginning of combat and are not incapacitated, you act normally in the first turn as if you were not surprised. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: gain Advantage on Dexterity (Initiative) checks.
Keen Eye: You ignore light obscured and ½ cover on attack rolls verse foes in these conditions. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (PHB pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 30 feet and you. Prerequisite: Acute Senses, Uncanny Dodge.

SKIMISHER TALENT TREE
These Talents cover the sneaky infiltrator in combat who strikes from surprise and with hidden advantages.

Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling conditions.
Deceptive Shot: Select one target that you can see and is within 50ft. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with ranged weapon attacks until the start of your next turn. Prerequisite: Infiltrator 3+.
Disruptive: By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
Improved Quick Draw: If you are carrying a light firearm (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normally). If you are not surprised in the first round of combat you can make a single weapon ranged attack with a light firearm at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage. Prerequisite: Quick Draw feat, Infiltrator 5+.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a light firearm, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, but it cannot be combined with weapon features of Autofire and Burst Fire.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a light firearm ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Skirmisher: If you move at least 20 feet away from where you started before you attack, you gain Advantage on your next attack (but only the first one that you make after the movement).
Sneak Attack: Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (max +5d8).
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. One opponents within 30 feet of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only to the very next check. Prerequisite: Disruptive.

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (Medium), Athlete, Bravery, Brawler, Careful Shot, Charging Fire, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Gimmick, Goading Attack, Improved Critical, Improved Heroic Recovery, Improved Mobility, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mobility, Pack Tactics, Point Black Shot, Precise Shot, Pursuer, Quick Draw, Quick Reload, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Suspicious, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack, Widget Bag

MAGIC USER

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These awakened individuals are the spell casters and summoners who can travel into the alternative world of Astral Space. In the Sixth World, they include the Hermetic Mage (formal and traditional) and the Shaman (more naturalistic and intuitive) which must choosen at 1st level Magic User.

HIT POINTS

Hit Dice: 1d6
Hit Points at 1st level: 12 + your Constitution mod.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES

Armor: None
Weapons: Light Firearms, Simple weapons
Languages: Any one of choice.
Saving Throw: Intelligence and Wisdom.
Skills: Choose four from among Arcane, Deception, Drive, History, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Sleight of Hands or Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter pistol or (d) Remington Roomsweeper with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips (not for the Remington shotgun pistol)
  • One magical focus (+1 magic bonus to Magical attack bonus or +1 to Conjuring check)
  • Two simple melee weapons of choice
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
All Magic Users, regardless of type, are require to take the 3 core talents listed below at 1st level – Astral Perception and Projection, Spell-Casting and Summoning. If multi-classing after 1st level your first talent pick must come from the Core magic-user talents.
Magic Points and Magnitude: All magic users gain Magic Points that are used to fuel their casting of spells and summoning abilities along with a Magnitude rating which determines how powerful a spell they can cast or creature they can summon safely.
Magic Points are equal to the tradition’s defining attribute. This increases by a number of additional points equal to your tradition’s defining attribute's modifier every level in Magic User they achieves after first. A caster recovers 1d4 magic points +1 per magic-user level (i.e. a 3rd level magic user recovers 1d4 +3 magic points) after a short rest or 2d4 points +2 per mageic-user level after a long rest, unless otherwise noted. During either rest a caster can spend Hit Dice to recover the above amounts instead of hit points (i.e. a 3rd level magic-user who spends one Hit Dice for magic point recover regains another 1d4+3 during the short rest or 2d4+6 with a long rest). A caster can spend a Karma Point to regain the short rest amount any time as an Action (i.e. a 3rd level magic-user spends a karma point to regain 1d4+3 magic points as an Action). Finally, as an Action, the magic-user choices to suffers one level of Exhaustion and regain the short rest amount (i.e. a 3rd level magic user can take an action and one level of Exhaustion to regain 1d4+3 magic points).
Magnitude Level or Rating of all beginning magic-users starts at 3. This is the “safe” level that a magic-user can cast her spells up to and the force level of a spirit she can summon. The higher the magnitude the greater the spell or spirit! A magic-user can cast a spell or summon a spirit up to 3 levels over his magnitude level (i.e. a 3rd level magic-user can cast up to a 6 magnitude spell) but when he does so in addition to the Magic Point cost it also costs he 1d4 magical hit points of damage per Magnitude Level (not just the level over the caster’s safe level; i.e. a 3rd level magic user casting a magnitude 6 spell suffers 6d4 hit points of damage). This damage ignores all Resistance or any Damage Reductions/Hardness that the caster or summoner currently has, regardless of the source. There are talents that increases a magic-user’s Magnitude Rating.

Hermetic Mages use their Intelligence score while Shamanic character use their Wisdom score as their Tradition’s Defining Attribute.
A caster's Magical Save is DC8 + your proficiency modifier + your defining ability modifies. Your Magical Attack modifier is equal to your Proficiency + your defining attribute modifier.
Magic-users suffer from the Strain of Cybernetic implants. Each every 2 points Strain is a -1 to all attack rolls, skill and ability checks and saving while Astral Projecting, a -1 to Magical attack modifier and a reduction of your Magical saves DC by one.

CORE MAGIC USER TALENT TREE
All beginning magic-users must take all three of the following talents. Characters that multi-class in a magic-user must take one of these talants when they first take this class.

Astral Perception and Projection: this is the ability of the magic-user to perceive and project into the astral plane. In order to switch over to astral perception is a bonus action (it is a reaction to end it automatically). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight. In order to astral project ones spirit into the astral plane or from the astral plane back into their body requires a full round ritual (Speed 0, no bonus or reactions). Each hour spent in Astral Space deals one level of Exhaustion to the caster. While projecting he can ignore this fatigue but it can kill him if he remain too long. After returning to your meat body you recover all exhaustion gained this after a short or long rest. See ASTRAL SPACE in MAGIC.
Spell-Casting: this is the ability of the magic-user to cast spells. Spells cost 1 Magic Point per Magnitude Level. Any spell that allows a saving throw uses your save DC while those that are attack rolls use your Magic Attack bonus. A magic-user can concentrate to maintain two spells that require concentration at one time but doing so require two separate concentration checks to maintain, each at -2, if he suffers damage. Failure results in that particular spell ending immediately. When you take this talent you gain three Spell choices. See SPELLS AND SPELL CASTING in MAGIC.
Summoning: the ability of the magic-user to summon Elementals (if a Hermitic Mage) or Natural Spirits (if Shamanic). Summoning is an ability check using the summoner’s Charisma ability modifier plus their proficiency bonus plus any other miscellaneous (from a magic item, etc.) as the Conjuring Check. Conjuring an element or spirit has a base cost of 2 Magic Points per Magnitude Level. Failure costs 1 Magic Point but if the summoner overcasting it also costs a minimum damage in HP (i.e. a 3rd level magic user who attempted and failed to summon a Magnitude 4 fire elemental still loses 1 MP and 4 HP of damage). When you first take this talent you can chose two type of spirits from you available list. See SUMMONING ELEMENTALS & NATURAL SPIRITS in MAGIC

EMPOWERED TALENT TREE
These Talent enhance and enpower the magic-users core Talents.

Astral Warrior: When you are astral projecting you gain Advantage on any melee attacks verses another astral being and your unarmed astral damage increases to 1d10 plus your traditional ability modifier. You gain Resistance to all damage you take in your astral form when projecting.
Elemental Mastery: You add a +2 insight bonus to summoning one type of elemental or spirit and at one level higher in magnitude at no additional magic point cost (i.e. a 4th magnitude spirit counts as a 3rd magnitude). This allows the summoner to over-summon safely by +1 magnitude but you still cannot exceed the maximum +3 for over-casting. You can take this talent multiple times, each time it must apply to a different specific elemental or spirit type that you can summon.
Mentor Spirit: You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide: (a) Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting or (b) Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point (no minimum). This can be combine with any other talent or focus that reduces Magic point cost, down to zero points or (c) Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost by 1 with one elemental or spirit type of choice or (d) Gain a +2 bonus to one appropriate skill of choice. You can chose this talent additional times, each time choosing two new but different abilities (they do not stack; i.e. you can’t gain +4 while in astral space, or with a skill, etc.).
Spell Mastery: Gain additional insight with one specific spell that you must chose when you take this talent. When you take this talent gains one of the following: (a) add +1 magnitude to the spell for free (at no magic points cost) and safely (can exceed safe casting by +1 but this still cannot exceed the +3 overcasting) or (b) increase the saving throw DC by +3 or (c) gain advantage on any listed skills in the spell for the duration or (d) spells that are resisted by a skill roll you impose Disadvantage when used against this spell for the duration. You can take this talent multiple times, each time it must be applied to a different spell.
Spell Shielding: As a Bonus action you reduce all magical damage caused by spells and weapons by 2 and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your traditions defining ability modifier. You can take this talent a second time but you must have 5 levels in Magic-User to do so. You now reduce all magical damage by 5 points and you’re saving throw bonus verses spells increase to +5 for the duration of the effect.

INITIATE TALENT TREE
These Talents requires higher levels of Magic-Users (minimum 5+) to take any.

Channeling: This quick ritual uses all the coster's Move (Speed 0). The caster can cast any one spell at one higher level of magnitude safely (no hit point damage, but still costs magic points) and with Advantage on any magical attack roll or she can impose Disadvantage on any save or skill check to overcome the spell. The caster must take a long rest to use this ritual again. The caster could take this talent multiple times, each time she can perform this ritual an additional time before she must complete a long rest. Prerequisite: Magic-User 5+
Increased Magnitude Rating: This talent can be first talent at 5th level and increases the caster’s safe Magnitude Level by +1 (to 4). This does not increase the over-casting limit of +3 over (but it is now 7). The caster can take this talent a second time at 9th level magic-user granting another +1 to her Magnitude (increasing it to 5). The caster can take this talent a third time at 13th level magic-user granting another +1 to her Magnitude (increasing it to 6). The caster can take this talent a final time at 17th level magic-user for an additional +1 to her Magnitude rating (for a final 7 and max Overcasting of 10). Prerequisite: Magic-User 5+.
Invoking: This summoning ability allows the conjurer to have two spirits or elementals in his service at one time. The two must be summoned seperately but they both serve at the same time. Prerequisite: Magic-User 9+, Magnitude 4+, Summoning core talent.
Masking: This ability allows the magic-user to mask his magical aura when viewed from astral space. To those looking the magic-user she appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a DC8 + the magic users proficiency bonus + the traditions defining ability modifier + ½ (round up) his level’s in magic-user. Prerequisite: Magic-User 5+.
Quickening: This talent allows a magic-user to maintain one additional concentration spells at the same time, but her concentration checks are at -2 (-5 if maintaining 3 spells at one time). Again if the magic-user suffers damage while doing this it requires a separate concentration check for each spell she is maintaining. Each failure results in that particular spell ending. Prerequisite: Magic-User 5+, Spell-Casting core talent.
Summon Spirit Ally: This ability allows a magic-user to summon a permanent spirit companion. The Magnitude of the spirit can be no greater than the magic user’s base Magnitude Level and requires a one day ritual per Magnitude of spirit to be summoned, where the magic user can perform no other actions but eating and sleeping. After summoned the spirits will grow in power if the magic-user raises his magnitude rating. This spirit ally does not count as a summoned spirit for the magic-user and are not banished if the magic-user is incapacitated or knocked to 0 hit points. Attempt to banish this spirit are at Disadvantage and a banished ally spirit returns to the magic-user’s service at the next sunrise or sunset. If the spirit is ever destroyed the magic-user suffer a reduction of her Magnitude level of ½ the spirits rating. These Levels return a 1 per 1d6 days. When her magnitude has returned to normal she can again perform the ritual to re-summon a new spirit ally. Prerequisite: Magic User 5+, Conjuring core talent.
Treading: This ritual allows the magic-user to safely summon a spirit that is one Magnitude level higher then normal without suffering the damage of doing so and costing no extra magic points. It also grants the summon Advantage on his Summoning check roll when gaining this greater spirit. The magic-user must complete a long rest to use this ability again. Prerequisite: Magic-User 5+, Conjuring core talent.

MAGICAL FOCUS TALENT TREE
These Talents allow the magic-user to own and benefit from a magical item (called a focus). After character creation they also cost money (¥) unless they acquired one through thief, etc. A character cannot take the same focus twice, nor can she take more than four total times. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana and does not stack with any equipment bonuses. All focus require the magic user to spend a Karma point and tp perform a one hour ritual to bond with the item. Afterwards the focus is bond to you and works for you alone. A focus must be "activated" to grant its bonuses. This takes a bonus action but no additional concentration and can be deactivate as a free action. If the focus is dropped or the mage is incapacitated or dropped to 0 HP it deactivates. Active focuses are visible in astral space.

Banishing Focus: When active, this focus grants the magic-user advantage when attempting to banish spirits and elementals. (Cost 4,000¥, Wt. 1lb)
Casting Focus: When active, this focus grants the magic-user special focus with one specific spell that must be chosen when this talent is taken. If the spell uses the caster Magic attack bonus it grants advantage on that check. If the spell requires a saving throw, that save it at disadvantage. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Conjuring Focus: When active, this focus grants the magic user greater control over one specific elemental or natural spirit type. This must be chosen when this talent is taken. It grants advantage on the magic-user’s Conjuring Check when summoning this one specific element or spirit. This ability requires a short or long rest to regain its use again. (Cost 4,000¥, Wt. 1lb)
Power Focus: Multi-use focus. First all spells or spirits summoned by the caster cost one less Magic point (no minimum). Second it grants advantage with Magic attack checks. Third it imposes disadvantage on saving throws against any spell requiring one. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. Prerequisite: Magic User 5+ (Cost 10,000¥, Wt. 1lb)
Siphoning Focus: These focus grant the magic-user more magical energy. All spells cast or spirits summoned by the caster cost two less Magic point (no minimum). These ability can be used a number of times that the caster wishes equal to its defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Sustaining Focus: One spell that requires concentration does not count as the magic user concentrating on it and it automatically last for the base concentration duration. The magic user does not need to make a concentration check for this particular spell if he suffers damage. These ability can be used a number of times that the caster wishes equal to her tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d8 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Action Surge, Additional Magic Points, Armor Proficiency (Light), Astral Tracker, Bravery, Careful Shot, Charging Fire, Combat Caster, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Durable, Empowered Spell, Extra Heroic Recovery, Far Shot, Feinting Attack, Focused Caster, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Maneuvering Attack, Martial Arts, Meditation, Melee Defense, New Spell, New Spirit Type, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Precision Spell, Psychometry, Quick Draw, Quick Refresh, Quick Reload, Science not a Soldier, Sculpt Spell, Sidestep, Skill Expertise, Skill Proficiency, Spell Sniper, Spirit Foe, Spirit Friend, Suspicious, Weapon Proficiency

TECH

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Techs range from mechanics, riggers and computer hackers. Anyone with a more cerebral, technical side of doing things.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Heavy Firearms, Light Firearms, Simple weapons
Saving Throw: Intelligence and Wisdom
Skills: Mechanics and choose additional four from among Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Persuasion, Physical Science, Pilot, Stealth or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Undercover Vest or (b) Lined Coat
  • (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter or (d) Ares Predator pistol with Concealed Hostler, 100 rounds of regular ammunition and 2 extra mags (or speed loaders)
  • Two simple melee weapons or one martial weapon of choice
  • Repair Kit
  • (a) Drone or (b) Decker's Persona or (c) or Mechanic garage or (d) a Rigged Vehicle (see Core Abilities)
  • One boosted comlink (broadcast 3, firewall 1, Int 14, Wis 10) and a Datajack Implant (Strain 1)
  • An extra 500¥


THREE CORE TALENTS
Pick one of the overall Talent trees (Drone Master, Hacker, Mechanic or Rigger) and the core ability Talent. Your other picks must be from this Tree or you can pick up to two starting talents from the Generic Cybernetics Talent Tree. After 1st level, through multi-classing, you must take one ‘core’ talent to qualify to take any other Talent in the Tree (i.e. you have to take Drone Rigger to also take Best Frined, etc).

DRONE MASTER TALENT TREE
Prerequisite: proficiency with Drone Pilot plus Vehicle Rigger Control (VRC) cybernetic implant.

SR.D5.Rigger.jpg
Drone Rigger (Core Ability): You are a specialized drone rigger. Any drones that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a Drone Bonus- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you are incapacitated or reduced to 0 hit points or if a drone is outside its communications range its action must be on ‘autopilot’ or it does not act at all. Autopilot mod is explained later for a drones actions (see the MAXTRIX).
With AR control you can take the following actions in a round with controlled drone in your command range. As a Free Action you can order your drones to Move up to its Speed. As a Bonus Action you can order one drone to take the same Attack, Dash, Disengage, Dodge or Help action. As an Action you can direct all of the drones to take the same Attack, Dash, Disengage, Dodge or Help action. Or as an Action you can order all the actions for one drone (and make these rolls with its bonuses plus your Drone Bonus). These actions are distracting though and you are at Disadvantage for all of your personal attacks and checks (but not saving throws).
With full Emersion you take control of one specific drone but can still direct the actions of other drones that you control within your command range. As a free action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action or order all other drones to Move up to their Speed. As a bonus actions you can direct all drones to take the same Attack, Dash, Disengage, Dodge or Help action. As n Action you direct the one drone under your specific/direct control by making all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the drone's saves plus your Drone Bonus).
At 5th level if you have multi-attack actions (via Double feats) you can take extra attacks with different drones at different targets (or the same) at no penalty or distraction to you. If you gain any other additional attacks the GM will direct you if they can be used for drones (most can under Full Emersion only).
If this class is chosen at character creation, the Drone Rigger gains either a Combat, Recon or Stealth Drone for free. The Combat Drone can have two light firearms or one medium installed while the Recon and Stealth may have up one light firearm installed for free (not all stealth drone allows for weapons due to the small size). After character creation must purchase drones and weapons separately.
A.I. Upgrade: You have upgraded your starting drone with an enhanced A.I. processor for +6 Intelligence, meaning it is a no action by you to order the drone to take the Attack, Dash, Disengage, Dodge or Help action each round. If you are incapacitated or reduces to 0 hit points or if the drone is not within your command range the drone it can still take these actions based on your last orders. If you take a Bonus action the drone can take a full action that round. You can only take this upgrade for free at character creation. Otherwise you must also pay for it (cost 10,000¥ and must be installed by someone with Drone Upgrade feat).
Best Friends: You grant any drone under your control within your command range an Intelligence save against Drone Hacking. If you are directly controlling it via Full Emersion it uses your save and its at advantage!
Bounce Back: When a drone you are controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest.
Drone Evasion: If a drone that you are controlling is hit by an area of effect attack, it takes no damage if it successful saves. You cannot use this ability if the drone is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+.
Drone Hacking: Through you VRC implant you may attempt to hack an enemy drone or syder system. As an action make a DC15 Intelligence (Computer Use) skill (minus the drones Firewall). If you succeed you impose the Charmed condition onto an autopilot systems. However if another operator is directly controlling the drone (or you have Best Friends talent) it gains an Intelligence save vs. a DC8 + your proficiency bonus + your Intelligence modifier. If the drone fails you knock the opposing operator out of the system (see Dumpshock, if it is under direct control) and the drone gains the Charmed condition. You can order this drone or system as if is under your control but you must maintain concentration each round with at least a bonus Action. Any round you stop concentrating (or if you take damage and fail a Concentration roll; see PHB pg.) the drone loses the conditions with you. You have advantage when trying to hack your own drones.

HACKER TALENT TREE

SR.D5.OrkDecker.jpg

Prerequisite: proficiency with Computer Use skill.

Decker Persona (Core talent): Anyone who using emersion when accessing the Matrix uses an aviator that somewhat reflects their personality. Most wageslaves just use the company personas with a few minor personal touches (so long as they are deemed appropriate by the corp), but illegal counsel-cowboys (and girls) like to build custom personas with a lot of illegal software added on. Your Decker has built out a better than average persona that she can use when running the Matrix. Its’ Matrix stats are Strength 14 and Constitution 14 (level 1 boost each), Matrix HP 32 + your Level (level 2 boost), AC is 15 + you Intelligence modifier (level 2 boost), Hardness 4 (level 3 boost), Attack 1d8 + Matrix Strength modifier (level 1 boost), Scan and Search (Perception and Investigation), both equal to your proficiency bonus + Intelligence modifier, and either Sleaze 4 (Disguising your Persona in the Matrix) or Sneak 4 (Invisibility in the Matrix) DC12 + your Intelligence bonus + your proficiency modifier + comlink’s Firewall (Rating 4).
If you took this talent after character creation it costs you 6,000¥ to cobbled together your custom persona. If this class is chosen at character creation gain a Hacker comlink (Broadcast 3, Firewall 2, Intelligence 16, Wisdom 12, proficiency +3, full emersion).
Hacker: While you are using full emersion in the Matrix you gain a bonus +2 insight check with Intelligence (Computer Use) checks, your Matrix Attack checks, and to your Search and Scan system checks. You also impose an additional +2 to any save DC of a program you are running for a target to overcome it (such as the Sleaze program).
Hyper-Drive: While using full emersion in the Matrix, you can add your Tech class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You can use this ability once before you must take a short or long rest. You can take this Talent multiple times, each time you can use this ability one additonal time before requiring a rest. Prerequisite: Hacker.
Luck of the Matrix: Whenever you spend a Karma point when using full emersion in the Matrix you regain it immediately. You must take a short or long rest to use this ability again.
Master Hacker: While using full emersion in the Matrix you apply your proficiency bonus to any one d20 roll even if you already gain it with an attack, saving throw, program, etc. once a round (hence you can eiter double your proficiency bonus or apply it to something you are not proficient with). Prerequisite: Hacker.
Quick-Fix Expert: You know how to get your programs back up and running in a fight. With the quick-fix action (see the MATRIX) you have Advantage with your Intelligence (Computer Use) skill. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this Talent after a short or long rest.

MECHANIC TALENT TREE
Prerequisite: proficiency with Mechanic skill.

Mechanic (Core Talent): You start with the Upgrade Gear (Vehicles) and Widget Bag feat for free. Whenever you use a Repair kit to repair damage you add your Tech’s level as additional hit points repaired.
If you picked this talent at character creation you gains a Machine Shop (see GEAR AND EQUIPMENT) with all the tools need for major repairs and modifications. This can be located in the Barrens or off a legitimate garage somewhere in one of the city proper. After character creation you must pay for it and the price will vary depending on locations.
Grenade Expert: When you throw grenades you add your proficiency bonus to the damage dealt.
MacGyver: You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. You can create a tool or you can make a case for common items one is likely to find in order to solve an immediate crissis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200¥ worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make an Ingelligence (Technology) skill check to see if the improvised gadget or solution works. After you finish a short or long rest you regain the use of this ability.
Pure Engineer: Any repairs and upgrades that you perform cost 20% less in listed supplies going forward. When about to make either an Intelligence (Mechanic) or Intelligence (Technology) skill check you set it result as a natural 20. You must take a long rest you regain the use of this ability. Prerequisite: Tech level 5+.
Sapper: You have Advantage to use Intelligence (Mechanics) checks to place explosive devices and explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).

RIGGER TALENT TREE
Prerequisite: proficiency in either Boating, Drive or Pilot skill plus Vehicle Rigger Control cybernetic implant.

Rigger (Core Talent): You are one with your machine. Any vehicles, drones or security systems that that in under your control and within you command range (see VRC implant in CYBERNETICS) with either AR or with full emersion, performs their actions on your turn and you grant it a Rigger Bonus- adding your proficiency bonus to their Armor Class, attack bonus to hit and any damage totals, saving throws, ability and skill checks. If you have the Vehicle Combat feat you regain the use of your Reaction once per round if you had used it to reduce the damage from an attack that just hit you if you are directly controlling the vehicle (but only vehicles). If you are incapacitated or reduced to 0 hit points of if a system is outside your command range, they cannot act except when on Autopilot. These actions are limited to Attack, Dash, Dodge and Disengage (see the MATRIX).
With AR control you can take the following actions in a round with controlled systems in your command range. As a bonus action you can order one system to take the Attack, Dash, Disengage, Dodge or Help action and all other systems to Move up to their Speed. As an Action you can order one vehicle takes its action and make its rolls for it. Or you can order all system under you command to take the same Attack, Dash, Disengage, Dodge or Help action. But this is distracting for you and you suffer Disadvantage to any person checks you make (except Saving throws). With a vehicle you are directly controlling (you are 'At the Wheel' as it where) you gain your Rigger Bonus and not suffer the distractions of remote commanding it (as above).
With Full Emersion you take control of one specific vehicle but can still direct the actions of other controlled systems within your command range. As a bonus Action you you can order one to take the Attack, Dash, Disengage, Dodge or Help action or all systems to Move up to their Speed. As an Actions you direct the actions of one vehicle you are directly controlling (and 'Behind the Wheel' as it where) and make all checks for it with your attack and skills (ability checks and saves use its Intelligence, Wisdom and Charisma. For ability checks and saves with Strength and Dexterity uses the vehicle's saves plus your Rigger Bonus). This allows you also to order the extra systems equal to your Intelligence mod (as above) but those systems do not gain your Rigger Bonus then.
At 5th level if you have multi-attack actions (via Double feats) you can use it with a vehicle you are directly controlling with Full Emersion.
If this talent is chosen at character creation, you gain either a Mercury Comet, Ford Spiral II5Ti or GMC Bulldog Step Van all with Rigger upgrade for free. The Comet and Spiral also come with a free pop-out hidden weapon mount with one heavy weapon mounted in the vehicle for free. After character creation you must pay for these yourself if you want them (including the weapon upgrades).
Combat Ace: You are an ace when in control of a vehicle. As a free action you grant yourself Advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are directly controlling. You must complete a short or long rest to regain this use. You can take this talent multiple times, each time it allows you to use this feature before requiring a rest. Prerequisite: Tech level 5+.
Counter Maneuver: If a vehicle or creature hits a vehicle under your directly control, while it is moving, with a physical attack (ram or a melee attack), you can make ram attack against the target as a Reaction (see Ram under VEHICELS AND DRONES). If you hit, add +2d(x) damage die to the dice base for collisions. Your vehicles only suffers ¼ of the same value of damage.
Defensive Boating/Driving/Flying: As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you directly control until the beginning of your next turn.
Drop The Hammer: As a bonus action, one vehicle that you are directly controlling can increase its speed by ½ its Base Speed until the start of your next turn. You and anyone else taking an Action is not at disadvantage with any other Maneuver or Attack checks preform before the beginning of your next turn. This can be combine with any maneuver that also increases a vehicle’s speed.
Inside Out: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a Reeling, or Stunned conditions that is affecting a vehicle you are directly controlling at the time. You need to take a short or long rest to use this ability again. Prerequisite: Tech level 5+.
Keep it Together: When a vehicle you are directly controlling takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech level + your Intelligence modifier back. You must take a long rest to regain the use of the ability.
Vehicle Evasion: If the vehicle you are directly controlling is hit by an area of effect attack, it takes no damage if you succeed with its save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable. Prerequisite: Tech level 3+.

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HEROIC BONUS FEATS: Action Surge, Armor Proficiency (Medium), Bravery, Brute Force, Bullet Storm, Bypass, Careful Shot, Comlink Upgrade, Contacts, Covering Fire, Cybernetic Surgery, Deadly Aim, Determined, Disarming Strike, Do Science on it!, Double Attack, Duel Weapon, Doxing, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Frigging love Science, Full Throttle, Gimmick, Hardening, Hot Wire, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Linguist, Malware, Martial Arts, Medic, Menacing Attack, Melee Defense, Mobility, Outwit and Outsmart, Pack Tactics, Parry, Phishing, Point Black Shot, Precise Shot, Programmer, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Surgical Expertise, Suspicious, Tracer, Triple Attack, Upgrade Gear, Vehicle Combat, Weapon Expertise, Weapon Proficiency, Widget Bag

TOUGH

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These characters could be anything from a tavern bouncher, a body guard or heavy weapon experts. Anyone who uses their bulk and size to get the job done (as it where).

HIT POINTS

Hit Dice: 1d10
Hit Points at 1st level: 20 + your Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES

Armor: Light, Medium
Weapons: Heavy firearms, Heavy Weapons, Light firearms, Marital weapons, Simple weapons
Saving Throw: Constitution and Wisdom
Skills: Choose three from among Athletics, Drive, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion or Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Jacket or (b) Flak Vest with Insert Plates
  • (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
  • (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • (a) AK-97 Assault Rifle or (b) Mossberg AM-CMDT shotgun with 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple weapons or one martial weapon (bladed weapons can have the Keen Blade upgrade).
  • (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bikes) or (c) Mercury Comet (sedan)
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
You may choice any three Tough Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

ARMOR SPECIALIST TALENT TREE
You have enhanced trained in how to wear armor more effectively.

Armor Mastery: When wearing medium armor, you can add up to 3, rather than 2, to your Armor Class, if you have a Dexterity bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class, if your Dexterity is a 12 or higher. Finally, wearing light or medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) checks nor with Strength (Athletics) skill for wearing heavy armor if it normally would. Prerequisite: Second Skin.
Juggernaut: While you are wearing medium or heavy armor you reduce all damage from ballistic, bludgeoning, piercing and slashing weapons by 3 (this is not Hardness and not subject to normal reductions from AP weapons). Prerequisite: Armored Mastery, Second Skin, must be wearing medium or heavy armor.
Second Skin: While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total when demining encumbrance and increase its' Armor Class bonus by +1.

BRUTE TALENT TREE
This tree covers both brute power to overcome obstacles but also berserk like rage.

Brick: You can shrug of damage. With an Action you spend a Karma point and gain Resistance to all damage (including all magical damage and energy damage except for Necromancy and Psychic damage). This abilities lasts for 1 minute (10 rounds). You must complete a short or long rest to use this ability again.
Extreme Effort: You can push yourself to the extreme physically. With a Bonus action you have Advantage on all Strength and Constitution ability checks, saving throws and skill checks (but not attack rolls). You also add you Constitution bonus (Min 1) as extra bonus damage with one successful melee attack a round. This affect lasts until the start of your next turn.
Hard Target: Bricks are hard to slow down. Spend a Reaction and end one effect of the following Condition – Frightened, Grappled, Reeling, or Stunned. After a short or long rest you can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest. Prerequisite: Tough level 5+.
Improved Toughness: Your character is well built or hardy. You gain an additional +2 hit point each level that you have and each time you gain a new level. This stacks with the Toughness feat (but is not required).
Indomitable: You can ignore the pain. As a Reaction, you can instantly recover from the Reeling or Stunned conditions unless it is persistent. After a long rest you can use this ability again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Rage': You can fly into a rage as a Bonus Action. While raging, you gains Advantage on Strength ability checks, saving throws and skill check and gain a rage bonus on melee damage rolls equal to your proficiency bonus. However you cannot use skills that require patience and concentration (Dexterity, Intelligence, Wisdom and Charisma skills except Initiative, Intimidate and Perception). This rage last a number of rounds equal to 5 + your Constitution modifier (although you can end it early as an Action). At the end of the rage, your gains one level Exhaustion. After a long rest you can use this ability again.
Survivor: You attain the pinnacle of resilience. Whenever you are at less than ½ your HP maximum, at the start of each of your turns, you regain a number of hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points. Prerequisite: Tough level 17+.
Tough as Nails: You really know how to take a hit in combat. As an Action, you gain 5+ your Heroic level plus your Strength and Constitution modifiers (added together) in temporary hit points. After a long rest you can use this ability again.
Unstoppable: You are a relentless warriors. As a reaction, any time you suffer an attack that would drop you to 0 Hit Points, you instead is dropped to 1 HP for every Heroic level you have. When you use this talent you also ignore any conditions that were cause by this attack (Frightened, Reeling, etc.) until the end of your next turn. After a short or long rest you can use this ability again. Prerequisite: Tough level 5+.

DEFENDER TALENT TREE
These talents include protecting allies from harm and looking like the biggest threat around.

Comrades in Arms: If any ally within 10ft of you suffers a critical hit, you have Advantage on attack rolls against the creature that caused the attack until the end of your next turn.
Covering Fire: Before taking a ranged Attack Action, you suffer disadvantage on all attack rolls until the start of your next turn. Allies who you can see are at Disadvantage to being attacked and gain Advantage on saving throws against any target(s) you attacked this round until the beginning of your next turn.
Draw Fire: You can distract opponents and convince them that you are the most tempting target in the area. As a Bonus action those foes that you can see and who can hear and see you, and understand you are at a Disadvantage when targeting any attacks against anyone but you until the start of your next turn.
Harm’s Way: You often act as a protector and bodyguard, knowing when to move in way have attacks to shield an ally. As a Reaction you can to shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is ballistic, bludgeoning, piercing or slashing damage! You cannot shield an ally from area-of-effect attacks damage in this way.
Imposing Frame: If you don’t move (Speed) you gain +1 bonus to your AC and provide ½ Cover to all allies within 5ft until the beginning of your next round. You also have advantage against being moved against your will.

GUNNER TALENT TREE
These Talents covers weapons that are either fixed or mounted onto a vehicle or used with a Weapon Gimbal Harness. Requires Weapon Proficiency (Heavy Weapons) or (Super Heavy Weapons).

Expert Gunner: You gain a +1 insight bonus on attack rolls and +1d(x) to weapon die to damage rolls, made when using a weapon mounted on a vehicle or fixed location. Prerequisite: Tough level 3+
Quick Trigger: You can use a heavy or super-heavy weapon to make an Opportunity Attack against a vehicle of medium size or larger, which has moves out of or within ½ of the basic range of the weapon if readied. You must be able to see the vehicle as it is moving. Prerequisite: Expert Gunner
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned condition instead of the normal Reeling condition, onto it (recovers normally). Prerequisite: Expert Gunner

HEROIC BONUS FEATS:: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Determined, Disarming Strike, Double Attack, Dreadful Rage, Duel Weapon, Durable, Extra Heroic Recovery, Extra Rage, Far Shot, Goading Attack, Heavy Melee-Weapon Expert, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Martial Arts, Martial Arts Expert, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Reckless Attack, Relentless Rage, Shake it Off, Shield Proficiency, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Focus, Weapon Proficiency

MULTI-CLASSING

Multi-Class Prerequisites…

Adept – Dexterity and Wisdom 13+. Cannot have Cybernetic talents or levels in Magic User class.
Face – Charisma 13+.
Fighter – Strength 13+.
Infiltrator – Dexterity 13+.
Magic User – Intelligence (if Hermetic) or Wisdom (if Shamanic) 13+ and Charisma 13+. The character may not have any levels in Adept class.
Tech – Intelligence 13+.
Tough – Constitution 13+.

Bonuses for Multi-classing – all multi-class characters gain one (and only one) of the Three Core Talents of the class. Then gain any two proficiencies of either Armor, Weapons or Skills of the new class and then either another Skill proficiency of the class or a new Language if available to the class (player’s choice). Finally the first time you multiclass (and only the first time) you gain one of the class’s saving throw of choice.

SKILLS PROFICIENCIES

STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses.

Carrying Capacity: Your standard carrying loads is Strength x5lbs, Large sized Strength x20lbs (each size catagory smaller then medium half the weight; each size larger dobule). You can carry up to double that but your movement speed is reduces by 10 feet a round. If you are wearing armor your maximum Dexterity bonus to Armor Class is reduced to 2. You can carry up to four time your standard load but your movement speed is reduced to 5 feet a round, you grant advantage on all attack rolls against you, you have disadvantage with Dexterity and Strength saves, ability modifiers and skill checks and if you are wearing armor you gain no Dexterity modifier to your AC no matter the armor type.

DEXTERITY
Acrobatics: per PHB pg. 176-177. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. Without a DC20 check or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature space of any size without causing an Opportunity attack if you make check DC15. You must end your Movement in an unoccupied space as normal. You can make a DC20 check to gain the Disengage action as a Bonus action.
Boating (new): allows a person to control and add their proficiency bonus to all water craft usage.
Drive (new): control of land craft including bikes, cars, tanks, etc. and add your proficiency bonus.
Initiative (new): allowing a person to add their proficiency bonus to Initiative and intiatitive skill checks.
Pilot (new): add your proficiency bonus to all aircraft including jets, helicopters, space shuttles, etc.
Sleight of Hand: per PHB pg. 177 Stealth: per PHB pg. 177

CONSTITUTION
None.

INTELLIGENCE

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Arcana: per PHB pg. 177, includes understanding astral space and aura reading, magical traditions, identifying spells, spirits and elementals, magical items, etc.
Computer Use (new): add you proficiency to computer use and program computers and seek information on the Matrix.
Drone Pilot (new): add your proficiency bonus when piloting a drone of all types.
History: per PHB pg. 177
Investigation: per PHB pg. 178
Life Sciences (includes/renamed Nature): per PHB pg. 178, includes life sciences, biology and identifying Para-Creatures.
Mechanic (new): add your proficiency bonus fixing gear and technology.
Physical Science (new): add your proficiency bonus to scientific like skills, includes astronomy, geography, mathematics, planetology, physics, etc.
Religion: per PHB pg. 178
Technology (new): add your proficiency when trying to understanding and working with most technological devices (not fixing them). This is also used to identify a piece of technology and know its function.

WISDOM
Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
Medicine: per PHB pg. 178.
Perception: per PHB pg. 178
Survival: per PHB pg. 178

CHARISMA
Deception: per PHB pg. 178
Gambling (new): add your proficiency bonus to all games of chance from cards to roulette wheel, etc.
Gather Information (new): add your proficiency bonus to getting a lay of the land, finding out who’s who and where you might find those whom don’t want to be found.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

New Skill Descriptions and Uses

Boating (Dexterity): This skill allows a vehicle operator to add her proficiency bonus to her dexterity when controlling a boat on the water. This includes speed boats, submarines, sailing ships and huge cargo vessels. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.

Computer Use (Intelligence): In Shadowrun, the Computer User skill is also used to create programs and gather data from the Matrix. The Matrix is a huge, world spanning data network supported by millions of host site (physical computer systems) and this is not as easy as one might think.
Getting information from a Matrix host requires that you are connected to the appropriate network (Wirelessly in 2050+), then having found the system that you wish to access –most corporations have a public host site that can be found with a DC10 check. Anything private or secret the DC is going to increase dramatically (from +5 to +20). This is where Hackers will have to perform his trade and break into the system to find the important datapoints. See the MATRIX for more details.
Computer use can also be used to write your own programs and modify already existing programs. Simple programs require a DC10 check and 1d6 hours to create. Moderate programs would increase to DC15 and require 3d6 hours. Complex programs increase to DC20 and 5d8 hours. Advanced programs increase to DC25 and 7d10 hours. Finally Bleeding Edge programs increase to DC30 and require 10d12 hours. See the MATRIX for a detailed description of what programs count as and what they do. Generally a programmer can only work 12 hours a day on a program without some form of… enhancements (like cybernetics and/or drugs).

Drive (Dexterity): This skill allows a driver to add your proficiency bonus to your dexterity modifier when controlling any type of land vehicle that includes motorcycles, cars, trucks, tanks, transport cargo haulers, hovercraft etc. See VECHILE AND DRONE Houserules for details on hazards, actions, etc.

Drone Pilot (Intelligence): This skill allows a user to add your proficiency bonus to your intelligence modifier when remotely controlling a drone of some type. See VEHICLE AND DRONE for details on hazards, actions, etc. and standard stock Drones in GEAR AND EQUIPMENT.

Gambling (Charisma): For games of chance and where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence a totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.

Gather Information (Charisma): This skill represents talking with people face to face (even if via a com). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10¥. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25¥. Digging up dirt on a local policluber or elected official, or looking for a secret location of a corps out in the Barrens (that the locals all know about but don’t talk about) should take 1d4 days with a DC20 and cost 1d8 x100¥.
Greasing the wheels’ (i.e. paying more) could get you extra information, if it’s available and depending on how sensitive it is or how much worth the person might think it is. Generally for double the basic neyen payout add another equal value of paydirt to the result. For times five the neyen bump the success up to the next level (a 10 becomes a 15, etc.)

Life Science (Intelligence): This skill also covers medical and biological research, etc.

Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing vehicles and drones, rerouting power, etc. See VEHICLE AND DRONE houserules.
For most basic repair types it generally requires 10¥ x1d10 worth of supplies (that can come from a Widget Bag or something similar) but more complex devices or extensive repairs can increase this cost dramaticallty. See VEHICLE AND DRONES for most repairing systems but also the MATRIX for computer repairs, etc.
Planting explosives base DC15. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see GEAR AND EQUIPMENT) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.

Pilot (Dexterity): This skill allows a pilot to add your proficiency bonus to your dexterity modifier when controlling any type of aircraft that includes jet aircraft, helicopters, VTOL vehicles and space-shuttles, etc. See VEHICLE AND DRONE Houserules for details on hazards, actions, etc.

Physical Science (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology, nuclear physics and theory and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, toxic readers, etc.) and how to use them.

Technology (Intelligence): This skill is used both to determine what a piece of technology might be and a basic working understanding of how to use it. It is a DC10 skill check to recognize a model of a simple uncommon piece of tech like a weapon scanner. A DC15 for a more complete model like a Maglock Passkey and for extremely advanced items increase to DC20 to recognize a rare or advanced piece of tech like a remote Biogenetic Scanner.
If you are untrained in the use of a particular technology based skill and you made your check to recognize it, you can use your Technology proficiency to try but the DC is always increase by at least +5 over the basic difficulty it would normally be. If you fail to recognize it the check is at disadvantage.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources. There are feats that speed this up. See the GM UPGRADE SECTION on Improvements and building drones and vehicles, upgrading weapons and armor and tools, etc.

Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools include a Thieves’ Kit that can be used to bypass physical locks.
Security kit, Passkeys, etc. are used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See Locks, GeneLocks, MagLock, etc. in GEAR AND EQUIPMENT. To overcome a weapons or similar security system or hand scanner requires a DC20 Thievery skill check. Without the right tools increase the DC by at least +5 depending on your gear or you generally can't try (GM call).
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces within a corporate enclave, etc.

GENERIC TALENTS

The followin Talents maybe be taken by any Heroic character class. Generally only one or two maybe taken at 1st level/Character creation, depending on the Class. After character creation they can be taken whenever the character reaches a level where the gain a new Talent and if they meet all Prerequisite.

CYBERNETIC TALENT TREE
Many runners have implants installed into their bodies. The Cybernetics talent can only be taken at character creation. The remaining three maybe taken at a later level.

Cybernetics: You gain up to 6 points of Cybernetic Strain. You can take this Talent twice but only if you take them at character creations. Ignore the cybernetic cost but only for this talent.
Cyber-Psychic Alignment: The character’s mind and body are aligned strongly enough to allow for two points of Cybernetic Strain without adverse effects on the awakened beings powers or their magical spells abilities.
Improved Cyber-Psychic Alignment: An awaken character can now handle four points of such Strain. Prerequistites: Cyber-Psychic Alighnment.
Upgradable: Your body can better handle the strain of implants from Cybernetic systems. You increase your overall Strain maximum limit before adverse effects by +6 points.

FORTUNE TALENT TREE
These Talents covers the luck that a lot of illegal types rely on to get the job done.

Fool’s Luck: As an Action, you can spend a Karma Point and gain one of the following benefits each round, for the next minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. (a) Gain the Karma Die as a bonus to one attack roll until the start of your next round or (b) gain the Karma Die as a bonus to any one skill check until the start of your next round, or (c) gain the Karma Die as a bonus to any one saving throw until the start of your next round or (d) gain the Karma Die rolled as a luck bonus to your Armor Class score until the start of your next round (you must roll the Karma die each round for all of these). You regain the use of this talent after a short or long rest.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can use your Reaction and gain an extra attack that must be taken immediately.
Gambler: You have Advantage on all Gambling skill check rolls and gain an additional +2 insight with your gambling check.
Knack: You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have seen the results of your roll). You regain the use of this ability after you have complete a short or long rest. You can take this talent multiple times, each time it is selected you can use this talent an additional time before requiring a rest.
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MILITARY TACTIC TALENT TREE
These Talents covers more formal training of elite military, corporate, security, police forces and other paramilitary units.

Assault Tactics: You know how to direct fire down on your enemies. As a Bonus action you designate a single creature or object as the target of an assault that you can see. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. Prerequisite: Intelligence 13+, Level 3+
Command Cover: You use your allies as a shield. Gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to your Heroic level (+5 max). Prerequisite: Intelligence 13+
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As an Action all allies who can see, hear and understand you gains Advantage on their next attack roll (but only one) and impose Disadvantage on Opportunity Attacks directed against them, until the start of your next turn. This is a Mind-Affecting ability. Prerequisite: Intelligence 13+, Heroic level 5+.
Field Tactics: You know how to use existing terrain to the best advantage. As a Bonus action, you and all your allies whom can hear and understand you and are within 50ft improve any Cover bonus they have by one step (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn. Prerequisite: Heroic level 3+
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack (she take the remaining). Similarly, as a Reaction, an adjacent (and willing) ally you choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). You take the remaining damage. Prerequisite: Intelligence 13+
Read the Battle: You have an eye for when hostilities are about to being. When rolling for initiative, you and any ally that can see and hear you gain your Proficiency bonus on their initiative rolls. This only applies to the first round of combat, but you can use your Reaction to gain the bonus yourself or grant it to any ally that can see and hear you and you can see, when making an Dexterity (Initiative) check verses bluffs, feints, etc. Prerequisite: Intelligence 13+
Reverse Course of Action: As an Action, all enemies you can see must make an Intelligence saving throw vs. a DC8 + your proficiency modifier + your Intelligence modifier. If they fail, they are at Disadvantage for all attacks, ability checks and saves until the start of your next turn. Prerequisite: Heroic level 9+.
Shifting Battle Theater: As a Bonus action, select one ally that you can see and who can hear and understand you. That ally can either take a Disengage Action for free on its turn or can Move immediately for free up to its normal Speed.

SHADOWRUN TEAM TALENT TREE
These talents cover a Shadowrunner who has been on a team(s) for a while and has picked up a lot of interesting abilities.

Advance and Retreat: You know how to move in combat. You can take a Dash or Disengage action as a Bonus action. When you use either of these actions you speed increases by +10ft until the start of your next turn.
Aid Ally: You allies rely on you as much as you reply on them. You can use your Reaction to grant one ally that you can see and who can see and hear and understand you, and they gain your Proficiency bonus to their next attack roll, skill check or saving throw that they are about to make. You can use this ability a number of times equal to your Proficiency bonus. After you take a short or long rest you regain all the uses of this ability. Prerequisite: Heroic level 5+.
Gloryhound: When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one) and you add your Proficiency bonus to the final result of the damage. Prerequisite: Heroic level 5+.
Hunter’s Mark: With an Aim maneuver you can spend your Reaction to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or the target of your mark is likewise incapacitated, you can apply your Hunter’s Mark feature against the target. Whenever you successfully hit the target you deal extra damage equal to your Proficiency bonus to it. Prerequisite: Heroic level 5+.
Improved Aid Ally: Your allies trust you to get them through the impossible situations. As a Bonus action you grant one ally who can see and hear you the use of their Healing Surge as their Reaction, immediately. They gain back an additional number of Hit Points equal to ½ your Heroic level when they do so. They do not need to be below half their HP total to use this feature but they cannot exceed their HP maximum. Prerequisite: Aid Ally, Heroic level 7+.
I’ve Been Around: You know the street of your home town well. You have advantage on Intelligence (History) and Charisma (Gather Information) checks when it comes to streetwise like information.
Negotiator: You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Awakened, Corporate, Criminal, Government, or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group. Prerequisite: Level 7+.
Prime Runner: You are a runner of renowned and people act accordingly. All opponents of lower level then you (heroic or not) must make a Charisma save DC12 + your proficiency bonus. Those that fail suffer a -2 fear penalty to all their attack rolls, skills and ability rolls and any to saving throws that you impose onto them when making these checks against you for the rest of the encounter. This is a mind-based fear ability. Prerequisite: Heroic level 9+.

STREET DOC TALENT TREE
Real doctors are rare on the streets of most Sprawls and most SINless have to make due with who they can afford. These talents are what make a good street doc or medic popular.

Don’t’ you die on me! This ability uses one unit of supplies from a Medical Kit. As an action make a DC20 check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point. The creature is Stunned until the beginning of your next round. Prerequisite: Wisdom (Medicine), Heroic level 11+ and a Medical Kit (see GEAR).
Physician Heal Thyself: As a Bonus action, you recover hit points equal to your Wisdom modifier + your heroic level. After you complete a short or long rest you regain this ability. You must have a Medical kit to use this ability but it does not cost any units of supply. Prerequisite: Wisdom (Medicine)
Race to the Fallen: You can use the Disengage action as a free Action so long as you move at least 10 feet directly towards an ally on the same turn. Prerequisite: Wisdom (Medicine)

SURVIVALIST TALENT TREE
You are comfortable in the wilderness and away from the bright lights of modern day urban sprawl.

Animal Empathy: You have a way with animals and paracritters. You gain Advantage with Wisdom (Animal Handling) skill checks. With domesticated critters (including paracritters) you can train them to learn tricks, follow moderate commands, etc.
Explorer: You have Advantage on Wisdom (Survival) skills checks.
Survivalist: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel over long distances. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explore talent.

FEATS

You must qualify for any Prerequisites. Unless otherwise noted you can only take a specific Feat once.

Acrobatic Strike. Prerequisite: Proficiency with Acrobatics skill. If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack against this opponent has Advantage (but only the first one).
Action Surge. Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. After a short or long rest you regain the use of this ability.
Actor. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made by another creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked. :Additional Magic Points. Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. Can be taken multiple times, each time adding an additional 5 Magic Points to your total.
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Armor Proficiency (Heavy). Prerequisite: Proficiency with Armor (Medium). Gain proficiency with heavy armor.
Armor Proficiency (Light). Gain proficiency with light armor.
Armor Proficiency (Medium). Prerequisite: Proficiency with Armor (Light). Gain proficiency with medium armor.
Astral Tracker. Prerequisite: Astral Projection talent. You gain Advantage when doing Astral Searches or Skill checks to search for information in astral space. If you exceed the DC by 5 or more you also halve the basic time required to do the search.
Athlete. When you are prone you only require 5 feet of movement (instead of ½ your speed) to stand up. You can make a running high jump or running long jump after only moving 5 feet, rather than the normal 10 feet and you have Advantage when attempting to jump.
Bravery. You are hard to scare. You have Advantage on any save against the Frightened condition.
Brawler. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3 (1d4 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack with your off-hand as part of your Attack action.
Brutal Critical. Prerequisite: Proficiency with Computer Use skill. You roll an additional +2d weapon dice of damage to the damage total when determining the extra damage for a critical hit. Prerequisite: Improved Critical, level 5+.
Brute Force. You know all the tricks for when you get into Matrix combat. Your persona gains a +1 insight bonus to Attack rolls and +2 insight bonus to Damage rolls with Matrix combat.
Bullet Storm. Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating larger threat area of your automatic weapon attacks. When you use an Autofire feature with a weapon, you can change the area of effect (see Auto Fire in SPECIAL SITUATIONS AND ACTIONS) from a 10x10ft area-of-affect to either a 15x15ft area or a 5x30ft straight line area. With Heavy Autofire weapon you can change the standard 15x15ft area-of-affect to a 20x20ft area or a 10x30ft area instead.
Bypass. Prerequisite: Proficiency with Computer Use skill. You know all the tricks to bypassing Matrix security. When using Matrix programs Sleaze or Sneak you impose Disadvantage on the target’s saving throw or enemy Scan checks against Spoof. You can use this feat a number of times equal to your Intelligence modifier. After a short or long rest you regain these abilities.
Careful Shot. Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result. These effects do not stack with the extra damage provided by Deadly Aim. Nor can you use it with weapon property of Burst Fire or Autofire.
Charger. If you move at least 10 feet in a straight line immediately before taking this Bonus Action, you add an additional +1d(x) weapon dice of damage to the damage roll with a successful melee attack (i.e. with a sword you would deal 2d8 damage, or 3d8 with a critical hit).
Charging Fire. Prerequisite: level 3+. When you take the Dash Action, you can take a normal Attack Action at the end of your movement as a Bonus action if you are making weapon ranged attacks.
Charmed Life. Prerequisite: Heroic class. When you spend a Karma Point to adjust a 1d20 check, roll 1d8+2, instead of 1d4+1. You can also spend two Karma Points in a round instead of only one (but still only one on any specific d20 roll).
Combat Caster. Prerequisite: Spellcasting Talent. You have Advantage on your Constitution save to maintain a spell you are concentrating on when you take damage. This stacks with the bonuses of Focused Caster.
Comlink Upgrade. Prerequisite: proficiency with Mechanics skill. You can do hardware upgrades for a comlink. See GM section on UPGRADES.
Contacts. You gain either two basic contacts that are indifferent to you or one moderate contact who is friendly to you. You can take this feat multiple times, each time picking the contacts above as you wish.
Crush. Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you immediately deal bludgeoning damage equal to your unarmed or natural weapon damage, whichever is greater, as a free action. You cannot push, throw opponent or trip any targets while you are using pin in the same action.
Cybernetic Surgery. Prerequisite: Proficiency with Medicine skill, Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a successful separate surgery is used to remove it.
Danger Sense. You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any save it requires. You can also use your Reaction to stop an unseen foe within 30ft of you from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Deadly Aim. Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, you take a penalty to attacking up to your Proficiency bonus, and increase your damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim feat. Nor can you use it with a weapon properties Autofire, Burst Fire or Double Tap.
Determined. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.
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Disarming Strike. Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save check DC equal to the damage that you dealt with your successful strike plus you Intelligence modifier (Min 1). On a failed save, it drops one object in its hands of your choice at its feet.
Do Science on it! You gain your proficiency bonus on any one Intelligence or Wisdom based skill you are proficient with (even if you have Expertise; thus gains tripple your bonus with the skill). After a short or long rest you can use this ability again.
Double Attack. Prerequisite: level 5+. You can attack twice, instead of once, whenever you take the Attack Action on your turn.
Doxing. Prerequisite: Proficiency with Computer Use skill. You know how to find info on the Matrix. As a free action you gain Advantage with your next Search or Scan a system or to run a Tracker program against another decker. You can use this feature up to your Intelligence modifier times (min 1). After you complete a short or long rest you regain this feature again.
Dreadful Rage. Prerequisite: Rage talent. While you are raging you gain Resistance to ballistic, bludgeoning, piercing, and slashing types of damage (magic or otherwise).
Dual Weapon. Prerequisite: Dexterity 13+. You gain a +1 to your melee Armor Class while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one.
Duel Weapon Expert. Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons, one in each hand, you now add your ability modifier bonus to damage with your bonus attack.
Durable. Prerequisite: Constitution 13+. Your minimum hit point recover is twice your Constitution bonus on Hit dice rolls during a short or long rest and when you use your Heroic Recovery. Re-roll any 1's on these results. You regain one addition Hit Dice (up to max) after each long rest.
Empowered Spell. Prerequisite: Magic User 1+, Spellcasting Talent. Pick one Combat spell that you can cast. You can now add your Traditions ability modifier to the damage when you cast this spell. You can take this feat multiple times, each time it applies to a different combat spell you know.
Extra Heroic Recovery. You can take a Heroic Recovery one additional time per long rest. You can take this feat one additional time allowing you to take up to three recoveries per long rest.
Extra Rage. Prerequisite: Rage talent. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you can rage one additional time per long rest.
Far Shot. Prerequisite: Point Blank Shot. You now triple the base weapon range with ranged weapons (i.e. your range with a Colt Manhunter changes from 50/250 to 150/250).
Feinting Attack. Prerequisite: Intelligence 13+. Using a Bonus action before your Attack check, you choice one creature within your melee reach. You have Advantage on your next attack (but only one attack) verses this target and if you hit with this attack, you add your Intelligence bonus to damage. You can use this ability a number of time equal to your Intelligence modifier. You must complete a short or long rest to regain these uses.
First Aid. Prerequisite: proficiency with Medicine skill. This character to use their Action to attempt a Wisdom (Medicine) check on behalf of a creature afflicted with the Reeling or Stunned condition against a DC15. A successful check removes the condition. If the check exceeds the DC20 he instead removes both conditions (if the creatures is suffering from both).
This feat also adds two additional capabilities to a Medical Kit, each costing one unit of supplies per application from the kits capability. First a character may use an Action and immediately heal a stabilized creature 1d6+4 HPs, plus an additional number of HPs equal to the creature's total Hit Dice plus your Wisdom modifier. Second, when stabilize a dying creature, if the healer's check results is DC20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed by the same amount above. A creature may only benefit from these feature again after taking a long rest.
Focused Caster. Prerequisite: Spellcasting Talent. You have good concentration. Add your proficiency bonus when making a Constitution save for Concentration. This stacks if you are already proficiency with Constitution saves. This feat can be combined with the Combat Caster feat.
Frigging love Science. As a bonus Action you have Advantage on one of the following skill checks if you are also proficient with the skill – Computer Use, Life Science, Mechanic, Medicine, Physical Science or Technology. After you have completed a short or long rest you regain the use of this feature. You can take this feat again, each time allowing you to use this ability an additional time before requiring a rest.
Full Throttle. Prerequisite: Proficiency with vehicle type you are operating. You have Advantage with vehicle checks attempting to ‘Increase Speed' maneuver and even if you fail the check you still increase your vehicle's speed by 50% (see VEHICLES AND DRONES).
Gimmick. Prerequisite: Proficiency with Computer Use skill. When you activate a Program that is not an attack or one that forces a Saving Throw or when you issue a routine command to a computer that you have been granted access it only requires a bonus action instead of an action. See the MATRIX for more info on this.
Goading Attack. You can attempt to goad a target into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and if your attack roll hits any attack rolls by the target makes against any foes that is not you are at Disadvantage until the start of your next turn.
Hardening. You have some natural defense in the Matrix. You have a Hardness rating equal to your Intelligence modifier (Min 1) verse Black IC damage and the same amount with your save verses Dumpshock (see the MATRIX).
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Healthy: Prerequisite: Constitution 13+. During a short rest you can recover on level of Exhaustion. You must complete a long rest to use this ability again.
Heavy Melee-Weapon Expert. Prerequisite: Strength 13+. When wielding a heavy melee weapon two-handed you re-roll all 1s and 2s when rolling your damage dice.
Hot Wire. Prerequisite: Proficiency with Mechanics skill. You gain Advantage when attempting to Jury-Rig repairs (see Repairs in VEHICLES AND DRONES). Also if you exceed the DC by +5 the repairs do not go away at the end of the encounter.
Improved Critical. Prerequisite: level 3+. Your weapon attacks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).
Improved Determinedness. Prerequisite: Proficiency with the saving throw. Pick a saving throw that you are proficient with and add +2 to your saving throw total with it. You can take this feat multiple times, each time it applies to a different saving throw that you are proficient with.
Improved Heroic Recovery. Prerequisite: Heroic level 3+. When you use your Heroic Recovery ability you regain +2d(x) of your best HD (if multi-classed) with this recovery.
Improved Mobility. Prerequisite: Dexterity 13+, Mobility. When you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. All creatures that can make opportunity attacks against you, do so at Disadvantage if you moved at least 15ft that round.
Improved Wound Damage Threshold. You increase your wound damage threshold by +5, and you gain a +1 bonus to your saving throw to recover from the Reeling condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add and additional +1 bonus to your saving throw to recover.
Linguist. You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make a DC20 Intelligence check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this check.
Lucky. Prerequisite: Heroic character. The maximum number of Karma Points per level increases by three and you gain these three additional Karma Points each time you level. You can also spend two Karma Dice a round instead of only one (but still a maximum of only one per d20 roll). You can take this feat one additional time, granting you six additional Karma Points at each level.
Lunging Attack. When making a melee weapon attack on your turn, increase your reach by 5 feet for one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 5 feet.
Malware. Prerequisite: Proficiency with Computer Use skill. You have Advantage on Computer Use checks to improve a systems attitude towards you. You also impose Disadvantage on a systems saving throw against your Exploit program. You can use this second feature a number of times equal to your Intelligence modifier (min 1). After you have completed a short or long-rest you regain the features usages.
Maneuvering Attack. When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your successful attack.
Martial Arts. Your unarmed strike increases to 1d4 bludgeoning damage (1d6 for Large creatures) and when you take a melee attack Action in a round you can spend a bonus action to make an additional unarmed martial strike attack.
Martial Arts Expert. Prerequisite: Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage (1d8 for Large) and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).
Martial Arts Master. Prerequisite: Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage (1d10 if Large) and you gain +2 bonus insight to your Armor Class and Dexterity saving throws.
Medic. Prerequisite: proficiency with Medicine skill. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies with you gain Advantage with their Hit Dice rolls plus additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent.
This feat also adds an additional capability to the Medical Kit, costing one unit of supplies per application. A character with this feat can attempt to restore expended Hit Dices to a single creature. This requires a DC10 check and one minute of work. Success restores one expended Hit Die, or two Hit Dice if the check is DC20 or higher. A creature must complete a long rest before it can benefit from this use again.
Meditation. Prerequisite: Magic User 1+. Your calm state of mind allows you to better recover lost Magic Points. While taking a rest increase the die type for recovering magic points to 2d4 + mage level for a short rest or 3d6 + twice mage level for a long rest (including if you spend a Hit Dice, see MAGIC-USERS).
Menacing Attack. When you hit a creature with a weapon attack, you can spend your Bonus action to frighten the target. The target must make a Charisma saving throw DC8 + your proficiency bonus + you Charisma bonus. If the target fails it gains the Frightened condition from you until the end of your next turn. If the target is equal to or exceeds your character’s level, it can spend a Karma Point as a Reaction to remove the condition instantly.
Melee Defense. Prerequisite: Intelligence 13+. If you are wielding a melee weapon you are proficiency with you can try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, and increase your Armor Class by a like amount but only verses melee attacks. You can’t lower your attack more then you proficiency bonus, and these affects last until the start of your next round.
Mighty Swing. Prerequisite: Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. If you have multiple attacks, this only applies to one of your attacks (your choice and before your attack roll). You cannot combine this damage with the Power Attack feat.
Mobility. Prerequisite: Dexterity 13+. If you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the start of your next turn, whether you hit it or not.
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New Spells. Prerequisite: Spellcasting talent. You learn how to cast two additional spells. You can take this feat multiple times, each time learning two additional new spell.
New Spirit Type. Prerequisite: Summoning talent. You can now summon one additional type of spirit that is allowed by your tradition. You can take this feat multiple times, each time gaining the ability to summon a different type of spirits that you tradition allows (8 types).
Outwit and Outthink. On your action and until the end of your next turn, you can make a weapon attack checks using your Intelligence, Wisdom or Charisma modifier (whatever is best) for attack and damage, instead of Strength or Dexterity. After a short or long rest you regain the use of this ability. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
Over Watch. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate two adjacent 5ft squares within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon. You can use both the Double Tab and Burst Fire weapon features when making this attack. If the weapon has the Autofire weapon feature you can cover that’s AOE instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons). The weapon must have the rounds to use this feature.
Pack Tactics. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally(s) Advantage on her melee attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry. Prerequisite: Strength 13+. Requires a readied melee weapon or shield to use ability (or Martial Artist Master feat). As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ a specific attack).
Phishing. Prerequisite: Proficiency with Computer Use skill. Your Agents programs are not at disadvantage when you are log-off the Matrix. When you are online they gain your proficiency bonus to their AC, attack, skill and abilities checks and saves.
Pin. If you succeed on a grappling attack (PHB pg. 199), the target also suffers the Restrained condition until the end of your next turn. You cannot push, throw opponent or trip any targets while you are using pin.
Point Blank Shot. You gain +1 to attack rolls and damage rolls with ranged weapons against targets within the weapons base range.
Power Attack. Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, by lowering your attack bonus, you increase your melee damage by twice that amount with a successful hit (i.e. taking a -2 to attack gains +4 bonus to melee damage). You can’t lower your attack bonus lower than your base proficiency bonus, and these penalties and bonuses apply until the start of your next round. You cannot combine this with Might Swing feat.
Precise Shot. Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at opponents engaged in melee combat with one more of your allies without suffering Disadvantage on attacks.
Precise Spells. Prerequisite: Spellcasting talent. You know how to fire spells into melee combat to affect the right target. You are not at Disadvantage with your Magical attack roll when attacking into melee combat where your allies are present.
Programmer. Prerequisite: proficiency with Computer Use skill. You are a skilled programmer and can now write you own programs in ½ the time. See the Computer Use skill and the MATRIX for extra details.
Psychometry. Prerequisite: Astral Perception and/or Projection. This awakened being is able to hold an item in its hands or touch a surface or small spot and perceive any residual auras of a past. At the end of a one minute ritual, where the awakened being can take no other actions, make an Arcana skill check. With a DC10 you get a few vague flashes of strong emotions of the object or vicinity within the last 48 hours. With a DC15 you get more information or you can see back one week, but only the strongest emotions and only vague pictures. With a DC20 you get more detailed information (see a person’s face, know their name, their emotional state, etc.) or can perceive farther back but again only in very vague terms. Higher DC results grants you more information determined by the GM (and possible future flashes as well).
Pursuit. Prerequisite: Dexterity 13+. You are trained to keep your enemies close. When you can use your Reaction to make an Opportunity Attack you can also Move up to your Speed to remain in melee combat with it as part of your reaction if the target moves out of melee with you. If the creature can move without providing an OA you cannot use this feature. If the creature moves faster than you do you then it is no longer in melee with you at the end of your reaction but you still move up to your Speed closer to it. In all cases you must move towards the retreating foe.
Push. Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 5 feet in any direction as a Bonus Action. You cannot use push on an opponent with an ‘imposed’ Speed of 0 (like from being grappled or restrained). If your push would move them into a solid object or into the fighting space of another creature the target falls prone in its current space instead. You cannot push the same target at the same time as you might use the crush, pin or throw opponent feats against them.
Quick Draw. You can draw or stow any number of one handed items or weapons on your action, instead of normally only being able to draw or stow one. You can also switching firing modes between Auto-Fire, Burst Fire and Single Fire with only 5ft of movement (see weapon properties).
Quick Refresh. Prerequisite: Magic-User 1+. You can regain magical energy more effectively in combat. When use an Action and spend a Karma point or use an Action and take a level of Exhaustion to regain magic points you gain back 2d4 + twice your mage level (see MAGIC-USER).
Quick Reload. With a firearm with the following weapon property you can reload one round per 5ft of Move speed for a Feed firearm and 5ft of Move for a Reload firearm or 10ft to collect spent magazines, etc.
Reckless Attack. Prerequisite: level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn.
Relentless Rage. Prerequisite: Constitution 13+, Rage talent, level 10+. Your rage keeps you fighting. If you drop to 0 hit points while you are using your Rage trait, make a DC10 Constitution save. If you succeed you instead drop to a number of hit points equal to your Constitution modifier. Each time you use this feature after the first time, increase the DC by +5. If you fail, you fall to 0 Hit Points and are unconscious. After you have completed a short or long rest, the DC resets at 10.
Scientist, Not a Soldier. When you take the Disengage action, you can make a single ranged weapon attack as part of the action but you only deal ½ your normal damage if you successfully hit.
Sculpt Spells. Prerequisite: Spellcasting talent. You know how to protect your friends from your own spells. With Area of Effect spells you can exude a number of targets to not suffer the effects of the spell equal to your Traditions attribute modifier.
Shake it Off. Prerequisite: Constitution 13+. You make your recover from the Reeling condition at the beginning of your round, not at the end. If you fail you can still use your Action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks that round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks that round and can try again next round (at the begining of your round).
Shield Proficiency. You are proficient with all shields.
Sidestep. Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep a specific attack).
Skill Expertise. Prerequisite: Proficiency with Skill. You apply your Proficiency bonus twice with this skill. You can take this feat multiple times, it applies to a different proficient each time.
Skill Proficiency. You gain your proficiency bonus with any two skills that you are not trained with. You can take this feat multiple times, each time apply your proficiency bonus with two new, previously untrained skills.
Slippery. You are hard to pin down. You have advantage on any save or check that imposes the Grabbed' condition. This has no effect on the Restrained condition however.
Spell Sniper. Prerequisite: Magic User 1+, Spellcasting Talent. You gain the benefit of the Aim maneuver with combat spells as a free action (no movement restrictions either).
Spirit Foe. You know how to fight elementals and spirits. Whenever you are fighting a manifest spirits (elemental or natural) you gain a +2 insight bonus to both your attack rolls and damage rolls against them. Also ignore any Resistance that the creatures have when it is physically manifesting.
Spirit Friend. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration tests.
Sniper. Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Heavy Firearm or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at Advantage so long as your target is at least 50 feet away from you. If both the dice rolled succeed with this attack check (i.e. with advantate you roll two d20 and take the better result. If both would have hit anyway then), add +2d(x) weapon damage die to the final damage (i.e. an assault rifle that deals 2d8+2 damage deals 4d8+2 damage and 6d8+2 with a critical hit). This feat cannot be used with weapon properties Autofire, Burst Fire or Double Tap. You also cannot apply Deadly Aim feat with this attack. It can be combined with the Careful Aim feat.
Superior Critical. Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).
Sr.D5.Fighter.jpg
Suppressing Fire. With much practice, you have become skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save DC8 + your proficiency bonus + your Dexterity bonus or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. A creature that suffered damage from your Autofire attack itself is at Disadvantage to this save.
Surgical Expertise. Prerequisite: Proficiency with Medicine skill. When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
Suspicious. You don’t trust easily. You have Advantage on any save or check to resist any skill, power or ability that would impose the Charmed condition against you.
Sweep. Prerequisite: Strength 13+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
Take a Knee. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement this round (Speed 0), you can make one additional range Attack as part of your attack action. You cannot use the weapon features Autofire with this feat or to throw a weapon. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ against Melee attacks until the start of your next turn.
Throw Opponent. Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use the crush, pin or push feats against the same target in that you throw in the same attack.
Throwing Expert. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll (or advantage on the save). Also with a Bonus Action you can throw one additional simple ranged weapon on your turn.
Toughness. You gain +5 hit points to your total. You can take this feat multiple times, each time gaining +5 hit points to your maximum total.
Tracer. Prerequisite: Proficiency with Computer Use skill. You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to the Matrix when search out information.
Trip. When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a free contested ability check of your Strength (Athletics) check against your opponents Strength (Athletics) or Dexterity (Acrobatics) check; whichever is better. If you win, the target falls prone. You cannot use the crush or pin feats against the same target that you use trip in the same attack.
Triple Attack. Prerequisite: Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Upgrade Gear. Prerequisite: proficiency with Mechanics skill. You are trained at installing and upgrading certain types of gear. When you take this edge you must choose one of the following types – Armor, Drones, Miscellaneous, Weapons or Vehicles. You can take this feat multiple times, each time you can upgrade a different type of gear. See GM section of UPGRADES for description.
Upgrading Gear, Advanced. Prerequisite: proficiency with Mechanics skill, equivalent basic Upgrade Gear feat, level 9+. Choose one type of gear that you have the Upgrade Gear feat with. You can now install advanced and even break-through upgrades with that gear. You can take this upgrade multiple times, each time you can install advanced upgrade a different type of gear.
Vehicle Combat. Prerequisite: Proficient with vehicle you are controlling or Drone Pilot for drones. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You are also considered proficient with any of the vehicles weapons that you are piloting or driving or controlling via a Rigger control.
Weapon Expertise. Prerequisite: Proficiency with weapon group. For one weapon group that you are proficient with, you gain a +1 bonus on all attack rolls you make using weapons of this group. You may gain this feat multiple times, each time you must select a different weapon group.
Weapon Proficiency. Choose one of the following weapon groups – simple weapons, martial weapons, light firearms, heavy firearms, heavy weapons or super heavy weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack. Prerequisite: Dexterity 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target that you wish (can miss friends if you wish) that is within your melee reach. You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
Widget Bag. You have a bag for of useful spare parts and supplies for almost any situation. The total amount of parts and savage that you have is worth 200¥ +50¥ per your level. During a rest you can scavenge for spare parts and components in most areas and gain an additional 1d4 x10¥ for a short rest (but only once a day) and 1d6 x25¥ with a long rest.

CONTACTS

In the world of Shadowrun, 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. Contacts come in two basic levels: low-level indifferent and middle-level friendly. 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.

Using Contacts requires a Charisma (Gather Information) check and each check takes at least 1d6 hours. With a base DC10 roll the contact provides some very basic information worth about 1d4 x 50¥. A DC15 provides more value and key hidden information that would be helpful to the runner for 1d6 x 200¥. With a DC20 they provide key data points that will help with the runner’s mission or highly confidential information for 1d8 x 500¥.

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.

SR.D5.NativeArmy.jpg

Arms Dealer – knowledge about all weapons and military hardware and sells weapons.
Bartender – good for local information and happening around the area. Also might spot you cheap drinks.
Chip Head or Dealer – those who use illegal BTL and those who deal in them tend to know what’s happening in their local area.
Fixer – good for getting jobs but might sell valuable information. Gang Member – good local knowledge about the people Mercenary – gun for hire and maybe information of arms or restricted or illegal gear.
Mobster, low-end – Muscles and petty sellers, knowledge about their own crime family and activity (include Tongs and Yakuzi and Russian mobs, etc.).
Native – someone from the local tribal lands.
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.
Mechanic - when you ride gets all shot up its good to have someone you know who can fix it. They might also know some local smugglers that can get you a cherry ride if you're looking.
Rocker – a member of some flash-in-the-pan musical or up-and-coming "going to hit it big any day now".
Smuggler – knowledge about smuggler routes and illegal activities and even where to find such goods.
Street Doc – knowledge about medicine. Also good at patching runners up and maybe hears a think or two.
Street Cop – good for criminal information and local street knowledge. Maybe help a fellow out with parking tickets.
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.

LIFESTYLES

Characters need to live somewhere between missions. Lifestyles cover your mundane life…

Squatter – you are living in a cardboard box and get most of your food dumpster diving. This is cheap but you suffer from bad health is causes you to suffer a persistent Exhaustion level. You can remove this by spending 2d4 x 50¥ (x2 for trolls) and 1d4+1 days spent in a nice hotel or something and eating better food. This is only a short term fix and only good for 2d4 days. One needs to upgrade their lifestyle to permanently remove it. Costs 100¥ (200¥ trolls)/ month.
Low – you living in a one-room flat with electricity at least half the day. Your door might have a working lock. Your entertainment is provided by your comlink and most of your food is soy or seaweed based with almost no artificial favoring. But its’ good enough to survive and not suffer to many (?) if any health issues. Cost 1,000¥ (1,500¥ trolls)/month
Middle – you either living in a nicer apartment in one of the boroughs or an abandoned but secure section of a building in one of the barrens. You have some luxury compared to most, with better food and favoring for it. You gain a +1 moral bonus to all saving throws. Cost 5,000¥ (7,500¥ trolls)/month
High – you living in a luxury apartment complex or condo, with good security and excellent entertain access. Your food is really what it says. You gain +1 moral bonus to all saving throws, ability and skill checks; and you gain +1 karma each level. Cost 20,000¥ (30,000¥ trolls)/month.

GEAR AND EQUIPMENT

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear or with the I Know a Guy talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC15-25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more.

ARMOR

PROTECTIVE GEAR COST ARMOR CLASS STR BR STEALTH WT
Synthetic Leahter 100¥ 11 +Dex modifier -- -- -- 6
Reinforced Synetic Leather 200¥ 12 +Dex modifer -- -- -- 8
Armored Clothing 400¥ 13 +Dex modifier -- 1 -- 8
Armored Business Suit 1,500¥ 13 +Dex modifer -- 1 -- 9
LIGHT ARMOR
Armored Clothing, reinforced 600¥ 14 +Dex modier -- 2 -- 10
Undercover Vest 650¥ 14 +Dex modifier -- 2 -- 8
Lined Coat 800¥ 15 +Dex modifier -- 2 -- 15
Chameleon Suit 2,000¥ 15 +Dex modifier -- 2 Special 16
MEDIUM ARMOR
Armored Jacket 1,000¥ 16 +Dex modifier (max 2) 12 3 -- 20
Flak Vest with Insert Plates 1,250¥ 16 +Dex modifier (max 2) 12 3 -- 18
Ballistic Longcoat 1,000¥ 16 +Dex modifier (max 2) 13 3 Disadvantage 25
Advanced Chameleon Suit 8,000¥ 16 +Dex modifer 12 3 Special 20
Light Security Armor 2,500¥ 17 +Dex modifier (max 2) 11 4 Disadvantage 30
Light Military Spec Armor 6,000¥ 17 +Dex modifier (max 2) 11 5 -- 35
HEAVY ARMOR
Security Armor 4,000¥ 18 13 5 Disadvantage 40
Military Spec Armor 10,000¥ 19 15 6 Disadvantage 50
SHIELDS
Riot Shield 250¥ +2 AC 12 +1 -- 12
Breaching Shield 500¥ +2 AC (max Dex mod +2) 13 +2 Disadvantage 20

ARMOR NOTES

  • BH (Ballistic Hardness) - this Hardness (see BASIC HOUSERULES) only works against non-AP or Armor Piercing ballistic damage. Normally this does not stack if wearing multiple layers of armor except for shields, cybernetics and/or natural hardness.
  • Protective Gear - this armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits.

DESCRIPTIONS
Synthetic-Leather Jacket: reinforced leather-like material popular with gangs.
Reinforced Synthetic-Leather Jacket: heavier version of a leather jacket.
Armored Clothing: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. A DC15 Wisdom (Perception) check at Disadvantage is required to notice that it instead armor (if taking an Action the check is not at disadvantage). MAD scanners are also at Disadvantage but the check drops to DC12.
Armored Business Suit: a more fashionable version of armored clothing. Otherwise as Armored Clothing to detect that it is actually armor.
Reinforced Armored Clothing: heavier armored clothing but still benefits from being heavily concealable as armor (as Armored Clothing to tell its armor).
Undercover Vest: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. Requires a check as Armored Clothing to determine its armor.
Lined Coat: made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).
Chameleon Suit: a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).
Armored Jacket: fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A DC15 Wisdom (Perception) check will notice that it is armored (including Passive). A MAD scanner will detect it automatically.
Flak Vest with Plates: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).
Ballistic Longcoat: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple DC12 Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).

SR.D5.Armor.jpg

Advanced Chameleon Suit: made with advanced ruthenium polymers to provide chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks and allows a normal Stealth check when the wearer does not have cover (so long as she does not move) (Restricted).
Light Security Armor: obvious armor that is most commonly worn by corporate security teams. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted).
Light Military Spec Armor: military grade armor, very illegal for non-military. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Dark Vision out to 60 feet (Military).
Security Armor: heavier corporate armor. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation and Resistant to any inhaled poison or radiation damage. The wear is at Disadvantage with Athletics checks to jumping and swimming (Restricted).
Military Spec Armor: the heaviest military grade, non-powered armor available. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Darkvision out to 60 feet. Wear is at Disadvantage with Athletics checks to jumping and swimming (Military).

Riot Shield: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round).
Breaching Shield: Designed for breaching rooms, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point, as an action that provides one medium sized creature ¾ cover and up to four additional medium sized creatures ½ cover. It takes an action to un-anchor the pitons. When not anchored the users can spend a bonus action to grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round). As a reaction, the user can impose disadvantage against one melee attack directed against it or an adjacent target (Restricted).

WEAPONS

NEW DAMAGE TYPES

  • Ballistic: this is a special type of piercing weapon damage. Anything resistant to piercing damage is also resistant to ballistic damage.
  • Blast: Includes Force energy and bludgeoning damage..
  • Explosive: Includes Force, Fire, bludgeoning, piercing and slashing damage.
  • Restrained: a target to must make a Strength save against the weapons DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save with the same DC and with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune.
  • Stun: a ‘living’ target must make a Constitution save against the weapon's DC or gains the Stunned condition. The target can make a new Constitution save at the end of its turn against the same DC and with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.

NEW WEAPONS PROPERTIES

  • AP (Armor Penetrating): this weapon ignores Ballistic Hardness and any type of Resistant to damage (against vehicles and materials must also include the Heavy Damage property).
  • Auto: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire houserules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto using 20 rounds. Heavy Autofire have a base AOE of 15x15ft (but still only deal base Auto damage when focused on one target). Switching modes between single fire and autofire mod takes 15ft of move during the attacker’s round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature.
  • Burst Fire: This weapon can fire a three rounds burst of ammunition at once with an range weapon attack. The shooter takes a -2 to its attack roll but adds +1d(x) weapon damage to the damage result if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead, 5d8+2 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
  • Direct Fire: These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets in the AOE gain Resistance to the damage (¼ damage with a successful Dexterity save).
  • DT: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage result if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
  • Feed: means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action and Move (Speed 0) you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories). Treat these as Magazines (see Reloads).
  • Flame: these weapons can set targets on fire. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon. Anything the target is struck must make an Intelligence save DC8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure not only means full damage but the target has also caught fire. At the beginning of their turn (before they can act) the target suffers 2d6 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity save at the base DC. The target has advantage on the save if it falls prone to rolls around on the ground. The fire is automatically extinguished if target immerses themselves fully in water.
  • Heavy: in this setting this feature also applies to anyone with a Strength of 12 or less.
  • Heavy Damage: weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires these weapons in the same round.
  • Hold-Out: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves.
  • Knockdown: If the damage from the weapon is enough to impose the Reeling condition the target is also knocked prone.
  • Loud: this weapon cannot be quieted by silencers, etc.
  • Painful: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double against the target’s Wound Damage Threshold but only to impose the Reeling condition (recovers normally).
  • Reload: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move (Speed 0) that round.
  • Shotgun (Shot/Flechette rounds): impact with tremendous force at close range but diminish rapidly further out. At half the weapons base range add +1d(x) weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
  • Silence: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC15 at disadvantage if within 15ft.
  • Sonic: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute.
  • Touch: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage.
  • Undermount: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space.

Any WEAPON can be purchased from the PHB but at four times the price listed in g.p. in neyen (¥).

Keen Blades: can be added to any piercing or slashing weapon from the PHB or Katana (see below). The weapon adds +2 to its basic damage and costs 10 times the g.p. value or neyen (¥). Arrow and bolts cost 3¥ each.

Melee and Ranged (Muscle powers) Weapons

SIMPLE MELEE WEAPONS
Brass Knuckles: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. If the character has the Brawler feat increase the damage die to 1d6 (or 1d8 for large sized creatures).
Combat Knife: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage with weapon feature two-handed).
Collapsible Baton: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).
Solid Core Staff: these are dense metal core quarterstaffs that can strike with considerable force.
Shock Gloves: these gloves deliver a powerful electrical shocks that can stun a target with a touch.
Shock Stick: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).

MARTIAL MELEE WEAPONS
Katana: a Japanese longsword that is light enough to count as a finesse weapon.
Monofilament Sword: while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.

MARTIAL RANGED WEAPONS
These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.
Carbon Crossbow: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.
Compound Bow: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. Add you Strength and Dexterity modifer to the weapons damage

SIMPLE WEAPONS COST DAMAGE WT PROPERTIES '
Brass knuckles 1d4 bludgeoning ½ Finesse, holdout, light
Combat knife 50¥ 1d6 piercing 1 Fibesse, light, undermount
Collapsible baton 25¥ 1d6 bludgeoning 2 Finesse, holdout, light
Solid-core staff 50¥ 1d8 bludgeoning 6 Heavy, versatile (1d10)
Shock glove 100¥ Stun (15) 1 Finesse, holdout, light, reload (10p), touch
Shock stick 200¥ 1d6 lighting, Stun (15) 3 Finesse, light, painful, reload (20p), touch
MARTIAL WEAPONS
Katana 75¥ 1d8 slashing 3 Finesse, versatile (1d10)
Monofilament Sword 1,000¥ 2d6 slashing 3 Versatile (2d8)
MARTIAL RANGED WEAPONS
Carbon crossbow 350¥ 2d6+1 piercing 5 Ammunition (range 150/500), heavy, loading, 2-handed
Compound longbow 500¥ 1d10 piercing 3 Ammunition (range 150/500), heavy, 2-handed

A new powercell for Shock Gloves costs 20¥ and weighs ¼lb, while the Shock Sticks cell costs 30¥ and weighs ½lb

Firearms

LIGHT FIREARMS
You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, when wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them.
Streetline Special: a very cheap weapon made of composite material (Restricted).
Colt American L36: a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights.
Colt-Remi Revolver: reliable but cheap back up sidearm made specifically for security or police for an ankle-holster.
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. Standard models have a laser sights.
Hammerli 620S: A sleek and stylish revolver with intergraded Smartgun link.
Yamaha Sakura Fubuki: features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link.
Ares Viper Silvergun: sleek auto-pistol with sound suppressor and laser sight (Restricted)
Colt Manhunter: popular with law-enforcement has an intergraded under the barrel laser sight.

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Ares Predator: all-time favorite of mercenaries, runners and security it has an intergraded Smartgun link.
Ruger Super-Warhawk: a bulky heavy revolver popular with law-enforcers and hunters.
Ceska Black-Scorpion: a compact, light machine pistol with intergraded laser sights (Restricted).
Steyl TMP: a light weight machine pistol of polymer-composites and laser sights (Restricted).
Ares Thunderbolt: a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted).
Remington Roomsweeper: this sawed-off, pistol grip shotgun can be concealed under a trench coat.
SR-5 Vesker: a cheap folding stock light SMG with intergraded laser sight (Restricted).
HK MP-5 TX: this concealable SMG has a silencer and under the barrel laser sight (Restricted).
Ingram Smartgun X: SMG with intergraded Smartgun link, popular with mercenaries. (Restricted)
Defiance EX Shocker: Also called a “lemon squeezer” fires up to four darts with wires out to 30 feet.
Yamaha Pulsar: fires capacitor darts that eliminate the wires of older models. Ares Tangler: looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term.
Ruger Screamer: a small, hand-held sonic stunner it is very loud when fired.

LIGHT FIREARMS COST DAMAGE RANGE WT PROPERTIES
Streetline Special 250¥ 2d4 ballistic 40/200 2 DT, holdout, light, reload (8m)
Colt American L36 450¥ 2d4+1 ballistic 40/200 2 DT, holdout, light, reload (15m)
Colt-Remi Revolver 300¥ 2d4+1 ballistic 40/200 2 DT, feed (6c), holdout, light, loud
Fichetti Security 600 550¥ 2d6 ballistic 50/250 3 Burst, DT, light, reload (30m)
Hammerli 620S 650¥ 2d6+1 ballistic 50/250 2 DT, feed (6c), holdout, light, loud
Yamaha Sakure Fubuki 850¥ 2d6 ballistic 50/250 3 Autofire, burst, DT, light, reload (20m)
Ares Viper Silvergun 900¥ 2d6+1 ballistic 50/250 4 Burst, DT, reload (40m), silent
Colt Manhunter 650¥ 2d8 ballistic 60/300 4 DT, heavy, reload (18m)
Ares Predator 1,100¥ 2d8+2 ballistic 60/300 5 DT, heavy, reload (14m)
Ruger Super-Warhawk 600¥ 2d10 ballistic 60/300 5 AT, DT, feed (6c), heavy, loud
Ceska Black-Scorpion 750¥ 2d6 ballistic 40/200 4 Autofire, burst, DT, light, holdout, reload (30m)
Steyl TMP 700¥ 2d6 ballistic 40/200 4 Autofire, burst, DT, light, holdout, reload (40m)
Ares Thunderbolt 1,500¥ 2d8+2 ballistic 60/300 6 AP, burst, heavy, relaod (12m)
Remington Roomsweeper 400¥ 2d8 ballistic 20/80 5 DT, feed (2i), heavy, knockdown, loud, shotgun
SR-5 Vesker 650¥ 2d6 ballistic 80/400 4 Autofire, burst, DT, relad (30m)
HK-MP5 TX 850¥ 2d6+1 ballistic 80/400 4 Burst, DT, holdout, reload (20m), silence
Ingram Smartgun X 1,200¥ 2d6+2 ballistic 80/400 6 Autiofire, burst, DT, reload (40m)
Defiance EX Shock 500¥ Stun (15) 10/40 1 Light, reload (4m), silent
Tamaha Pulser 550¥ Stun (18) 10/40 2 Light reload (4m), silent
Ares Tangler 250¥ Restrained (15) 20/80 4 Feed (1i), loud
Ruger Screamer 750¥ Sonic, Stun (15) 15/50 4 Light, loud, reload (8p)

HEAVY FIREARMS
All of the following weapons are automatically two-handed.
AK-97 Carbine: an extremely reliable light assault carbine, popular the world over (partly due to being cheap). However its’ lighter rounds do not have the punch of heavier assault weapons. Includes an intergraded laser sight (Restricted).
HK-227S: popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted).
Uzi III: worthy descendent of the legendary Israeli SMG weapon, includes a intergrated laser sight (Restricted).
AK-98 Assault Rifle: cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted).
FN HAR: another reliable and popular light assault weapon with security personal it includes an intergraded laser sight system (Restricted).
Ares-Alpha: designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It includes an Ares Antioch-2 intergraded grenade launcher (weight and price already included) and Smartgun link (Military).
HK XM30: this is a modular “weapon platform” comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrel and ammo clip, but can have two “ready” at any time. Add the weight of both 'barrels' intergrated at the time to determine the weapons weight. The case and all weapon systems weighs 29lbs. All systems have an intergraded Smartgun link (Military).

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Ruger 100: a favored weapon of many professional hunters, it has a built in Image Scope.
PJSS Behemoth Gun: this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted).
Walter MA-21: a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, DC15), Image scope and Smartgun link (Military).
Ranger Arms SM-4: this sniper rifle includes an image scope and intergraded laser sight and advanced sound suppressor (Disadvantage on DC15 Perception checks). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price included, weight 4lbs) (Military).
Mossberg AM-CMDT: an full-auto combat shotgun. (Restricted)
Remington 990: a popular shotgun with law enforcement and for home defense.
Ingram White Knight LMG: a light, man-portable machinegun with Smartgun link (Military).
Aztechnology Tangler: looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them.

HEAVY FIREARMS COST DAMAGE RANGE WT PROPERTIES '
AK-97 Carbine 600¥ 2d8 ballistic 80/400 6 Autofire, burst, reload (20m)
HK-227S 1,200¥ 2d8 ballistic 80/400 7 Autofire, burst, DT, reload (30m), silent
Uzi III 1,000¥ 2d8 ballistic 80/400 7 Autofire, burst, DT, reload (40m)
AK-98 Assault Rifle 950¥ 2d8 ballistic 100/500 10 Autofire, burst, heavy, reload (40m)
FN HAR 1,200¥ 2d8+1 ballistic 100/500 11 Autofire, burst, reload (40m)
Ares-Alpha 2,000¥ 2d8 +1 ballistic 100/500 16 Autofire, burst, heavy, reload (30m)
HK XM30 (a) assault rifle 4,500¥ 2d8+1 ballistic 100/500 10* Autofire, burst, heavy, reload (30m)
(b) grenade launcher -- by grenade 100/500 6* Heavy, loud, reload (6i)
(c) shotgun -- 2d8 ballistic 50/200 7* Heavy, loud, reload (10m), shotgun
(d) light machingun -- 2d8+1 ballistic 100/500 18* Autofire only, heavy, loud, reload (50m)
(e) sniper rifle -- 2d10 ballistic 200/700 14* AP, DT, heavy, reload (12m)
Ruger 100 Hunter 950¥ 2d10 ballistic 150/600 12 Fedd (8i), heavy, loud
PJSS Behemoth Gun 1,100¥ 2d12+2 ballistic 150/600 18 AP, feed (2i), heavy, loud
Walter MA-21 1,800¥ 2d12 ballistic 300/1,000 16 AP, DT, heavy, reload (15m)
Ranger Arms SM-4 1,600¥ 2d10+1 ballistic 300/1,000 14 AP, DT, reload (9m), silence
Mossberg AM-CMDT 1,000¥ 2d8 ballistic 50/200 16 Autofire, Burst, heavy, knockdown, loud, reload (20m), shotgun
Remington 990 450¥ 2d8 ballistic 50/200 9 Feed (8i), knockdown, loud, shotgun
Ingram White Knight LMG 1,500¥ 2d8 ballistic 100/500 19 Autofire only, heavy, loud, reload (50c)
Aztchnology Tanger 600¥ restrained (15) 40/150 12 Feed (6i), loud

HEAVY WEAPONS
These weapons always include the heavy, loud and two-handed weapon properties
Ares Gatlin LMG: A six barrel man portable light-machinegun with a backpack magazine (Military).
Stoner-Ares M202 MMG: This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military).
Ultimax HMG-2: A heavy, high calliber machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military).
Panther Assault Cannon: The assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at still at disadvantage (Military).
Ares Antioch-2: classic grenade launcher. Can be undermounted of a rifle +250¥ (Military).
Arms-Tech MGL-12: this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military).
Aztechnology Striker: a light-weight disposable one-shot missile launcher (Military).
Misubishi Yakusoku MRL: a reusable missile launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Missile reloads cost $750 and weigh 4lbs each (Military).

HEAVY WEAPONS COST DAMAGE RANGE WT PROPERTIES
Ares Gatlin LMG 2,500¥ 2d8 ballistic 80/400 30 Heavy autofire only, reload (200b)
Stoner-Ares M202 MMG 4,000¥ 3d8 ballistic 200/800 34 Autofire only, reload (100b)
Ultimax HMG-2 8,000¥ 3d10 ballistic 200/800 54 AP, autofire only, reload (200b)
Panther Assult Cannon 4,500¥ 4d8 ballistic 100/500 26 AP, heavy damage, reload (15c)
Arms Antioch-2 600¥ grenade 100/500 5 Feed (4i), undermount
Ares-Tech MGL-12 1,400¥ grenade 100/500 11 Feed (12i)
Aztechnology Strike 900¥ 4d10 explosive 500/1,500 8 AP, direct fire (AOC 10ft), heavy damage
Misubishi Yakusoku MRL 2,300¥ 4d10 explosive 500/1,500 28 AP, direct fire (AOE 10ft), feed (4i), heavy damage

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FIREARM AMMUNITION
For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥ and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.
Armor Piercing Rounds: ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted).
Hollow-Point Rounds: increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but treats Ballistic Hardness as double for damage reduction. Add 50% to the ammunition cost.
APDS Rounds: increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military).
Explosive Rounds: add +1d(x) additional base weapon damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapons’ wielder and destroying the weapon. Triple the base ammunition cost (Military).
Gel Rounds: deals ¼ damage (after ballistic hardness) with a hit but target is at Disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the Stunned condition until the start of your next turn instead of extra damage. Add 50% to the ammunition cost.
Slug Rounds (Shotgun only): lose all shotgun properties except knocking target’s prone when it imposes Reeling, double both ranges and increase weapon dice for damage by plus one step (2d8 becomes 2d10). Add 50% to the base ammunition cost.
Stick-n-Shock Rounds: base damage, but converted to “lightning” damage and target makes an Intelligence save DC against the damage dealt (maximum DC20) or gain the Reeling condition. Increase the ammunition costs by six times the base cost (Restricted).
Shredder Rounds (Shotgun only): as shotgun slug rounds except ½ range (instead of double) and add the AP and Heavy Damage properties. Triple the base ammunition cost (Restricted).

Grenades and Explosives

Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90.

Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC12 Intelligence (Mechanics) check to set property and uses 15ft of movement.

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Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a DC15 Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).

Concussion: light explosive using air pressure as well as shrapnel to disrupt enemy lines.
Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.
Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes. (Military)
Flash-Bang: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn. (Restricted)
Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above. (Restricted)
Tangler: these grenades release fast hardening aerosol super-achieves that wraps around all targets within the area of affect to effectively trap they for a short term.
EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder's Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune against grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. With a Mechanics skill check as an Action, against the DC of the grenade save will reactive the device. (Restricted)
White Phosphorus: these military issued grenades have been outlawed by most of the world’s governments. Use the grenades DC instead of what listed under weapon properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and only gain advantage if immerses in water. (Military & Illegal for non-government).

Charge Pack: explosive bomb and fairly simply timer (advantage with Mechanics check) (Military).
Mining Pack: pre-made/mixed mining explosives mostly used to move dirt and rock (Restricted).
Anti-Armor Pack: specialized bomb with adhesive pull-stripe, sticks to almost any surface (Military)

GRENADE COST DAMAGE Save DC EXP AREA WT PROPERTIES
Concussion 25¥ 2d8 force Dex 14 15ft sphere 2 Knockdown
Smoke 15¥ non none 10/20/30ft sphere 3 --
Fragmentation 50¥ 2d8 blast Dex 15 10ft sphere 2 Knockdown
Flash-Bang 60¥ Special Dex 18 10ft sphere 2 --
Riot (Tear Gas) 65¥ Special Con 15 5/10/15ft sphere 3 --
Tangler 50¥ Restrained Str 18 10ft sphere 4 --
EMP 75¥ Special Int 15 15ft sphere 3 --
White-Phosphorus 200¥ 2d10 fire Dex 15 10ft sphere 4 Flame
EXPLOSIVE PACKS
Charge Pack 300¥ 3d10 exploisve Dex 15 20ft sphere 10 Heavy damage
Mining Pack 500¥ 5d10 explosive Dex 12 40ft cone 20 AP, heavy weapon
Anti-Amor Pack 750¥ 6d10 explosive Dex 18 15ft sphere 14 AP, heavy weapon

OTHER EXPLOSIVES
Thermal Paste: 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Damage 4d8 fire, 2ft area of affect (sphere), DC10 Dexterity saving throw for half damage. It includes the weapon property AP and Heavy Damage. A tube has enough paste to spread along 20 feet long, 2” wide. It takes a DC15 Intelligence (Mechanics) skill to properly deploy (Military).
Plastic Explosives: 400¥ per 2lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires an Explosive kit to set timer or set off remotely and to determine AOE. Base brick deals 3d8 explosive damage in a 10ft radius or 15ft cone; DC15 Dexterity save for half. It includes weapon properties of AP and Heavy Damage. Each additional brick adds either +1d8 explosive damage, increase the AOE by 5ft radius or +5ft to cone area. All features require a separate DC15 Intelligence (Mechanics) check (Military).

Super-Heavy Weapons

These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All with the Heavy Damage weapon property ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunition, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount. All are Military for Availability. Super-heavy weapons suffer disadvantage on all attack rolls verse non-stationary Large sized targets or smaller (metahumans, critters, vehicles, etc.). See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size.

Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity.

Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine. As noted above this ammo counts towards the vehicles cargo.

Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs.

Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC15 Dexterity save, success for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save.

Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a DC15 Dexterity save for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the DC20 Intelligence save in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a DC15 Dexterity save, success for half damage.

Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same DC15 Dexterity save as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft.

ADDITIONAL GEAR

CLOTHINS

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Lower-class (Street) Clothing or Coveralls: 25¥, Wt. 5lbs. Standard every day work or relaxation or 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 equipment bonus to all Charisma skills and trait checks in appropriate situations.
Formal Ware: 3,000¥+, Wt. 6+ lbs. Tuxedos and royal gowns. Add +2 equipment bonus to all Charisma skills and trait checks in appropriate situations.
Shift Fabric: 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +2 equipment bonus to all Charisma skills and trait checks in most situations.
Camouflage Uniform: 150¥, Wt. 6lbs. In correct environment grant +2 equipment bonus to Stealth skill checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, plains, urban etc.
Camoskin Cloak: 2,500¥, Wt. 4lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Stealth skill checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military).
Hiking Boots: 100¥, Wt. 2lbs. Good qualioty hiking boots. Grant Advantage against exhaustion caused by long journeys on foot.

COMMUNICATIONS
Comlink (Standard): 50¥, Wt. ¼lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (300 feet) and Firewall 1 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient AI), Proficiency bonus +2; standard Skills: Computer Use, History, Investigation, Perception and Technology. It requires an action to use a comlink skill. Comlinks can suffer damage from Matrix attacks (see the MATRIX). Against such attacks the base model has 5 Hit Points and a Hardness rating of 4.

Upgrades: A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥; Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Mechanic, Medicine, Physical Science or Religion cost 500¥ each. Adding Expertise with any one known skill cost +750¥. Sim Emersion +500¥. Interface jack +250¥. Signal Boost +200¥ for Broadcast 2 (1,500 feet), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can include a Satellite Uplink for +500¥ and +5lbs. Upgraded Firewall +1 rating (base 2) for +1,000¥, or +2 rating (3) for +5,000¥ or +3 rating (4) for +25,000¥!
Comlinks can add either Scan or Search Programs (see the MATRIX) to the system for 250¥ each (at base Intelligence + proficiency). Upgraded Hit Points verses Matrix attacks cost +250¥ per +5 Hit Points (max +20 HP) and increase Hardness costs +500¥ per +2 Hardness (max +10 Hardness against Matrix damage).

Biometric Reader: 250¥, Wt. ½lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Medicine checks to the subject. Wireless functions can alert team members of conditions, etc.
Subvocal Microphone: 100¥, ½lb. Throat patch and concealable ear mic. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage to notice the subject speaking with a DC15 Perception spot or hear subject.

ELECTRONIC GEAR
Directional Microphone: 750¥, Wt. 2lbs. This device can listen to conversation at distance (500 feet or so) if within unobstructed line-of-sight, allowing a normal Perception listen checks with subjects that the microphone is point at.
Laser Microphone: 1,000¥, Wt. 2lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a DC10-15 Technology check (depending on surface material the laser is hitting).
Geiger Counter: 50¥, Wt. ¼lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll.
Laser Range Finder: 100¥, Wt. ½lb. Used to determine distances out to 10 miles with line-of-sight.
RFID Tag: 1¥ each, nil weight. These tiny devices are easily concealed (DC20 Investigation or DC25 Perception) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (300 feet) and Firewall rating 2 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tag Locator/Eraser.
RFID Stealth Tag: 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (1,500 feet) and a Firewall rating 2. The broadcast feature is only used when the owner sends out a request or if the tag detects a failure to deactivate it (Restricted).
Tag Locator/Eraser: 1,000¥, Wt. 1lb. This small scanner is used to locating Tags and destroying them. A DC10 Computer Use detects basic RFID tags and second check will deactivate one. Stealth Tags increase the DC15 for both checks. The Firewall acts as a penalty to all checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering (Illegal).

FIREARM ACCESSORIES
Concealed Hostler: 50¥, Wt. ½lb. Ankle, shoulder or hip holster that hides under a coat or clothing (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips.
Gimbal-Stabilizer Sling: 750¥, Wt. 15lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage.
Hidden Arm Sling: 250¥, Wt. ½lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon).
Image Scope: 400¥, Wt. 1lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancements). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage.
Laser Sight: 75¥, Wt. ½lb. Add +1 equipment bonus to a Weapon Ranged attack rolls and re-roll all 1’s on damage dice (firearms, bows and crossbows only).
Smartgun Link: 500¥, nil weight (requires Smartgun Implant cyberware or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack, those without the required cybernetic or goggle systems still gain the laser sight bonuses (Restricted).
Smartgun Goggles: 750¥, Wt. ½lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted).
Silencer: 200¥, Wt. ½lb. Disadvantage on DC15 Perception checks, to hear the gun fire but only with semi-auto fire (single or double-tap). (Restricted).
Suppressor: 500¥, Wt. ½lb. Disadvantage on DC15 Perception checks, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. (Restricted).

HAND HELD SCANNER
All require Computer Use proficiency for all checks. Untrained users are at disadvantage. Most checks require an Action to use.
Atmosphere Sensor: 1,000¥, Wt. 2lbs. A DC15 check will determines basic weather patterns for next 24 hours within a few miles radius.
Cybernetic Detector: 500¥, Wt. 2lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a DC15 (plus target’s Firewall rating) check against targets within 10 feet. If the user beat the DC by +5, gains targets’ Stain level and basic info on type of ware. Beating the DC by +10 or more gives more detailed info.
Electronic/Radio Transition Detector (bug detector): Cost 200¥, Wt. 1lb. This hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away increase the DC by +5 (Restricted).
Explosives Detector: 500¥, Wt. 2lbs. This hand-wand with a DC15 check to detect most common explosives within 10 feet. Each 5 feet farther away increase the DC by +5 (Restricted).
Motion Detector: 1,000¥, Wt. 4lbs. This hand sensor unit can detect any movement within 60 feet with a DC15 check; each 10 feet farther away increase the DC by +5. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Speed 0 with nothing that costs movement) impose disadvantage to check.
MAD Scanner: 750¥, Wt. 2lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a DC15 check it will detect any metal weapons, with a +5 DC it will detect aluminum, etc. and with a +10 DC with detect ceramic ones.
Olfactory Sensory: 500¥, Wt. 3lbs. This device will detects and analyzes ‘smells’ within a 30 foot area with a DC15 check (higher DC provide additional analytical details about the chemicals, etc.)
Sensor Suite: 2,500¥, Wt. 5lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC15 check the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental (pollutions, etc.) and life-sigh readings. Increase the DC by +5 for every additional +25ft away targets are. Higher DC can determine more detailed information.
Ultrasound Scanner: 1,000¥, Wt. 3lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 120 feet with a DC10 check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite).

MAGICAL EQUIPMENT
These items can only be used by awakened beings (Adepts or Magic Users).
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, it grants the user the ability to substation one concentration base spell or adapt ability, chosen at the time one of the finger is lite (and must be held in one of awakened free hands for the duration). The awakened does not need to concentrate on this one spell or ability for the duration and does not require a concentration check to maintain it if she suffers damage. The affects last for 5 minutes (50 rounds). The user can lite and use all five fingers before the item becomes useless. (Illegal).
Magical Focus: Cost 750¥, Wt. 1lb. This rod or piece of jewelry (often a ring) adds one of the following for a Magic User (must be chosen the item is purchased) either (a) +1 magical bonus to Magical Attack rolls or (b) +1 to summoningelemental rolls. This also only works for Hermetic
or Shamanic traditions and must be determined when purchased. A magic user may only use or even own one such a device. Higher quality ones are rare and generally not for sale (Restricted).
Quicksilver Camera: Cost 2,000¥, Wt. 4lbs. This handled camera can only five mana-sensitive plates, which only one being exposed at a time, along it to make astral photographs (Restricted).
Witch’s Moss: Cost 10,000¥ x Magnitude, Wt. 2lbs. This highly specialized and illegal alchemist moss has the effect of the Flesh-to-Stone spell. The user must touch the subject (simple touch so +2 to melee attack roll), if successful the target requires an DC12 + the magnitude of the moss (max 6) Intelligence save or subject to the effects spell for up to 10 minutes, as the spell description (see MAGIC) (Illegal).
Warding Material: Costs 100¥, Wt. ¼lb. See MAGIC under Astral Space on how to contruct.

MEDICAL EQUIPMENT & SERVICES
Auto-Doc Pod: 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient 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 hypospray syringe, med-scanner and 10 doses of sprayskin. A.I. has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. Broadcast 3 (2 miles) and Firewall 3. The pod itself has a AC14, Hardness 8, HP20, Resistance.
DocWagon Basic Contract: 10,000¥/year. Not gear, but a contact provided by the corporations DocWagon giving the holder first class medical care, 24 hours a day within most Metroplex areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ (charged to holders account. Without the money there the service is not provided).
DocWagon Gold Contract: 50,000¥/year. As basic but no extra charges for Hazardous Extraction.
Drug kit: Cost 150¥, Wt. 3lbs. Includes a hypospray injector and comes with space for 32 additional vials of various drugs and up to 6 patches (cost and weight does not include the drugs).
Hypospray Syringe: 150¥, Wt. ½lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. They cannot penetrate medium or heavy armor. The injector can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered.
Medscanner: 1,000¥, Wt. 2lbs. A small hand-held wand grants advantage with Wisdom (Medicine) skill checks.
Medical Kit: Cost 600¥, Wt. 20lbs. Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses (Restocking a medical kit costs 25¥ and weight 1lb per expended use of supplies). The following abilities each requiring the expenditure of one unit of supplies:

  • As an action, grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized.
  • Up to six creatures (including healer) gain Advantage on Hit Dice rolls during a short or long rest.
  • Attempt surgery in the field but double the time requires and the check is at Disadvantage. DCs are variable but usually start at 15.
  • Attempt to cure a disease or neutralize a poison (DC varies, but generally 10-25). This may also require more than one action of work (various by poison and disease).

Sprayskin: 250¥, Wt. ½lb per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute (10 round) of suffering any HP damage, the target recovers 2d8 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. It also grants one addition Hit Dice for the target on their very next long rest. Each canister contains 6 doses of Sprayskin applications.
Surgical Kit: Cost 1,000¥, Wt. 40lbs. Semi-portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Wisdom (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours).
Syringe: 5¥, Wt. ¼lbs. Simple one-dose unit. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. Attack roll vs. an unwilling target. They cannot penetrate medium or heavier armor. Wt. ¼lb, Cost 5 credits each.

MEDICAL DRUGS & PATCHES
Drugs weigh of around 32 doses per pound, patches weigh ½lb each. Drugs come in pill form (take 1d4+1 minutes to active) or can be administered through a syringe (instant). Patches administer a drug almost instantly (1 round). To administer a patch or syringe requires both an adjacent willing target and an action or a Melee attack roll vs. an adjacent target if the subject is unwilling.
Antibiotic: 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated within 3d6 minutes. Most take a rest before another dose will have any effect.
Antivenom: 30¥/dose. When applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back in 2d6 rounds.
Bliss: 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the Charmed condition. However they do gain advantage against any saves that would impose the Frightened condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.
Cram: 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.

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Deepweed: 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).
Jazz: 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).
Kamikaze: 100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of this drug gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal).
Long Haul: 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.). At the end the subject suffers three levels of exhaustion that can only be recovered through one long rest each. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. A subject must complete at least three long rests before they can benefit from the effects again.
Quick-Moss: 150¥/dose. Popular with mages, this smoked drug made from the extract of various awakened plants allows a mage to concentrate on one additional spell at a time. However the mage is also at disadvantage with Perception checks for the duration. The effects last for one hour after it takes effect and the subject must take a short or long rest to benefit again. (Restricted)
Novacoke: 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Perception and Persuasion skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if the check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again.
Patch, Antidote: 50¥ each. Instant and has the same effect as an Antivenom dose.
Patch, Stim: 50¥ each. Takes 1d6 rounds to removes one Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a DC10 Constitution save +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points!
Patch, Tranq: 400¥ each. Instant. The subject must make a DC15 Constitut
on save or gains the Unconscious condition in 1d6 rounds. This condition last for 1d4+1 minutes afterwards. A DC20 Wisdom (Medicine) skill check and one action can remove the condition by and adjacent ally.
Patch, Trauma: 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes) and restores the subject to 1 HP. A creature must complete a long rest before they can benefit from this patch again.
Psyche: 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensivevand rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, and Charisma saving throws, ability and skill checks. The subject also gets glimpses of astral space and can make a Perception DC20 check to notice magical item or get a quick look at a nearby astral being. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.
Radcleanse: 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose restores its best Hit Dice back to their maximum HP reduced due to radiation damage. It cannot benefit from another dose until after it has completed a long rest. It also gains advantage on the Constitution save to recover more damage to its maximum HP after a long rest (see ENIVRONMENTAL).
Zen: 75¥/dose. Another legal stimulant. Grants the subject 2d6 temporary hit points and a +2 insight bonus with all Intelligence and Wisdom ability and skill checks and they can ignore the effects of one level of ex. However the subject is at disadvantage with any skill checks used against them such as Deception. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.

MISCELLANEOUS GEAR
3D Printer: 500¥, Wt. 15lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight (costs 10¥ per pound in supplies). Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.
Artisan Tools: 50-500¥, Wt. 10-100lbs. There is only a partial list found in PHB pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. This works as they do as listed in PHB including alchemy supplies but use different skills.
Explosives Kit: 200¥, Wt. 10lbs. All the necessary tools (not the raw materials though) for creating, rigging or disarming bombs and explosives (Military).
Gaming Sets: Varies. There are various types as following (a) Card sets include various card games. Cost 1-25¥, Wt. none. (b) Dice set are various types dice games, common on lower lifestyle area. Cost 1-25¥, Wt. none. (c) Gambling Booth including slot machines and the like. Cost 800¥+, Wt. 100lbs+. (d) Gambling Tables including things like roulette wheels, etc. Cost 1,000¥+, Wt. 100lbs+.
Grapnel gun: 200¥, Wt. 4lbs; 50¥ and 2lbs for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Adds advantage to Athletic checks to climb up or down and treats all checks of 9 or less as if the target had rolled a 10 instead. Max weight capacity of 500 pounds.
Machine Shop: 5,000¥, Wt. 500lbs+ just for the tools. This is a large workshop where you can park up to a Gargamturan sized vehicle within to work on, etc. Grants advantage with all Mechanics skill checks. A shop can also hold up to 5,000¥ worth of supplies (it does not include any in the base price listed but can be purchased or gather at the same amount as under Widget Bag with you have the feat).
Monowire Grapple Gun: 1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong ropewire that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Monowire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted).
Monowire Spool: 800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves and can be step up between two points as traps. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it compares their passive perception at disadvantage against a DC10 (15 if dashing) or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed that round (Restricted).
Musical Instrument: Veries, average hand held instrument 50¥+, Wt. 1lbs+. There are literally thousands of different musical instruments found all around the world. Electrical instruments that can synthetize almost any sound and start at 150¥, Wt. 1lb but can run high and be larger.
Repair Kit: Cost 250¥, Wt. 10lbs. Advanced tool repair kit that is required to do all electrical and mechanical repairs to a weapon, drones, vehicle or devices. Miniaturization and universal tooling have been this manageable for personal carrying them, etc.
Sheath Gloves: 250¥, Wt. ½lb. Wearer can handle monoowire safely, including security wire.
Wall Climbing Cups: Cost 200¥, Wt. 4lbs. These vacuum suction cups are worn on the user’s hands and knees, allow the user a Climb speed of 15 feet on ‘hard’ (metal, glass, stone) horizontal surfaces.

SECURITY & COUNTER SECURITY DEVICES
Disguise Kit: 250¥, Wt. 4lbs. Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Restricted).
Fake License: 1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a SIN (Fake or real). To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week (Illegal).
Fake SIN: 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week. Enhanced versions rating 25 for 10,000¥ (Illegal).
Electronic Bug/Tags: 100¥ each, Wt. 10 tags weigh about one pound. These tiny devices are easily concealed (DC20 Investigation or DC25 Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (1,500 feet). Types include: Bugs Detectors that detect and record sounds (voices, etc.), Radios Detector detect and record radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check.
Wellesley Lock: 50¥, Wt. 4lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires DC15 Thievery to open. High quality locks add +5 DC and +5 HP for +100¥ or +10 DC and +10 HP for +250¥.
MagLock: 500¥, Wt. 5lbs. HP 20, Hardness 8, Resistance, Firewall 2 rating. These magnetic door locks come with keypad or wireless access port. To gain access one must know the code or have the wireless access account. Illegal entry is DC15 Thievery with a MagLock passkey or with a Computer User (but then minus from Firewall x4). Higher security systems increase the passkey to DC20, Firewall 3 and HP 25, for 2,000¥; or DC25, HP 25, Firewall 4 and Hardness 10 for 10,000¥.
GeneLock: 1,500¥, Wt. 5lbs. HP 25, Hardness 10, Resistance, Firewall 2 rating. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. Illegal entry is
Thievery check with a GeneLock kit or with a Computer Use (but minus Firewall x4). High security systems increase the passkey to DC20, Firewall 3 and HP 25 for 5,000¥; or DC25, Firewall 4 and HP 25 for 15,000¥.
Forgery Kit: 250¥, Wt. 2lbs. An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices (Restricted).
GenLock Glove: Cost 2,500¥, Wt. 2lbs. This skin tight glove allows the user to mimic different genetic codes that can bypass a gen-lock pad reader. Illegal for most people (Illegal).
MagLock Passkey Kit: Cost 1,500¥, Wt. 2lbs. Specialized tools for bypassing electronic magnetic-locks. It is illegal for anyone who doesn’t have the proper license, such as law enforcement, to own one (Illegal).
Thieves tools: Cost 50¥, Wt. 1lb. Old-school lockpicks and tools for mechanical locks and doors (not overly common but still used in poor areas) (Restricted). Autopicker grants advantage on this roll. Cost 250¥ (Illegal).
Headjammer: 500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a DC12 Constitution save or gain the Poisoned condition for the duration (Restricted).
Neural Interface Disrupter: 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires a DC15 Intelligence save or the subject may not use any cybernetic systems that round. The subject must also make a DC12 Constitution save or also gain the Poisoned condition for the duration (Restricted).
Mage’s Hood & Restraint: 1,000¥, Wt. 5lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the Blinded, Deafened and Restrained conditions throughout the duration. In order to escape it may try to make a DC20 Athletics or Sleight of Hands skill check at disadvantage. This takes 1d6+4 rounds and successful or not, costs the subject one level of Echaustion at the end. It takes 1d4+1 rounds to place this item onto a helpless subject (Restricted).
Jammer, Area: 750¥, Wt. 2lbs., Firewall 3. Jams all wireless and radio communications within a 60 foot sphere radius. Within the area users are at Disadvantage with any skill rolls that require communication or scanners. A DC15 Computer Use (minus Firewall, as comlink) skill roll at disadvantage will overcome this blocking for one piece of tech for 1 minute (10 rounds).
Monofilament Handsaw: 500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP and Heavy damage but only with a full round action. It has disadvantage if used in melee combat (Restricted).

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Monofilament Chainsaw: 750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Loud and Two-Handed. It has disadvantage if used in melee combat (Restricted).
Wire Cutters: 100¥, Wt. 1lb. Metal shears that are good for cutting wires. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. It has disadvantage if used in melee combat.
Metal Handcuff Restraints: 50¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a DC18 Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this checks are at disadvantage. After each attempt requires a DC15 Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh 1½lb.
Handcuff, Alloy Restraints: 150¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check vs. the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a DC20 Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this check is at disadvantage. After each attempt requires a DC15 Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.
Plastic Handcuff Restraints: 75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a DC15 Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back these checks are at disadvantage. After each attempt requires a DC12 Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.
Screamer: 300¥, Wt. 2lbs. Proximity alarm that detects motion and sound, base Perception check +8 (passive 18). Within 30ft area of affect. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within Broadcast 1 or 300 feet). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.
Stummer: 1,500¥, Wt. 3lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage 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 50 sphere radius area from outside listeners. Imposes Disadvantage on DC20 Perception checks for those outside the area trying to listen in. Increase DC by +5 if those within area are attempting to mask their conversation.

SURVIVAL GEAR
Chemical Suit: 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.
Gas Mask: 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.
Filter Plugs: Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.
Hazmat Suit: 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hvours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.
Wet Suit: 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.
Winter Clothing: 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.
Artic Survival Suit: 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants, gloves, etc.
Light Sticks: 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour. Micro-Flares: 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.
Rope, standard: 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break.
Myineric Rope: 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking about a minute with a wireless or voice command). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).
Stealth Rope: 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a voice or wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).
Rappelling Gloves: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.
Canteen: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.
MRE Ration: 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.
Survival Kit: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +4 equipment bonus to Survival checks.

UTILITY CHEMICALS
Glue Sprayer: 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a DC25 Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).
Thermite Burning Bar: 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a DC10 Mechainics check (disadvantage without a Demolitions kit) to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).

VISUAL AND AUDIO DEVICES
Pen-Light: 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.
Flashlight: 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).
Binoculars: 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.

SR.D5.googles.jpg

Goggles: 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.
Glasses: 250¥, nil weight. With an action, a DC15 Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.
Monocle: 150¥, nil weight. With an action, a DC15 Perception check to notice its’ different. Can hold up to 3 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.
Contact Lenses: 500¥, nil weight. With an action, a DC18 Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.
Earplugs: 150¥, nil weight. With an action, a DC18 Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.
Headphones: 250¥, Wt. ½lb. With an action, a DC12 Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.

Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit).

  • Audio Amplifier: +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
  • Audio Enhancer: +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
  • Dampener: +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. Also Resistance to sonic damage.
  • High/Low Freq Hearing: +400¥. This enhancement grants the user High/Low Frequenting Hearing.
  • Spatial Sound Recognizer: +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing.

Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)

  • Low-Light Vision: +200¥. As species sense Low-Light Vision.
  • Flare Compensation: +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
  • Dark Vision: +500¥. This enhancement grants the user Darkvision out to 60 feet.
  • Vision Enhancement: +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
  • Vision Magnification: +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.

CYBERNETICS

In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work. A living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the lower of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution/Charisma increases.

SR.D5.Cyborg.jpg

The Awaken and certain citizens often reject cybernetic implants out of hand as it has a negative affect on the magical abilities. For those that lose limbs or suffer permenant injury clone-replacement' parts of their own DNA is prefered. A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥, takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost.

A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500¥ and four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a DC15 Wisdom (Medicine) check with a Surgery kit. During a short rest this restores 1d6 + the medics Wisdom modifier back in these extra HP, or 2d6 + the medics’ Wisdom modifier back during a long rest. The Medics feat does not aid here. A Mechanics check with Repair kit can work in an emergency but only restores 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest (and 10¥ worth of supplies).

All implants listed below require one hour of surgery per Strain to install and cause the subject three levels of Exhaustion. Most surgeons charge 500¥ per hour at a hospital grade location. A street doc might give you a break (10%-30% off) but they have a greater chance of not being able to do as much if something goes wrong.

IMPLANTS
Adrenal Pump (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this gland. Once activated, for 10 rounds (1 minute), the subject can take one extra action, bonus action and reaction a round. At the end of the duration the subject gains one level of Exhaustion. The subject must complete a short or long rest to regain (‘recharge’) the gland to use it again. Cost 15,000¥, Strain 4 (Restricted).
Aquatic Gill Grafts (1 level): these genetic grafts are added to each side of the subject’s neck and allow it to breathe underwater as if they were a fish. The subject cannot drowned in oxygenated water and gains advantage on Strength (Athletic) checks to swim. Cost 750¥, Strain 1.
Bone Density Augmentation (3 levels): Advanced biofibers are graphed to the subject’s skeleton structure and an increased calcium growth through gene-injections that greatly increase the bones durability and the subject's ability to absorb damage. Level I grants the subject a base 2 Hardness rating against all damage and adds +2 to the subject’s unarmed attack damage; Cost 10,000¥, Strain 2. Level II grants the subject a base Hardness to rating of 3 and adds +3 to the subject’s u
narmed damage; Cost 25,000¥, Strain 3. Level III grants the subject a base Hardness to a rating of 4 and adds +5 to the subject’s unarmed damage. Cost 65,000, Strain 5 (Restricted).
Boosted Reflexes (3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level (Restricted).
Cerebral Boost (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 40,000¥ and Strain 3. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23; Cost 100,000¥ and Strain 6 (Restricted).
ChipJack (4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject to gain proficiency with certain skills that it might otherwise not have when she places a skill-clip into the jack. There are three basic forms of chips that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack port she can access more than one subject or skill at a time. Cost 750¥ and 1 Strain each level.

Clip Types and cost
Language-Soft allow the subject to speak and read one language and cost 500¥ each.
Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology. Each skill chip cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each.
Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Acrobatics, Animal Handling, Computer Use, Insight, Investigation, Medicine and Survival. Each skill chip costs 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each (see SkillWires below for other skills).

Comlink, internal: as a standard comlink but implanted behind one of the subject’s eyes and along the skull. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (300 feet) and Firewall 1 rating with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body.
Cybernetic Ear Replacements (1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total. These cybernetic replacements can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to a subject without cybernetic ears (as simple cybernetic upgrades) but the subject then counts all Strain in full.

o Audio Amplifier (3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
o Audio Enhancer (1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
o Dampener (1 level): +250¥. Advantage on any saving throws against sonic effects or damage. Resistances to Sonic damage types.
o High/Low Freq Hearing (1 level): +500¥. Grants the user High and Low Frequenting Hearing.
o Spatial Sound Locator (1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing.

Cybernetic Eye Replacements (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject then pays the full Strain cost. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version.

o Low-Light Vision (1 level): +400¥, Strain 1. As species sense Low-Light Vision.
o Flare Compensation (1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
o Dark Vision (1 level): +750¥, Strain 1. Darkvision out to 60 feet.
o Vision Enhancement (1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
o Vision Magnification (3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.

Cyber-Arm Enhancements (2 level): require that at least one arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 4,000¥ per arm, 0 Stain (paid already with cybernetic arm replacement)
Cyber-Leg Enhancements (7 levels): these implants require both legs to have been cybernetic replaced. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d6/1d8 for a large sized creature, bludgeoning damage. The Brawler and Martials Arts feats can increase this damage, see FEATS). Cost 1,000¥ and Strain 1 per level.
Damage Compensators (2 levels): This advanced gene-therapy allows the subject to better shrug off damage and pain. Grants the subject advantage with any saving throw verses weapon damage of Stun and to recover from the Reeling condition. Also ignores weapon property effect of Painful (i.e. do not double the damage for imposing reeling). Each level also grants the subject 10 temporary Hit Points. These Hit Points return after a long rest and do not require repair. Cost 10,000¥ and Strain 3 per level (Restricted).
Datajack (1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic devices and computers or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Stravn 1.
Dermal Plating (3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level the subject’s a Hardness rating of 1. Cost 2,500¥ and Strain 1 per level (Restricted).
Drone Hand Mount (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at Fisadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones 9n GEAR AND EQUIPMENT) for stats.
Filter Upgrade (1 level): these advanced toxic filtration system are implanted into the subjects’ nasal cavities and grant +4 equipment bonus to saves vs. inhaled toxins or gases. Cost 1,000¥, Strain 1.
Flesh Pockets (1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs.) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally imposs disadvantage to the check). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5.
Frame Reinforcement (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1.
Hand Razor (2 or 4 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. Add 1d4 piercing or slashing (attacker’s choice) to unarmed damage. Have finesse and light weapon properties. Cost for one hand implants is 1,000¥, Strain 1, retractable ads +500¥, Stain +1 (Restricted).
Hand Spur (2 levels pr 4): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. Add 1d8 slashing to unarmed damage. Have finesse and light weapon properties. Cost for one arm imp;lant is 3,000¥, Strain 1, retractable ads +500¥, Stain +1 (Restricted).
Internal Organ Implant/Replacements (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 10,000¥ and Strain 3. Level II grant the subject instead +4 Constitution up to a maximum of 23. Cost 30,000¥ and Strain 6 (Restricted). This Con bonus does not affect total strain that a subject may have.
Internal Air Tanks (3 level): replacing part of the subject’s lungs with small air biotanks they allow the subject to ‘hold its breath’ for one hour per level. The subject is immune to any inhaled gases during this but is not immune to contact toxic, etc. Require a long rest to regain usage of the tanks. Cost 5,000¥ and Strain 1 per level.
Move-By Wire Reflex (1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and equipment bonus with Acrobatics, Athletics, Initiative and Stealth skill checks, gain advantage on Dexterity saving throws. Finally gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9 (Restricted).
Muscle Implants (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level I implants grants the subject +2 Strength up to a maximum score of 21; Cost 10,000¥ and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 30,000¥ and Strain 6 (Restricted).
Ocular Drone (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats.
Orthoskin (3 levels): this advanced gene-therapy enhances the layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject Resistance to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3 (Restricted).
Radar Scan Implant (1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsight in a 60ft radius area. Radar waves are automatically detected by Hi/Low frequency hearing and various sensors. Cost 30,000¥, Strain 4.

SR.D5.Cyborg2.jpg

Reflex Implants (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000¥ and Strain 3. Level II implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost 50,000¥ and Strain 6 (Restricted).
Skillwires (level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. These upgrades allows the subject to benefit from muscle memory skills. Each system must be installed into the subject at a time and this includes a dedicated chipjack (the 'chip' is not removeable). These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill proficiency bonus of +4 for one of the following – Acrobatics, Athletics, Boating, Drive, Initiative, Pilot, Stealth or Thievery and cost 5,000¥ each. Advanced version grant +6 proficiency bonus, cost 15,000¥ each.
Sleep Regulator (1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for the benefits of a long rest. It still requires that the subject be inactive for 8 hours but they can be performing basic physical activity and are fully alert doing this time. Cost 5,000¥, Strain 1.
Smartgun Implant (1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see GEAR AND EQUIPMENT) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade. Costs 2,000¥, Strain 2.
Taser Hand (1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a DC15 Constitution save. Failure results in it gaining the Stunned condition and suffering 2d6 electrical damage. Success suffer ½ damage and do not gain the condition. Includes weapon properties finesse. light and touch. At the end of each of the target’s rounds it can make a new Constitution save against the same DC. Success removes the condition. Cost 5,000¥, Stain 3.
Vehicle Rigger Control (VRC) (1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or wireless interface and emersion. The vehicle or system must have a Rigger upgrade (drones automatically include this). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains one additional Action on each of its turns. This action can only be used with one of the systems that is under its control and it must be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for exceptions (see Drone Rigger and Riggers under HEROIC CLASSES). Cost 20,000¥, Strain 6.
Weapon Implant (2 levels): a small, hand-held firearm is implanted into the subject’s cybernetic arm replacement. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload.
Wired Reflexes (1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and equipment bonus Initiative skill checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6 (Restricted).

Special Note – Bone Density Augmentation, Dermal Plating and Orthoskin implants cannot be combined. Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes implants cannot be combined.

STANDARD DRONES

These are only the most common, “off the shelf” Drone found in the shadows. All drones have built in Comlinks (Broadcast 2/1,500 feet, Firewall 2 rating) and Rigger Upgrades. All Drones are at least Redistricted Availability. See the GM section on Drone creation and upgrades. SR.D5.drone1.jpg

Size: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. With Attribute boost (Strength), each level adds +10% to drones capacity.
Cost: drones price new, in ¥.
Attributes: drones attributes
Prof: drone’s basic proficiency bonus.
Save: additional save type the drone has proficiency.
Threshold: as with characters and vehicles, this is the damage to send a drone to Reeling.
Speed: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed (Move 0).
AC: basic armor class without Dexterity bonus added on.
HD: basic Hit Dice of the drone.
HP: base number of Hit Points.
Battery: the drone’s operation time on a fully charged battery.
Special: any special abilities base on the drone’s size, etc.

Optical Drone¹ [requires Cyber-Eye Replacement and Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 60ft fly (180 MPH); AC 14; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +4, Stealth +8

Special Qualities: VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth).

Shiawase Kanmushi¹. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 30ft (30 MPH), climb 20ft; AC 15; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +2, Stealth +8

Special Qualities: Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker.

Sikorshy-Bell Microskimmer¹. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 40ft fly (8 MPH); AC 14; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +6, Stealth +6

Special Qualities: Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth)

Drone Hand¹ [requires a Cyberarm and Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5lbs; Attributes: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 8; Speed: 40ft (40 MPH); AC 15; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +3, Stealth +8; Weapon Attack: -1 melee, +4 ranged

Special Qualities: Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker.

MCT Fly-Spy¹. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft fly (60 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +6, Stealth +4; Weapon Attack: -1 melee, +4 ranged

Special Qualities: Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth).

Lone Star iBall¹. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged

Special Qualities: Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception).
SR.D5.drone2.jpg

Aztechnology Crawler³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged

Special Qualities: Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).

Cyberspace Designs RavenHawk². An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties and it comes with a light weapons mount standard. Cost 29,600¥, Wt. 33lbs; Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 90ft fly (210 MPH); AC 13; SZ: Small; HD: 2; HP: 20; Hardness: 1, Proficiencies: Computer Use +3, Perception +5, Stealth +5; Weapon Attack: +3 melee, +6 ranged

Special Qualities: VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).

Lockheed Optic-X². This is a fixed-winged stealth VSTOL drone for surveillance and monitoring. Cost 16,000¥, Wt. 32lbs, about the size of a child; Attributes: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 9; Speed: 60ft fly (120 MPH), stall 30ft; AC 13; SZ: Small; HD: 2; HP: 20; Hardness: 1, Proficiencies: Computer Use +3, Perception +7, Stealth +5; Weapon Attack: +1 melee, +5 ranged

Special Qualities: VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darkvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System.

MCT-Nissan Roto-Drone². A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. Attributes: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Strength +3, Intelligence +3; Threshold: 16; Speed: 50ft fly (100 MPH); AC 13; SZ: Medium; HD: 4; HP: 40; Hardness: 6 (+4 vs. ballistic damage), Proficiencies: Computer Use +3, Perception +6; Weapon Attack: +3 melee, +4 ranged

Special Qualities: Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms)

GM-Nissan Doberman³. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. Attributes: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Strength +5, Intelligence +3; Threshold: 18; Speed: 35ft (70 MPH); AC 15; SZ: Medium; HD: 5; HP: 50; Hardness: 7 (+4 vs. ballistic damage), Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +5 melee, +4 ranged

Special Qualities: Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms).

DocWagon 'Crash-Craft' AutoDoc. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000¥, Wt. 450lbs, about the size of an adult troll; Attributes: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +3; Save: Strength +7, Intelligence +4; Threshold: 26; Speed: 20ft (40 MPH); AC 12; SZ: Large; HD: 6; HP: 60; Hardness: 4; Proficiencies: Computer Use +4, Medicine +12, Perception +7; Weapon Attack: +7 melee, +2 ranged

Special Qualities: Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear; 100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine).
SR.D5.drone3.jpg

Steel Lynx Combat Drone (Military). This is a military grade combat drone built with a study track locomotion and two weapon mounts for maximum combat effectiveness. Cost 60,000¥, Wt. 534 lbs.; Attributes: Strength 22, Dexterity 12, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +3; Save: Strength +, Intelligence +; Threshold: 27; Speed: 20ft (40 MPH); AC 14; SZ: Large; HD: 10; HP: 100; Hardness: 8 (+4 vs. ballistic); Proficiencies: Computer Use +4, Perception +5; Weapon Attack: +9 melee, +4 ranged

Special Qualities: Tracked (ignore most difficult terrain, auto Off-Road). Construct, Battery 8hrs on 6hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Upgrade (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons).

Renraku Stormcloud². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,500¥, Wt. 500lbs; Attributes: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; Proficiency Bonus +3; Save: Strength +8, Intelligence +5; Threshold: 28; Speed: 20ft fly (20 MPH); AC 9; SZ: Huge; HD: 6; HP: 60; Hardness: 4; Proficiencies: Computer Use +5, Perception +9, Stealth +1; Weapon Attack: +9 melee, +1 ranged

Special Qualities: Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Signal Boost +2 (Broadcast 4/5 miles), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy firearm), Weapon Proficiency (light & heavy firearms).

DRONE RIGGER choices at 1st level (see CHARACTERS)
¹ Count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached (unless standard build like the Lone Star iBall).
² Count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information.
³ Count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons.

STANDARD VEHICLES

These are some common vehicles available for purchase but also that might be encountered. Almost all vehicles have at least a comlink with a Broadcast 1 (300 feet) and Firewall rating 1 unless removed or really old (like 50+ years).
All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy types of damage attack spells. See the GM section on Vehicle creation and upgrades.

Cost: the basic cost in ¥.
Size: See VEHICLES AND DRONES for full chart.
Crew and Passengers: the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures.
Cargo: basic cargo load
Maneuver: This is the equipment bonus or penalty when attempting a maneuver checks.
Speed: The base speed and maximum MPH in parentheses.
Cover: the cover bonus to all crew and passengers (PHB).
Power: whether gas or battery powered. In the 2060's most vehicles are Electric but you can still find gas users and filling stations. Gas costs 5¥ per gallon. Standard electric charging station take 1-8 hours to recharges a battery. The cost to recharge is based on the size of the vehicle = Medium 30¥, Large 60¥, Huge 100¥, Gargantuan 200¥, Colossal 400¥, Behemoth 800¥ and Titan 1,500¥.
AC (Armor Class): The basic armor class of the vehicle.
HD (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.
HP (Hit Points): The amount of damage the vehicle can suffer before being disabled. Hardness: the hardness of the vehicle. Reduce all damage dealt by this amount.
Threshold: the vehicles Damage Threshold verse damage (its Strength modifier + size bonus).
Abilities: basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom.
Skills: Additional skills that the vehicle’s AI can perform as directed by the owner. Operating skills (Drive, etc.) are listed before Maneuver bonus or penalty.
Availability: if the vehicle is Restricted or Military.
Notes: see VEHICLES AND DRONES houserules in the GM section for a breakdown of these items and descriptions.


BIKE (MOTORCYCLE) VEHICLES
All motorcycles have a wheeled (two wheeled) propulsion system.
Dodge Scooter. This is a light, around the town, easy to operate scooter-bike. Cost: 850¥; Size: Medium (0); Crew: 1; Passengers: 0; Cargo: 40lbs; Maneuver: +2; Speed: 50ft (50 MPH); Cover: Half; Power: Gas 8 hours on 2 gallons or Electric 8hrs on 1hr recharge; AC: 11 + Dex/Int (max +2); HD: 3; HP: 30; Hardness: 2; Threshold: 18; Abilities: Strength 16, Dexterity 14 Intelligence 12 Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2

Notes: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. A.I. upgrade, Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2, Reduce maximum speeds (MPH base).
SR.D5.Bike.jpg

Suzuki Mirage. A popular racing bike, especially with go-gangers looking for speed. Cost: 9,400¥; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +4; Speed: 90ft (180 MPH); Cover: Half; Power: Gas -16hours on 4 gallons or Electric -16hrs on 4hr recharge); AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 4; Threshold: 19; Abilities: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 2; Proficiency: +2

Notes: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1 and Firewall +1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1.

Yamaha Growler. A popular off-road, ruggedly built motorbike. Cost: 11,000¥; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Half; Power: Gas 16 hours on 4 gallons or Electric -16hrs on 4hr recharge; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 5; Threshold: 20; Abilities: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2

Notes: Bike propulsion. Armor Plating 1, AI upgrade and Firewall +1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade +1,000¥ (Strength to 22, Threshold 21, Hardness to 6). Reduce maximum speeds (MPH base).

Harley Davidson Scorpion. A very popular heavy (and big!) copper that is built to take a beating. Cost: 18,000¥; Size: Large (1); Crew: 1; Passengers: 1; Cargo: 200lbs; Maneuver: +0; Speed: 60ft (120 MPH); Cover: Half; Power: Gas -12hr on 10 gallons or Electric 12hrs on 4hr recharge; AC: 12 + Dex/Int (max +2); HD: 7; HP: 70; Hardness: 5; Threshold: 29; Abilities: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2

Notes: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade and Firewall +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade +2,000¥ to cost (Strength to 28, Threshold to 31, Hardness to 6).


HOVER CRAFT
GMC Everglades. A fairly common civilian ‘hover-truck’. Cost: 65,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 2,000lbs; Maneuver: +1; Speed: 50ft (75 MPH); Cover: Full or Half; Power: Gas -10hrs on 80 gallons of gas or Electric -10hrs on a 6hr recharge; AC: 13 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 4; Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 1; Proficiency: +2; Skills: Drive +5, Perception +2

Notes: Hovercraft. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2.

GMC Beachcraft. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. Cost: 115,000¥; Size: Huge (2); Crew: 2; Passengers: 8; Cargo: 1,000lbs; Maneuver: +1 (attack mod -1); Speed: 50ft (72 MPH); Cover: Full; Power: Gas -15hrs on 120 gallons of gas or Electric -14hrs on a 8hr recharge; AC: 13 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 9 (+8 vs. ballistic damage); Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Drive +5, Perception +2

Notes: Hovercraft. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dex) 3, Automation, Cargo 2, Enhanced Battery 2 or Large Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 fixed super-hvy, 4 fixed hvy wpns), Weapon Proficiency (hvy & super-hvy wpns)


JET AIRCRAFT
Cessna C750. A private twin-engine jet aircraft. Cost: 435,500¥; Size: Gargantuan (4); Crew: 20; Cargo: 4,000lbs; Maneuver: -2; Speed: 130ft fly (520 MPH), stall speed 75ft; Cover: Full; Power: Gas -16hr on 800 gallons of gas or Electric -16hrs on a 16hr recharge); AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 2; Proficiency: +2; Skills: Perception +4, Pilot +4; Availability: Restricted

Notes: Jet aircraft (Runway 2,000ft). AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.

Federal-Boeing Commuter. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. Cost: 15,500,000¥; Size: Behemoth (8); Crew: 8; Passengers: 192; Cargo: 25 tons; Maneuver: -6; Speed: 90ft fly (900 MPH) stall speed 80ft; Cover: Full; Power: Gas -16hrs on 40,000 gallons of gas or Electric -16hrs on a 18hr recharge); AC: 12; HD: 15; HP: 150; Hardness: 4; Threshold: 80; Abilities: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +4, Pilot +4; Availability: Restricted

Notes: Sonic-Jet engine with VSTOL upgrade (Runway 1,000ft), Advanced Crash system (aircraft), AI upgrade with Signal boost +4 with Firewall +1, uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000lbs) and cargo space 1 (cargo 43.52 tons), Enhanced Environmentally Sealed (200 for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsight 10 miles), Speed 2.

Ares 'Wildcat' Light Attack Fighter. One of the more popular stealth jet fighter of modern militaries. Cost: 894,000¥; Size: Gargantuan (4); Crew: 2; Cargo: 8,500lbs; Maneuver: +1 (attack mod +0); Speed: 160ft fly (640 MPH) Stall speed 75ft; Cover: Full; Power: Gas -8hr on 2,500 gallons of gas or Electric -8hrs on a 14hr recharge; AC: 12 + Dex/Int; HD: 8; HP: 80; Hardness: 5; Threshold: 45; Abilities: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +5, Pilot +7; Availability: Military

Notes: Afterburner Jet Aircraft (runway 2,000ft). Ejector Seats (2). Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 fixed Super-heavy), Weapon Proficiency (Heavy weapons, Super-heavy weapons).


ROTOR AIRCRAFT
Northup Wasp. This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. Cost: 130,000¥; Size: Huge (2); Crew: 1; Cargo: 3,250lbs; Maneuver: +3 (attack mod +1); Speed: 80ft fly (160 MPH); Cover: Full; Power: Gas -10hrs on 120 gallons of gas or Electric -10hrs on a 8hr recharge); AC: 12 + Dex/Int; HD: 7; HP: 70; Hardness: 7; Threshold: 35; Abilities: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +7; Availability: Restricted (Military if armed)

Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsight 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (2 fixed Super-heavy, 4 fixed heavy weapon mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons).

Hughes Stallion. This is a common civilian utility helicopter often seen in the service as an urban executive transport. Cost: 60,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: -1; Speed: 80ft fly (160 MPH); Cover: Full; Power: Gas -10hrs on 120 gallons of gas or Electric -10hrs on a 8hr recharge; AC: 11 + Dex/Int; HD: 6; HP: 60; Hardness: 2; Threshold: 35; Abilities: Strength 30, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +3

Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat).

Ares Dragon. A heavy cargo helicopter that can handle additional weight with an external sling. Cost: 535,000¥; Size: Colossal (6); Crew: 4; Passengers: 18; Cargo: 21,000lbs; Maneuver: -6; Speed: 50ft fly (100 MPH); Cover: Full; Power: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 3; Threshold: 60; Abilities: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +6; Availability: Restricted

Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000lbs cargo), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000lbs (52.5 tons) of extra cargo externally.


TRACKER CRAFT
Ares 'Iron-Mustang' APC. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. Cost: 265,000¥; Size: Gargantuan (4); Crew: 2; Passengers: 18*; Cargo: 4,000lbs; Maneuver: +0 (attack modifier -3); Speed: 35ft (70 MPH); Cover: Full; Power: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); AC: 15; HD: 16; HP: 160; Hardness: 11 (+8 vs. ballistic damage); Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 3; Proficiency: +2; Skills: Drive +0, Perception +2; Availability: Military

  • Armored Passengers 1.5 Passengers (or 3/troll).
Notes: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons fixed mounted), Weapon Proficiency (Heavy weapons, Super-heavy weapons).


VTOL AIRCRAFT
GMC Banshee. The ‘thunderbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in most civilian areas. Cost: 465,650¥; Size: Gargantuan (4); Crew: 1; Passengers: 6; Cargo: 8,000lbs; Maneuver: +1 (attack mod -2); Speed: 120ft fly (360 MPH); Cover: Full; Power: Gas -12hrs on 750 gallons or Electric 12hrs on 8hr recharge; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 16; Threshold: 45; Abilities: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 3; Proficiency: +2; Skills: Perception +4, Pilot +7; Availability: Military

Notes: VTOL Aircraft propulsion. Advanced Crash system (aircraft). AI upgrade with Signal boost 3 uplink and Firewall +2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in top mounted Turret and additional 4 Heavy fixed weapon mounts), Weapon Proficiency (Heavy Weapon, Super Heavy Weapon)

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WATERCRAFT.
SC Otter. A popular sports and speed boat of low-end corporate exec and with smugglers. Cost: 40,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: +0; Speed: 60ft (60 MPH); Cover: Half; Power: Gas -20hrs on 40 gallons of gas or Electric -20hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 1; Proficiency: +2; Skills: Boating +4, Perception +2

Notes: Watercraft. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4.

MT Sea Nymph. This is a large luxury pleasure yacht of the ultra-rich. Cost: 2,200,000¥; Size: Behemoth (8); Crew: 8; Passengers: 70; Cargo: 50,000lbs; Maneuver: -6; Speed: 25ft (25 MPH); Cover: Full or Half; Power: Gas -32hrs on 4,000 gallons of gas or Electric -32hrs on a 12hr recharge; AC: 13; HD: 20; HP: 200; Hardness: 5; Threshold: 80; Abilities: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 1; Proficiency: +3; Skills: Boating +8, Perception +3; Availability: Restricted

Notes: Watercraft. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Boating), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1.

Vulkan Electronaut. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. Cost: 40,000¥; Size: Huge (2); Crew: 2; Passengers: 8; Cargo: 1,000lbs; Maneuver: +0; Speed: 40ft (40 MPH); Cover: Full; Power: Electric (only) -20hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Boating +4, Perception +2; Availability: Restricted

Notes: Watercraft. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater).

Morgan Cutlass. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. Cost: 136,000¥; Size: Gargantuan (4); Crew: 20; Cargo: 4,000lbs; Maneuver: -4 (attack mod -3); Speed: 60ft (60 MPH); Cover: Full; Power: Gas -8hr on 100 gallons of gas or Electric -8hrs on a 8hr recharge; AC: 13; HD: 12; HP: 120; Hardness: 6 (+8 vs. ballistic damage); Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Boasting +4, Perception +2; Availability: Restricted

Notes: Watercraft. Basic AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon), Weapon Proficiency (Heavy weapons, Super-heavy weapons).


WHEELED VEHICLES.
These vehicles are from three to six wheeled ground craft.
Honda Spirit. A very simply built and cheap 3-wheeled town car. Cost: 3,200¥; Size: Large (1); Crew: 1; Passengers: 2; Cargo: 200lbs; Maneuver: +0; Speed: 40ft (80 MPH); Cover: Full; Power: 12 hours on 10 gallons or Electric -10hrs on a 4hr recharge; AC: 11 + Dex/Int (max +2); HD: 6; HP: 60; Hardness: 2; Threshold: 32; Abilities: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2

Notes: Wheeled (3). Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Attribute Boost (Dexterity) 1, Inferior Controls.
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Mercury Comet. A popular and cheap family town-car. Cost: 7,000¥; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +0; Speed: 40ft (80 MPH); Cover: Full; Power: 12 hours on 10 gallons or Electric -10hrs on a 4hr recharge; AC: 11 + Dex/Int (max +2); HD: 6; HP: 60; Hardness: 2; Threshold: 32; Abilities: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +3, Perception +2

Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Attribute Boost (Dexterity) 1, Automation, Inferior Controls.

Ford Phantom 3R. Your basic urban family midsized suburban, with moderate built-in structural reinforcements. Cost: 16,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: -2; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +4, Perception +2

Notes: Wheeled (4). Off-road penalties -4/-8 to maneuver checks. Advanced crash system (wheeled), AI upgrade, Automation, Inferior Controls, Speed 2.

Ford Spiral 115Ti. Marketed as an “economy” sports. Cost: 32,000¥; Size: Huge (1); Crew: 1; Passengers: 2, Cargo: 1,000lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +5, Perception +2

Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI with Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6.

Eurocar Westwind 3K. A popular racing car with turbo-charged engine for added speed and advanced controls. Cost: 58,000¥; Size: Huge (2); Crew: 1; Passengers: 1; Cargo: 1,000lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas (only as turbo-charged enegine requires special fuel) -10hrs on 40 gallons of gas; AC: 12 + Dex/Int; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +6, Perception +2

Notes: Wheeled (4). Off-road penalties -4/-8 to maneuver checks. Advanced Crash system (wheeled), Advanced Control, AI upgrade with signal boost and Firewall +1, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times of fuel and maneuver checks are at disadvantage).

Toyota Gopher. A popular full off-road sporting vehicle. Cost: 30,000¥; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +0; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 5; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 1; Proficiency: +2; Skills: Drive +4, Perception +2

Notes: Wheeled. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (wheeled), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2.

Chrysler-Nissan Patrol-1. This is your standard police cruiser built over a reinforced sedan. Cost: 72,000¥; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Modifier: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas -15hrs on 60 gallons of gas or Electric -15hrs on a 6hr recharge; AC: 14 + Dex/Int (max +2); HD: 11; HP: 110; Hardness: 7 (+8 vs. ballistic damage); Threshold: 35; Abilities: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 3; Proficiency: +2; Skills: Drive +6, Perception +2; Availability: Restricted

Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. Advanced Crash system (wheeled), AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6.

Mitsubishi Nightsky. A very sleek and modern armored limousine for the corporate or criminal elite. Cost: 154,000¥; Size: Gargantuan (4); Crew: 1; Passengers: 9; Cargo: 4,000lbs; Maneuver: -2; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -12hr on 150 gallons of gas or Electric -12hrs on a 7hr recharge; AC: 14 + Dex/Int (max +2); HD: 14; HP: 140; Hardness: 9 (+8 vs. ballistic); Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 4; Proficiency: +3; Skills: Drive +5, Perception +3; Availability: Restricted

Notes: Wheeled (4). Off-road penalties of -2/-6 to maneuver checks. Adv. Crash System (wheeled), AI with signal boost +2 and uplink with Firewall +3, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4.
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GMC Bulldog Step Van. This is a common light cargo and light security van. Cost: 70,000¥; Size: Gargantuan (4); Crew: 1; Passengers: 9; Cargo: 9,750lbs; Maneuver: -4; Speed: 40ft (80 MPH); Cover: Full; Power: Gas -8hr on 100 gallons of gas oe Electric -8hrs on a 6hr recharge; AC: 13 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 8; Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +2, Perception +2; Availability: Restricted

Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2.

Nordkapp Zugmaschine and Tractor Trailer. Long distance heavy semi-truck with trailer. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. Cost: 136,000¥; Size: Gargantuan (4); Crew: 2; Cargo: 8,500lbs*; Maneuver: -4; Speed: 40ft (80 MPH); Cover: Full; Power: Gas -24hr on 100 gallons of gas or Electric -24hrs on a 8hr recharge; AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 3; Proficiency: +4; Skills: Drive +4, Perception +4; Availability: Restricted

Notes: Wheeled (6). Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (haul 85,000lbs), Less Crew (cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2.

Ares Roadmaster. These are large urban and armored transports, the heaviest allowed for civilians. Cost: 150,000¥; Size: Gargantuan (4); Crew: 2; Passengers: 18*; Cargo: 4,000lbs; Maneuver: -2; Speed: 45ft (90 MPH); Cover: Full; Power: Gas -12hr on 150 gallons of gas or Electric -12hrs on a 7hr recharge; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 13 (+8 vs. ballistic); Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +4, Perception +2; Availability: Restricted

  • Armored Passengers count as 1.5 Passengers (or 3 per troll).
Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +1, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3.

MAGIC OF THE SIXTH WORLD

In 2011, the Awakening transformed the world by making magic a reality. Some people in the Sixth World have the rare gift to use the power of magic. They are the Awakened.
Magicians follow one of two traditions. A tradition is a set of beliefs and techniques for using magic. It colors the magician’s outlook and affects how the magician learns and uses magic. The choice of magical tradition is for life. Once you are on the path, there is no turning back.
A follower of the shamanic tradition is a shaman. Shamans focus their magic through their relationship with the world of nature and the power of emotion and inspiration. Magical knowledge comes to them from a spirit-patron known as a totem.
A follower of the hermetic tradition is a mage. Hermetic magic is intellectual. Mages see the universe as a complex pattern of forces that can be controlled with the right formulae and rituals. Magical knowledge comes from intense study and research.
Adepts follow their own unique path, the somatic way. They are concerned with the perfection of body and mind, focusing their magical power inward. Adepts learn their unique abilities through introspection and an awareness of self.

ASTRAL SPACE

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In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the Invisibility condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have Resistance to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal.

While you are projecting into Astral Space your physical starts are irrelevant. You can still use Intelligence, Wisdom and Charisma based skills and a few other such as Initiative and Stealth but they use your traditions attribute modifier instead of the normal defealt. You can try and harm other astral beings or projecting magic users but you cannot hurt those only perceiving into Astral Space or Duel Natured beings. You Armor Class in Astral Space against other astral beings is 12 + your Charisma modifier and you can deal damage to such beings only in melee combat. You deal 1d6 + your traditions attribute modifier with an unarmed melee attack. If you have a weapon focus talent you can use that damage instead if you weapon is actived. You can even attack spells that has been cast (as it appears in Astral Space). If it is an instant spell you must use a Reaction to intercept it or an Action against a sustained spell. The caster must make a Charisma save against your Saving Throw DC. Failure causes the spell to end without any further effects. If the caster saved it instead costs you 1d4 hit points per the spells Magnitude in level in damage.

All non-magical Feats and most non-Adapt and non-Magic User Talents have no impact when astral projecting (and many have no effect when perceiving). For example you cannot use Martial Arts, Parry or Side Step in astral space. Also cybernetic system cannot affect or help beings in the astral space. For example you cybernetics don’t help you Hit Points total or boost your Dexterity in astral space, etc. If you are forced back into your body as a result of dropping to 0 hit points, any excess damage carries over to your base hit points. As long as the excess damage doesn't reduce your base hit points to 0, you aren’t knocked unconscious.

Your spirit has an Astral Flying speed of 60ft a round but you also have a “Fast” speed that is equal to 600ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places. In Astral Space you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide, Ready or Recover from Reeling actions.

All living beings (including the Earth itself) cast a ‘shadow’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits but still blocks line-of-sight. Many corps will block important areas with plants, etc. in the walls justto stop spirits.

All Magic Users with the Astral Projection ability can spend time to raise Astral Wards. These work as barriers but only in Astral Space. With one hour of work and 100¥ of magical supplies (Warding Materials, see GEAR AND EQUIPMENT) a Magic User can create a barrier that is 40 feet long and 20 feet high that will last a number of weeks equal to their Magic User level. They can modify these dimensions to cover ceilings, go around corners, etc. They can also work with other Magic Users or spend more time and material to create larger barriers. These barriers count as Full Cover (100 HP) with a Hardness equal to the Magic Users defining attribute modifier. However they do have the normal resistance verses non-Heavy weapon damage. A Magic User automatically senses when a barrier it has created is destroyed. An attack can make a Charisma (Stealth) check vs. the Magic Users passive Perception when dealing damage to such a barrier with each attack, to attack it in secretly until destroyed.

Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the truesight sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative talent. An astral perceiver or projection makes an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide against a contested Charisma (Stealth).

When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also 'see' the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see these inanimate objects and maybe recognize what it is, but cannot read a computer screen (only books and they must project themselves to being semi-transparent to do so. However they still can't turn a paper or pick a book up). They can see emotional imprints in works of art, etc. though and gain insight into the artists.

Normally you cannot cast or maintain spells in Astral Space when projection. When Perceiving into Astral Space it is dangerous to cast spells; the caster suffering 1d4 hit points of magical damage (that ignores all resistance and hardness it might posses) per magnitude of spell cast. Concentrating on any spell impose Disadvantage to all saves to maintain while using Astral Perception.

SPELLS AND SPELLCASTING

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Spell are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment.

Mana damaging spells ignore all non-magical Resistant and Hardness. Necrotic and Psychic damage ignore non-magical Resistance and Hardness. Elemental damage ignores Hardness unless specifically added for that type (see GEAR AND EQUIPMENT). Force damage ignores ½ (round up) all non-magical Hardness.

Spells are also divided between catagorty groups - Combat, Detection, Health, Illusion and Transformation.

All other factors are as PHB spells (like Envokation, etc).

No spell lasts longer than ‘Concentration’ and it automatically ends if the mage stops concentrating.


COMBAT SPELLS
Death Touch: Mana (Necromancy); Casting Time: 1 action; Magnitude: base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; Range: Touch; Duration: Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target.

  • Vampire Touch (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target.

[Elemental] Bolt: Physical (Evocation); Casting Time: 1 action; Magnitude: base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; Range: 120ft; Duration: Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals that element damage to the target. The following additional magnitudes can be added to change aspects…

  • Area Effect (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property.
  • Greater Area Effect (+2 Magnitude): as AE but AOE is increased to 25ft radius sphere instead.
  • Cone (+2 Magnitude): Instead of having range, spell effects all targets in 60ft cone from the caster extended hand. Targets in the AOE sphere must make a Dexterity save. Targets that are successful take ½ damage. Add the Knockdown weapon property.
  • Increased Range (+1 Magnitude): doubles the range to 240ft.
  • Secondary Affect (+1 Magnitude): the spell gains a secondary affect based on the damage type...
o Acid – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude.
o Cold – requires a Strength save or Speed is ½ until the end of the caster’s next turn. On a failed of this save, the target must make a separate Constitution save or gain one level of Exhaustion.
o Fire – requires an Intelligence save or catch fire, suffer 1d4 fire damage per the spell’s magnitude each round at the beginning of the target’s turn. The target can attempt to put itself out every round with a Dexterity save (at the end of its’ round) against the casters saving throw. If the target takes its’ Action and falls to the ground to roll around it gains advantage on this save.
o Lightning – requires Constitution save or gain the Reeling condition (recover normally).
o Radiant – requires a Charisma save or gain Blind condition until the start of the caster’s next turn.
o Thunder – target is pushed away from the point of impact a number of feet equal to the damage dealt and must succeed with a Dexterity save or fall prone at the end of movement. Target require an Intelligence save or gain Deafen condition until the end of the casters’ next turn.

Mana-Bolt: Mana (Evocation); Casting Time: 1 action; Magnitude: base 1d8 psychic damage at one, plus +1d8 psychic damage per 2 additional magnitude; Range: 120ft; Duration: Instant. With a successful Magical attack roll the target suffers psychic damage. Mana-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells.

Physical Bolt: Physical (Evocation); Casting Time: 1 action; Magnitude: base 2d8 force damage for one, plus +1d8 force damage per additional magnitude; Range: 120ft; Duration: Instant. This spell hurls a solid like ball of magic force and with a successful Magical attack roll deals force damage to the target. Physical Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells.

Poison Spray: Physical (Conjuring); Casting Time: 1 action; Magnitude: base 2d4 poison damage at one, plus +1d4 poison damage per additional magnitude; Range: 120ft; Duration: Instant. With a success Magical attack roll not only do you inflict poison damage, but the target must also make a Constitution save or gain the Poisoned condition. They get a new save at the end of each of their rounds. Success ends the condition.

Ram: Physical (Evocation); Casting Time: 1 action; Magnitude: base 4d6 force damage at one, plus +2d6 per additional magnitude; Range: 120ft; Duration: Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. A successful Magical attack roll deals force damage. However moving target (such as a vehicle) are at disadvantage for the caster to hit. Finally, this attack spell has the weapon properties of AP and Heavy Damage (see Gear).

Stun Bolt: Mana (Evocation); Casting Time: 1 action; Magnitude: base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; Range: 120ft; Duration: Instant. Requires a successful Magical attack roll. Stun bolt deal only ¼ the rolled damaged but compare the full damage total against targets Wound Damage Threshold to impose Reeling and if the damage equaled or exceeded the target’s Wound Damage Threshold +10 the target instead gains the Stunned condition until the end of the casters’ next turn. Then converts to the reeling. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount in magnitude as the elemental bolt spells.


DETECTION SPELLS
All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points.

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Analyze Truth: Mana (Divination); Casting Time: 1 action; Magnitude: 1; Range: Self; Duration: Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie.

  • Enhancer (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save.

Clairvoyance: Mana (Divination); Casting Time: 1 minute ritual; Magnitude: 2; Range: Self; Duration: Concentration, 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

  • Both Senses (+2 Magnitude) can use both hearing and sight with your sensor.
  • Moveable (+2 Magnitude): can move your sensor up to 30ft a round with an action on your part.

Combat Sense: Mana (Divination); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 minute. For the duration you gain the Dodge action for free each round.

Comprehend Languages: Mana (Divination); Casting Time: 1 minute ritual; Magnitude: 1; Range: Self; Duration: Concentration, 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language.

  • Tongues (+2 Magnitude): with this boost the caster also speaks the language it hears for duration.

Detect: Mana (Divination); Casting Time: 1 action; Magnitude: 1; Range: Self; Duration: Concentration, 10 minutes. The basic version of this spell allows the casters to Detect Magic and magical auras out to a 30ft range of itself. You see it as a soft glow over all ‘visible’ items (not illusions, invisible or hidden ones, the spell automatically failed to detect them).

  • Poison Sense (+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
  • Trap Sense (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a hidden laser guided machine gun pop-out port, claymore, etc. but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
  • Pathfinder (+4 Magnitude): Change duration to “Concentration, 8 hours”. This upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination in astral space, a destination that moves or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and can find it without fail. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way.

Divination: Mana (Divination); Casting Time: 5 minute ritual; Magnitude: 5; Range: Self or 30ft; Duration: Instant. This spell provides the caster a glimpse of the past or near future of one subject that the caster can see throughout the ritual to cast the spell or the caster themselves. The subject must have an Intelligence of 3 or higher and requires a Charisma save. If the target is voluntary or the caster, it can take disadvantage on this save. On a successful save, the target isn't affected. Failure grants the caster a basic knowledge of highlights of what the subject has been doing for the last year, or can gain a glimpse of up to want the future of the target might experience in the next 24 hours. For a willing target with a failed save on future events, the caster grants insight and bonuses at certain junctions, depending on the GM, but generally the subject should gain an advantage on any one future attack check, saving throw, skill or ability check, equal to the caster’s Magic User level. These must be used by the subject within the next 24 hours or they are lost. For non-willing subject the GM might grant them various knowledge of the subject’s activity. You can't use this spell against the same target again until after it takes a long rest.

Heightened Senses: Mana (Divination); Casting Time: 1 action; Magnitude: minimum 0 (dependent on what senses are chosen below); Range: Self; Duration: Concentration, 10 minutes. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense combined (i.e. both Low-Light and Darkvision 60ft would be a 3 magnitude spell, etc.).

  • Heightened Sense (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind, Taste to identify poisons, while Smell would allow them to try and track a subject by smell, etc.
  • Low-Light Vision (+1 Magnitude): as New Species senses
  • Darkvision 30ft (+1 Magnitude) or increased to 60ft (+2 Magnitude) or 120ft (+3 Magnitude)
  • See Illusion or Invisible 30ft (+2 Magnitude each) or increase range to 60ft (+3 Magnitude each)
  • Tremorsense 20ft Radius (+2 Magnitude) or increased to 40ft (+3 Magnitude) or to 60ft (+4 Magnitude)
  • Blindsight 10ft Radius (+3 Magnitude) or increase to 20ft (+4 Magnitude) or to 30ft (+5 Magnitude)
  • Truesight 20ft (+4 Magnitude) or increase to 40ft (+5 Magnitude) or to 60ft (+6 Magnitude)

Mind Probe: Mana (Divination); Casting Time: 1 action; Magnitude: 3; Range: Self; Duration: Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence save. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell and an action to detect the presence of one thinking creature you can't see. This targets lose the invisibility condition for the duration.

  • Alter Memories (+3 Magnitude): you can alter the memories of the subject into believing it was doing something else while you used Mind Probe on it. It gains an Intelligence save. Failure and you can affects its short term memories with your own version of what just happened.
  • Search Hidden Minds (+2 Magnitude): you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any plastic or metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within 30ft range.

Search: Physical (Divination); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction and speed of its movement and so long as it does not move out of range can follow it. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a tool kit, apparel or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and it or if running water at least 10 feet wide blocks a direct path between you and the creature.

  • Scry (+4 Magnitude): You can see and hear a particular creature you choose that is not in astral space (projecting or otherwise). The target must make an Intelligence save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, staying within 10 feet of it for the duration. A creature that can see invisible objects (or dual-natured) sees the sensor as a luminous orb the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of the spell. The sensor then appears at that location and doesn't move.
  • Seek Individual (+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement and can track it. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a Shape Shift spell, this spell doesn't locate the creature.
  • Greater Range (+2 Magnitude): The range of any of the effects of this spell increase to 10 miles.


HEALTH SPELLS
All health spells are Mana based, only affecting living beings. Many Health spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of the spell have Strain due to cybernetics the caster suffers ½ the highest Strain level in extra Magic Points.

Blindness/Deafness: Mana (Necromancy); Casting Time: 1 action; Magnitude: 2; Range: 30ft; Duration: Concentration, 1 minute. You can blind or deafen a foe within range to make a Constitution save. If it fails, the target is either blinded or deafened (your choice). At the end of each of its turns, the target can make a Constitution saving. On a success, the spell ends. The target’s Strain does not affect the caster.

  • Mass Blindness/Deafness (+1/level Magnitude): for each additional magnitude you can affect one additional target within range.
  • Blind and Deaf (+1 Magnitude): the target of a failed save suffers both conditions.

Boost Attributes: Mana (Adjuration); Casting Time: 1 action; Magnitude: 3; Range: Self; Duration: Concentration, 1 minute. This spell grants you a +4 boost to any one Attribute score. This can increase the attribute above racial characteristic maximum. This grants a +2 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. This does not stack with any other boost from adapt abilities, drugs, magic, class, talents, cybernetics, etc. The caster can boost the power of the spell…

  • Boost 2 attributes at the same time (+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to 3 attributes (+4 Magnitude): for three attributes.
  • Enhance Attribute (+1 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls).

Exhausting Touch: Mana (Abjuration); Casting Time: 1 action; Magnitude: 2; Range: Touch; Duration: Instant. This spell can exhausted a target. One adjacent target must succeed with a Constitution save or take one level of Exhaustion. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target (no matter the source of its exhaustion). The target’s Strain does not affect the caster for this spell.

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Healing Touch: Mana (Evocation); Casting Time: 1 action; Magnitude: 1 per 1d8 healing; Range: Touch; Duration': Instant. This spell will heal an adjacent target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +1 Magnitude the caster can instead affect one target that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).

Healing Word: Mana (Evocation); Casting Time: 1 action; Magnitude: 1 per 1d4 healing; Range: 60ft; Duration: Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4th time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).

Increased Reflexes: Mana (Transmutation); Casting Time: 1 action; Magnitude: 4; Range: Self; Duration: Concentration, 1 minute. Your speed increase by +15ft, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, you can't move (Speed 0) or take actionsChoose one creature that you can until after your next turn, as a wave of lethargy sweeps over you. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics.

Restoration: Mana (Abjuration); Casting Time: 1 action; Magnitude: 2; Range: Touch; Duration: Instant. You touch a creature and cure one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

  • Greater Restoration (+3 Magnitude): You end all conditions listed above plus one level of exhaustion, all effects charming or petrified the target, all curses, any lasting reduction to the target’s ability scores, any effect reducing the target’s hit point max.


ILLUSION SPELLS
Mana-based Illusions spells only work against living creatures with an Intelligence of 1 or higher. They have no effect on machines, drones, computer A.I. or security camera.
Physical-based Illusionary spells have no real ‘mass’ or weight in the real world but the magic.

Agony: Mana (Illusion); Casting Time: 1 action; Magnitude: 3; Range: 120ft; Duration: Instant. The target of this spell must make a Wisdom save. Failure means the target gains the Stunned condition until the beginning of the caster’s next turn. After that the target gains the Reeling condition (recovers normally).

  • Mass Agony (+2 Magnitude): the caster can affect up to six targets within 120ft that she can see.

Blinding Flash: Physical (Illusion); Casting Time: 1 action; Magnitude: 3; Range: 90ft; Duration: Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence save. Failure imposes the Blind condition onto the targets. This spell is a ‘physical’ and can affect devices that ‘see’ (vidcams, drones, etc.). At the end of each of its turns a blinded target can attempt a new Intelligence save. Success ends the spell for that creature.

  • Greater Area (+1 Magnitude): the area increases to a 30ft radius.

Blurred Image: Mana (Illusion); Casting Time: 1 action; Magnitude: 2; Range: Touch; Duration: Concentration, 1 minute. The body of a creature you touch becomes blurred, shifting and wavering to all who can see it. For the duration, creatures have disadvantage on attack rolls against it and it gains advantage with all Dexterity (Stealth) checks. It can also attempt to Hide without cover but it loses the Advantage normally granted with this check. A creature is immune to effects if it doesn't rely on sight, as with blindsight, truesight or a Duel-Natured being ignores thee affects as they can see through the illusion.

  • Enhanced Blurred Image (+1 Magnitude): changes the type to Physical and now will fool machines. is strong enough to fool machinery, A.I.s, security cameras, etc.

Charm Person: Mana (Enchantment); Casting Time: 1 action; Magnitude: 1; Range: 30ft; Duration: Concentration, 1 hour. You attempt to charm a humanoid with at least an Intelligence score of 3 or higher, that you can see within range. It must make a Wisdom save, and does so with advantage if you or your companions are fighting it. If it fails, it gains Charmed condition while you concentrate and so long as your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. At the spell ends, the creature knows it was charmed by you. Creatures that can't be charmed if are immune to this effect and mind-effecting. Additional affects as…

  • Command (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom save or follow the command on its next turn. This spell has no effect if the target does not under or cannot here you. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
o Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
o Drop: The target drops whatever it is holding and then ends its turn.
o Flee: The target spends its turn moving away from you by the fastest available means.
o Grovel: The target falls prone and then ends its turn.
o Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed.
  • Dominate (+5 Magnitude): Change duration to “Concentration, 1 minute”. With a failed Wisdom save the target is charmed and ‘dominated’ by you. While the target is dominated, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom save against the spell. If the saving throw succeeds, the spell ends.
  • Suggestion (+1 Magnitude): Change the duration to “Concentration, 8 hours”. You suggest a course of activity and magically influence a creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence save. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends.
  • Mass Charm (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though.

Fear: Mana (Illusion); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma save. All that fail drop whatever they are holding and become Frightened of you. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature.

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Illusion: Mana (Illusion); Casting Time: 1 action; Magnitude: 1; Range: 90ft; Duration: Concentration, 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against you saving DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Duel-Natured creatures and those whom can see through illusions (such as truesight) are immune to this spell.

  • Greater Illusion (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check vs. you spell save save. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
  • Phantasmal Killer (+5 Magnitude): Change duration to “Concentration, 1 minute”. You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma save. On a failed save, the target becomes Frightened with all visible targets it can see (friend or foe) for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma save. Failure results in 4d10 psychic damage. On a successful save, the spell ends.
  • Vid-Reality (+2 Magnitude): the images now appear on vidcams, etc. Change type to Physical.

Invisibility: Mana (Illusion); Casting Time: 1 action; Magnitude: 2; Range: Touch; Duration: Concentration, 1 hour. A creature you touch becomes Invisible for duration. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target if it takes an Attacks action or casts a spell. The spell does not affect machines (vidcams). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. If the subject of the spell has Strain, the caster must spend an additional Magic Point equal to ½ the level of Stain.

  • More targets (+1 Magnitude per additional target): can now affect additional targets. If multiple targets have Strain the caster must spend the extra points equal to ½ the highest level.
  • Physical Invisibility (+2 Magnitude): changes the type to Physical and now will fool machines.
  • Greater Invisibility (+3 Magnitude): Change to duration of greater to “Concentration, 1 minute”. For the duration, the spell does not end if the creature takes an Attack action or casts a spell.

Mask: Mana (Illusion); Casting Time: 1 action; Magnitude: 1; Range: Touch; Duration: Concentration, 1 hour. A touched target, including its clothing, armor, weapons, and other belongings on its person, look different for the duration. The target can seem a foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your save. If the subject of the spell has any Strain the caster must spend extra Magic Point equal to ½ the Strain level.

  • More targets (+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points.
  • Physical Mask (+2 Magnitude): changes the type to Physical and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). This imposses Disadvantage on the investiation check to see through your illusion.

Paralyze Foe: Mana (Enchantment); Casting Time: 1 action; Magnitude: 2; Range: 60ft; Duration: Concentration, 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence save. Failure results in it being Paralyzed. At the end of each of its turns, the target can make a new Intelligence save. On a success, the spell ends on the target.

  • Mass Paralyze (+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them.


MANIPULATION SPELLS
Many Manipulations spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell has Strain due to cybernetics then the caster suffers ½ the highest Strain level in extra Magic Points.

Armor: Mana (Abjuration); Casting Time: 1 action; Magnitude: 1; Range: Self; Duration: Concentration, 1 hour. You produce a magical protective force that surrounds you until the spell ends. Your base AC becomes 14 + your Dexterity modifier and its grants 2 points of magical Hardness. This hardness works against magical weapons and spells and normal weapon attacks. If you are wearing armor use the better of the two AC and/or Hardness, the effects do not stack.

  • Shield (+1 Magnitude): With your reaction, you can add your Proficiency bonus to your AC. This happens just before the attack, potentially causing it to miss. The AC bonus then last until the start of your next turn.
  • Stoneskin (+4 Magnitude): Your skin takes on a stony feel and look. For the duration you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. Has no effect on magical spells (but stops other forms of magical damage such as from weapons, paracrritters unless they cast a damaging spell, etc).

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Bestow Curse: Mana (Necromancy); Casting Time: 1 action; Magnitude: 3; Range: Touch; Duration: Concentration, 1 minute. An adjacent creature must succeed on an Intelligence save or become cursed for the duration of the spell. When you cast this spell, choose one curse...

o Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
o While cursed, the target has disadvantage on attack rolls against you.
o While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
o While the target is cursed, your attacks deal an extra 1d8 necrotic damage to the target.
  • Duration (+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, 10 minutes”.
  • Greater Curse (+2 Magnitude): your curse now affects two of the above options.

[Elemental] Wall: Physical (Conjuring); Casting Time: 1 full round; Magnitude: 4; Range: 120ft; Duration: Concentration, 1 minute. You create a straight wall of one element on a solid surface within range. The wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. You must pick the elemental type of the wall when you first chose this spell. All count as Full Cover but their base HP and Hardness values vary for each 10ft long section. These barriers have Resistant to most damage, Immunity to the same elemental damage and take normal damage from ‘opposing’ element (cold vs. fire). They are not reduced to ¾ or ½ cover from excessive damage like normal cover. At 0 HP the spell ends.

o Acid Wall – HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage, Dexterity save for half. If it failed the target suffers an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save (with Advantage). Failure suffers 3d6 acid damage and an additional 3d4 on the following round, succeed suffer half damages. Each +2 magnitude invested adds +1d(x) all damages.
o Cold – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat requires a Strength save or its speed is ½ until the end of its next turn.
o Fire – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage and require a new Intelligence save or catch fire, suffering 3d4 fire damage each round at the beginning of the target’s turn. With a save the target suffers half damage and require an Intelligence save or catch fire (same as above; but now with Advantage). Targets on fire can attempt to put itself out every round with a Dexterity save (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this save. Each +2 magnitude invested adds +1d(x) all damages.
o Lightning – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Targets must also make a Constitution save or gains the Reeling condition (Recover normally). Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus must save against the Reeling condition (as above) and they do not pass through the wall. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a separate Constitution save against the Reeling condition (but at Advantage). Each +2 magnitude invested adds +1d(x) all damages.
o Radiant – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma save or gains the Blind condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus the Charisma save against blindness until the end of their next turn and do not pass through the wall. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and need a Charisma saving throw (at Advantage) against the blindness until the end of their next turn. Each +2 magnitude invested adds +1d(x) all damages.
o Stone – HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest barrier type.
o Thunder – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution save or be push back 10ft, knocked prone and gains the Deaf condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus a separate Constitution save or be knocked-back (the way they came) and defness until the end of their next turn and they do not move through the wall. Success they suffer 3d8 thunder damage, Strength save for half and make a separate Constitution save (with Advantage) against deafness until the start of their next turn. Each +2 magnitude invested adds +1d(x) all damages.
  • Added Dimensions (+1 Magnitude/level): Each additional Magnitude added to the power of the spell affects walls dimension in one of the following ways – (a) Longer or Shorter by +/-10ft to the wall’s length; (b) Taller or Shorter by +/-5ft to the wall’s height or (c) Wider or Smaller by +/-5ft to the wall’s radius.

Flesh to Stone: Physical (Transmutation); Casting Time: 1 full round; Magnitude: 6; Range: Touch; Duration: Concentration, 10 minutes. You attempt to turn one adjacent creature to stone. If the targets body is made of flesh, the creature must make an Intelligence save. On a failed save, it gains the Restrained condition as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make an additional Intelligence save at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. Anyone petrified by the spell has resistance to all damage for the duration of the spell. If the creature is physically broken while petrified, it suffers from similar deformities when it reverts to its original state.

Levitate: Physical (Transmutation); Casting Time: 1 action; Magnitude: 2; Range: Touch; Duration: Concentration, 10 minutes. One touched creature or object of your choice rises vertically, with a Speed of 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on an Intelligence save is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn as a bonus action. If you are the target, you can move up or down as part of your move (no action require unless you Dash). Otherwise the targert must remain within 120ft of you. When the spell ends, the target floats gently to the ground if it is still aloft. Unwilling targets can make a new Intelligence save at the end of its turn. Success and it floats to the surface safely as above.

Light: Physical (Evocation); Casting Time: 1 action; Magnitude: 1; Range: Touch; Duration: Concentration, 1 hour. You touch one non-living object. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet beyond that. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again. If you target an object held or worn by a hostile creature, it gets Dexterity save. Success avoids the spell.

  • Sunlight (+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.)

Mage Hand: Physical (Conjuration); Casting Time: 1 action; Magnitude: 1; Range: 30ft; Duration: Concentration, 10 minutes. An invisible floating hand appears at a point you choose within range. The spell ends if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.

  • Attacking Hand (+1-5 Magnitude): Your mage hand is strong enough to strike targets within range for damage. The hand deals 2d6 bludgeoning damage +1d6 damage for every additional Magnitude you put into the spell, up to a maximum of 6d6 bludgeoning damage. Use your Magical Attack to hit.
  • Grasping Hand (+2 Magnitude): Your mage hand is strong enough to grapple. Use your Tradition’s defining attribute as its Strength with proficiency bonus. The hand is invisible to anyone but the target grabbed by it who can attack it without disadvantage. The Hands’ AC is 15 and it has a number of hit points equal to your max hit point total. When reduced to 0 hit points the spell ends.
  • Greater Range (+1 Magnitude): Your mage hand can now extend out to 120ft before it disappears.
  • Manipulative Hand (+1 Magnitude): Your mage hand can use your Traditional defining attribute instead of Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc.
  • Telekinesis (+5 Magnitude): When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting attack check contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Magic Weapon: Physical (Transmutation); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 hour. You touch a non-magical weapon. That weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the spells duration.

  • Greater Magic (+2 or +4 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus.

Mana Wall: Mana (Conjuring); Casting Time: 1 full round; Magnitude: 3; Range: 120ft; Duration: Concentration, 1 minute. You create a simmering wall of pure magical energy on a surface within range. The wall is 40 feet long, 15 feet high, and 1 foot think, or a ringed wall up to 15 feet in diameter, 15 feet high, and 1 foot think. The wall provides light obscure and cover (½ or Full). Each 10ft section of the wall has resistance to damage, HP of 25 and a Hardness of 6. Living targets and spirits cannot push through this wall, they must break it. It doesn’t stop non-living items like bullets or vehicles, etc. or being fully enclosed within a vehicle. Otherwise treat as an Elemental Wall.

  • Greater Dimensions: as [Elemental] Wall above.
  • Physical Wall (+1 Magnitude): changes the wall to Physical, opaque (full cover) and HP to 50. The wall will now stop bullets, vehicles, and other non-living items. All have to ‘break though’.

Shapeshift: Physical (Transmutation); Casting Time: 1 full round; Magnitude: 3; Range: Self; Duration: Concentration, 1 hour. Your turns into a beast. You transform into the form of a large or tiny beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its 'mind' and Intelligence, Wisdom, and Charisma scores. You assumes the hit dice and hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal forms’ to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any equipment. Your beast form cannot include a Flying or Swimming speed.

  • Greater Creatures (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less.
  • Flying or Swimming Speed (+1 Magnitude each): you gain one of these forms of movement if the beast shape you are assuming also has this movement type naturally.
  • Shapeshift Others (+2 Magnitude): change the Range of the spell to 30ft. You can attempt to affect a target within range that you can see and has an Intelligence of 3 or higher. Creatures can resist the spell with an Intelligence save, to ignore the effect. Otherwise they are affected for the duration.

Spider Climb: Physical (Transmutation); Casting Time: 1 action; Magnitude: 2; Range: Self; Duration: Concentration, 1 hour. You can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free. Your climb speed is equal to your base Move speed.

Web: Physical (Conjuration); Casting Time: 1 action; Magnitude: 2; Range: 60ft; Duration: Concentration, 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity save. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs have an AC of 10 and 10 HP, is Resistant to slashing damage, immune to ballistic, bludgeoning and piercing damage.

  • Greater Area (+1 Magnitude): the area of effect for your web is a 30-foot cube.
  • Self-Anchoring (+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration.
  • Stronger (+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spell's save.

SUMMONING ELEMENTALS AND NATURAL SPIRITS

It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic-user for up to one hour, when it disappears automatically back into astral space where it originated. Magic=users cannot have more than one spirits summoned at a time. If the summoner summons a new one the one present spirit automatically disappears back into astral space. When a spirit falls to 0 hit points, 0 magic points or it is incapacitated in some way it automatically disappears back to astral space also. If the summoner is knocked to 0 hit points or incapacitated the spirit makes a Charisma save. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space.

The DC to summon a spirit is DC 10 + its' Magnitude x2 with a Conjuring check. If a magic-user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner.

Type of Spirits that a Hermetic Mages can summon: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water.

Types of Spirits that a Shaman can summon: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water.


Spirit Tasks: the following tasks can be performed by a spirit at the request of its’ summoner…

  • Aid in casting of a spell. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude) to when the magic user casts a spell.
  • Sustain a Spell requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it.
  • Attack requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes arrive the magic-user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes.
  • Search is where the spirit can search and area for a specific individual or item that is familiar to the magic use that summoned it. This works basically like the Search spell within a range of 1,000 feet times the spirits magnitude rating. The spirit can use the great range modifier (10 miles) but this must be the only service the spirit has or will perform and when it is finished it returns to its home plane.
  • Guard is where the spirit can act as a watchdog within a certain area. It has Advantage on its Perception checks while it does so. A spirit can ‘guard’ an area equal to 100ft times its spirit magnitude rating. The summoner must also include orders on what the spirit will do if unknown creatures enter the area it is guarding. It can attack them, inform the summoner or make a great commotion (noise) in the area. If assigned as the spirit’s only task it will remain until sunup or sundown, whichever comes first and then return to its home plane.

Building a Spirits: Spirits and elementals all have the following stats...

  • All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes. These stats are the same in astral form and when they manifest.

 Spirits have 10 Hit Points +5 HP per magnitude over 1, plus its Constitution modifier each magnitude.

  • Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits and can only use these points to share with a magic user or to cast spells while manifesting.
  • Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating equal to their Magnitude.
  • Spirits are Resistant to all damage in Astral Space. When manifesting they have Resistance to all magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this (but see Spirit Foe feat).
  • Spirits are immune to all mind-effect spells, the charmed and frightened condition imposed by mind-altering fear. They do not breathe, are immune to disease and poison, and ignore all light based obscure condition (see Duel-Natured).
  • In Astral Space spirits have an extra action (as projecting magic users) and can only attack in melee. This attack deals 1d8 plus +1 per every level of magnitude. All types have a Fly speed of 60ft and a Fast Fly speed of 600ft a round in Astral Space.
  • Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with casters (no disadvantage).
  • Spirits prefer to be summoned in its ‘Domain’ (see Spirit Types) but can be summoned almost anywhere. When summoning a spirit in an area that the GM should increase the DC to summon the spirit in a non-Domain area by +2 or if totally opposite (a fire elemental on a lake of water) by +5.
  • All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. They are automatically proficiency with their own natural attacks.
  • For spells, Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute.
  • Each type of spirit has some natural abilities that all of the same spirit types share. These abilities can be used at will by the spirit and cost them no magic points, etc.
  • Spirits have one spell automatically when summoned and the mage-user can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells.
SR.D5.summon.jpg

SPIRIT TYPES
Sprits of the Sky (Air Elementals) - Appears as swirling clouds, or in storms as thunderclouds.
Domains: Anywhere under the open sky where city light pollution is not too bad. Attributes: base Strength 6, Dexterity 14 Abilities (when manifested): Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind [at least 20 MPH] disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution save against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creatures outside the area of the cloud can make a new saving throw as an action each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.)
Spells: Mage Hand plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.

Spirits of the Beast – Appear as natural or para-natural beasts; birds, mammals, lizards, etc.
Domains: Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.
Skills: Animal Handling, Survival.
Abilities (when manifesting): Base speed 60ft, Blur Image (as spell but costs the spirit no Magic Points to cast and instead it can affect itself and a number of extra creatures as its summoner’ s desires equal to its magnitude), Unarmed Attack 1d8 piercing or slashing damage (chosen when summoned).
Spells: Fear plus one additional spell per Magnitude above 1 from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web.

Sprits of Earth (Earth Elementals) - Appear as mounds of earth, clumps of earth and rock, etc.
Domains: almost any rural setting like forests, jungles, deserts or any locations of natural earth can be touched.
Attributes: base Strength 14, Dexterity 6
Skills: Athletics.
Abilities (when manifested): Base speed 30ft, Burrowing Speed 20ft (this tunnel can either collapse behind the elemental or can be up to 5ft wide per level of the elementals magnitude rating. The tunnel automatically collapse when the spirit returns to its home plane. Can tunnel through earth and rock with easy. Reinforced concrete and similar materials halves speed, while metal and plasteel blocks it completely), Enhanced Resistance (this spirit is Resistant to all damage when manifesting), Unarmed attack (stone fists) 1d8 bludgeoning damage.
Spells: Armor plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, R
estoration

Spirits of Fire (Fire Elementals) - Appears as a humanoid or salamander creatures, bathed in fire.
Domains: Anywhere at a bonfire is burning.
Abilities (when manifesting): Fly speed 60ft, Flame Aura (while manifesting the fire elemental is sheathed in dangerous flames. This allows it to strike in unarmed combat for 1d8 fire damage. Anyone attacking it with an unarmed strike also suffers 1d8 fire damage if it succeeded with its attack roll. If it is attacked with a melee weapon, with a successful hit the attacker must succeed with a Dexterity save or also suffer this damage). Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away with a Magical attack roll. Success deals 2d6 + its manifest rating in fire damage to one target.
Spells: [Elemental] (Fire) Bolt plus one additional spell per Magnitude above 1 from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe

Spirits of Guardians (Warrior Elementals) – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors.
Domains: Almost anywhere but peaceful sancuaries, etc, can count as opposites, etc.
Abilities (when manifesting): Base speed 40ft, Magic Weapon (when the spirit manifest it is wielding a magical melee weapon. It does not matter the type of weapon, the elemental always deals 1d10 damage. The summoner determines if the damage is bludgeoning, piercing or slashing and it cannot change later. The weapon only works for the spirit and cannot be shared, dropped, etc. and is considered), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage).
Spells: Armor plus one additional spell per Magnitude above 1 from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe

Spirits of Guidance (Knowledge Elementals) – Appear as older wizardly men or women, Victorian librarians, B-movie scientists.
Domains: Libraries, School, University grounds, Research areas, places of learning and study.
Attributes: base Strength 6, Intelligence 14
Skills: History, Religion
Abilities (when manifesting): Base speed 60ft, Known Anything (the spirit gains proficiency in any number of additional skills the summoner choses, when it first is summoned, equal to its Magnitude), Detection Magic (the spirits can use all spells from the Detection class as if it were one magnitude greater safely and for no extra magic points).
Spells: Clairvoyance plus one additional spell per Magnitude above 1 from among – Analyze Truth, Comprehend Languages, Detect, Divination, Heightened Senses, Light, Mind Probe, Search, Stun Bolt

Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles in urban settings. Domain: almost any Urban area, inhabited or uninhabited. Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 30ft), Unarmed attack 1d6 bludgeoning. Spells: Blur Image plus one additional spell per Magnitude from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search

Spirits of Plants – Appear as moving and living planets, or half-man or animal, half-plants, etc. Domains: Anywhere that living planets can and do grow. Skills: Nature, Survival Abilities: Base speed 40ft Spells: Web plus one additional spell per Magnitude from among – Spider Climb

Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits. Domains: Anywhere machines or industry might be found. Skills: Technology Abilities: Base speed 40ft Spells: plus one additional spell per Magnitude from among – X

Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc. Domains: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. Abilities: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft. Spells: Exhaustive Touch plus one additional spell per Magnitude from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, Fear, Increase Reflexes, Mask, Magic Weapons, Physical Wall, Search

WATCHER SPIRITS Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 Conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (2d10 minutes of time). Watcher Spirit, small spirit, unaligned. Armor Class: 11 (natural; hardness 0) Hit Points: 5 (1d8); Threshold: 15 Speed: 30ft, Fly 30ft (astral fly speed 60ft or 600ft) STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10 Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned. Damage Immunity: Poison Senses: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12 Skills: Investigation +2, Perception +2 Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage. ACTIONS Strike: melee weapon attack: +2 to hit, reach 5ft, one target; Hit: 1d6 slashing damage.

THE MATRIX

The wireless Matrix is made up of thousands of individual ‘nodes’ (think something like modern day cellphone towers) each with its’ own signal strength that creates an overlapping systems without breaks in every modern Metroplex. Corporations also support their own nodes along with the public infrastructure. Almost every device at this time is wireless and can and will broadcast its information out to the world for all to see and use. This includes your home or apartment appliances, window shades, maglocks, comlinks, cyberware, vehicles, drones, etc. Basically anything electronic has a wireless connection so that it can be view and talk to other wireless devices. This way if you are running low on Soy Milk, your refrigerator can tell you about it and your Harley will let you know when you need to change the oil again. Your cybernetics and comlink receive automatic system updates from the corporate you purchased it from for software patches and upgrades, etc.

In a shadowrunners’ world, this is not always good thing. You don’t want just anyone to be able to view your data or hack into your personal information or be able to track where you are at any given time. For this reason, most devices can also run in a ‘hidden mode’ where it is not broadcasting its basic information to just anyone, you have to know the right codes in order to not just see them but to interact with them. Cybernetics can also have their wireless access modes turned off but this can hurt them in the long run as they will have no way of updating any software patches and makes periodic maintenance more difficult. Corporations also like to isolate highly sensitive data services. This usually involves a dedicated system without wireless access or a system contained within a faraday cage. A decker has to be physically present to access these areas.

COMLINKS
A comlink is basically an advanced personal computer, PDA and cellphone. When in active mode, anyone can see your basic display information in AR as is ‘projected’ out into the wireless world. The basic features of a comlink include the Broadcasting within the basic signal strength of the device. The greater the signal strength the farther away the user can be and still maintain a secure link. The Firewall is the protecting ranting the device has against other’s hostile actions. The Intelligence and Wisdom of the device are its basic speed and skill ‘processing power’. A higher Intelligence or Wisdom score allows the device to operate at higher skill levels and speed.

Comlinks can operate on ‘hidden mode’ where they only talk to certain other comlinks and do not appear on others AR overlay, but this is restricted and even illegal in certain security areas. For example, police and security personal do not allow anyone to operate their comlink in a hidden mode in most of the downtown core areas of Seattle Metroplex. Most shopping centers and corporate locations also require everyone visiting to have their public information displayed for all to see at all times. This has the added “bonus” of restricting most homeless people and other ‘undesirables’ from these regions. Fake ID can overcome this security… if good enough.

A users with comlink and the Scan program can make a DC10 Intelligence (Computer Use) check to detect other comlinks within its broadcast area of affect. In hidden mode other users are at DC15 to detecting within the Broadcast signal. Firewall penalties don’t apply here. This simply allows a user to track and determine where active comlink signals are. When off comlinks cannot be detected.

Broadcast and Firewall
The Broadcast rating of a comlink is listed in the Gear section. This is the range that one can have a secure connection to a wireless system node or device such as another comlink or a drone. Beyond this range other systems have an advantage on any computer tests or attacks against your device.

The Firewall rating applies when you or others are trying to access or attack a systems from outside of the Matrix. If an enemy wanted to shut down your Smartgun link cybernetics, if it had the correct program (in this case Crash) as an Action they must make a DC15 Intelligence (Computer Use) skill test. The Firewall rating would then act as a penalty to the attackers check and then as a bonus to the systems saving throw against the Program being used. The Firewall rating times two is the bonus or penalty the device or system gains.

Your Persona within the Matrix gains your comlink’s Firewall rating as a bonus to Matrix saving throws and to the DC for your various Matrix program saving throw levels and to your Matrix AC. Nodes and Secure areas also have a Firewall rating. These ratings apply as penalties against your Persona’s Attacks or as Saving Throws bonuses against your Programs that require them. Ultra-secure areas might have high Firewalls but without bleeding edge tech this has an adverse effect on the only systems programs and IC systems. The reason that not all areas have high Firewall ratings is that the higher the rating the more processing power it eats up and it is extremely expensive be running all the time. This also means that a system that detects a hostile or non-user within an area they are not supposed to be in, the Firewall may increase to higher ratings for at least a short time.

The decker while projecting his or her conscious into the Matrix also gains the Firewall rating as a saving throw with Intelligence, Wisdom and Charisma against any program or IC that triggers them.

Most equipment that a character is carrying all are slaved to your comlink’s broadcast and firewall. As noted above many places require you to have your personal information on display and projecting at all time. This allows advertisers to send you tailored ads that match your buying trends (or at least your Fake ID’s) but also allows Security to monitor you and if needed hack your system to cause a weapon or piece of cybernetics to stop functioning. See Hacking a System below.

MATRIX 101
There are two basic ways to access the Matrix; through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cyber-eyes, etc. The second is called ‘Emersion’ where one “projects” their consciousness into the Matrix or a vehicle or drone or security system.

Anyone can experience what they refer to as 'cold emersion' via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. While using either level of Emersion your 'meat-body' is helpless and oblivious to the world around it. All of your ‘reality’ (sight, touch, feel, smells etc.) are filtered through the Matrix or drone or vehicle or security systems perceptive. While using hot-Emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for Matrix actions. See below. However being in 'hot' emersion can be dangerous as a decker can die from lethal bio-feedback caused by IC system.

Magical spells and affects have no impact or grant no aid in the Matrix, nor do any non-Decker Talents. Most Feats also don’t help you in the Matrix unless it’s related to Programs or affect Mental Skills – Intelligence, Wisdom and Charisma (and Charisma skills are rarely of us). Most physical cybernetics also has no effect in the Matrix like Wired Reflexes or Cybernetic Eye replacements. A Vehicle Control Rig and a Cerebral Boost are the two exceptions.

In the world of 2050+ most everyone interacts with the Matrix via either AR or Emersion. You can still type on an old style computer terminal but these are slow and almost no one uses them anymore. As one maneuvers through the Matrix one encounters massive amounts of data but much of it is hidden behind firewalls.

Within the Matrix there are different levels of security and reality. Public sites include advertisements that flash over one’s comlink almost constantly. Most people know how to filter out what they do and don’t want to see. There are also public information sites and forums (like ancient pre-Matrix websites like Wikipedia or the Library of Congress online information sites) when characters can gain basic public information etc.

Past the public sites are private systems. These range from personal Matrix data sites to Megacorp private Nods. These sites require either passcodes and/or permission to access or a decker to hack into and bypass the security protocols. See Hacking a System below. The Matrix itself tends to looks like an infinite electronic field with various Nods and Hosts Icons appearing as their makers have defined (and spent nuyen on creating). For example Aztechnology public host site appears to be a huge Azteca Step-Pyramid with a stylized animal heads ‘carved’ into the surface of each side while the Seattle Metroplex Governor’s site is the Space Needle.

Within various Matrix Host Area they take on varying different looks and feels depending on the locations Matrix Sculpting (what it’s programmed wanted to look and feel like). Again within the public area of Aztechnology Host Area appears to within a Azteca royal court with primitive looking ‘warriors’ (IC) wearing animal skins and carrying obsidian blade swords. Within the Seattle Metroplex Governor’s site looks like a block-standard Wageslave Office waiting area.

MATRIX PERSONA

Basic Persona: Anyone with AR or Emersion ability can use a Persona which acts as their Icon within the Matrix. This Persona exists only in electronic form and is stored on the comlink with a Constant Duration. Personas can look like almost anything you can imagine.

SR.D5.Persona.jpg

Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might make (but Charisma skill are rarely if ever used in the Matrix).

If you have access to the emersion ability you can project yourself into the Matrix ‘naked’ but there are a lot of disadvantage to this. First you Matrix stats low – your Matrix Strength is ½ your Intelligence score (round down) and your Matrix Constitution is ½ your Wisdom score (round down). Your Matrix Hit Points are equal to the total of your Matrix Strength and Constitution. Your Matrix Armor Class is 10 + your Intelligence modifier. You deal 1d4 plus your Matrix Strength modifier damage in the Matrix and you cannot add extra Programs while projecting in this way. Also you suffer 1 hit points of damage that ignores all resistance and hardness every minute your mind is exposed to the unfiltered Matrix biofeedback.

A Persona Icon in the Matrix grants you both Matrix Strength and Constitution along with Matrix AC and HP that work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’.

A Stock Persona costs 500¥ (Restricted) has a Matrix Strength and Constitution of 12 and basic Matrix attack deal 1d6 plus their Matrix Strength modifier in damage. Base Matrix AC is 12+ Intelligence modifier + Firewall rating. Matrix Hit Points are equal to its Matrix Constitution Modifier + 8 + your character Level. There are two basic skills in the Matrix that all Personas (and an optional comlink upgrade) have access to – Scan which is sort of an electronic Perception and Search which is your basic electronic Investigation. A Stock Persona’s Scan and Search are equal to the Decker’s proficiency bonus + Intelligence modifier. Finally all gain the comlink’s Firewall rating bonus towards Matrix Strength and Constitution saves. The Decker uses her own saves for Intelligence, Wisdom and Charisma but also gain their comlink’s Firewall bonus to them also.

System Upgrades – these boost the basic/Stock Matrix stats and ratings.

  • Boost Matrix Constitution – adds +2 to Matrix Constitution score per rank up to a maximum rating of 4 (for Matrix Constitution of 20). Cost 1,000¥ x Rank (Restricted).
  • Boost Matrix Hit Points – adds +5 Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank 1-3 and 1,500¥ x Rank 4-6 (Restricted).
  • Boosted Search – adds +1 equipment bonus to your skill per rank up to a maximum of +6. Cost 500¥ x Rank.
  • Boosted Scan –adds +1 equipment bonus to your skill per rank up to a maximum of +f 6. Cost 500¥ x Rank.
  • Boost Matrix Strength (max Rating 4) – a adds +2 to Matrix Strength score per rank up to a maximum rating of 4 (for a Matrix Strength of 20). Cost 1,000¥ x Rank (Restricted).
  • Matrix Save – Constitution or Strength: Persona’s Constitution and Strength saves in the Matrix can add the decker’s Proficiency bonus to the attribute modifier. Each must be purchased separately for 2,000¥ (Restricted).

PROGRAMS

Programs – With a Persona a decker can run programs off of her comlink. Activating a Program is an Action by the user. They are maintained by the comlink without requiring concentration (but can be crashed or attacked, see below). You can maintain a number of programs running at one time equal to your comlink’s Intelligence modifier +1.

All Programs have at least Redistricted availability.

The base DC for any target’s save verses a Program is 8 + the program’s level + the user’s Intelligence bonus + Firewall rating.

  • Adaptive (Rating 1; Constant) – this program grants Resistance vs. Matrix damage including damage that might be inflicted onto a decker from black ice, etc. Cost 20,000¥. (Illegal)
  • Agents (max Rating 10; Constant) – your decker has semi-autonomous programs that can perform semi-indepent tasks for her. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 15, Attack +4 to hit, Matrix Damage 1d6+2, AC 14 (with Int modifier), Matrix Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 2,500¥ +1,000¥ x Rating. Your rating is the number of Agents you can have on hand at one time. They all appear when activated.
SR.D5.Programs.jpg
Upgrades – Boost Strength, Constitution or Charisma by +2 for +400¥ each, or Boost Intelligence or Wisdom by +2 for +800¥ each. Boost Strength, Constitution or Charisma by another +2 (+4 total) for +600¥ each, or Boost Intelligence or Wisdom by another +2 (+4 total) for 1,200¥ each. Boost Strength, Constitution or Charisma by another +2 (+6 total) for +800¥ each, or Boost Intelligence or Wisdom another +2 (+6 total) for +1,600¥ each. Boost HP +5 for +500¥. Boost HP another +5 (+10 total) for +750¥. For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all the Agents gain whichever upgrades you purchase as a group).
  • Black Hammer (Rating 1; Duration 5 rounds) – similar to Black ICE used by IC programs, this highly illegal program deals all Matrix hit point damage to the Persona and her deck but also deals ½ its damage to the meat-body of the decker using emersion! Cost 15,000¥ (Illegal).
  • Confusion (max Rating 8; Instant) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Matrix Constitution save or gain the Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +750¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)

 Corruption (max Rating 8; Instant) – this program can destroy data files that are resisted with a Matrix Constitution save or by a comlink’s Wisdom save. Failure means that a section of data-files information was destroyed that round. Data-files can continue multiple levels or parts that must be destroyed separately depending on the size of the host, etc. Cost 500¥ +500¥ x Rating (Illegal).  Crash (max Rating 8; Instant) – this program can crash any one other program being run by icon, system or persona. It can also be used to crash a physical piece of cybernetics or electronic device. Resisted by a Matrix Constitution save or the user’s Intelligence save. Failure allows the attacker to cause one of the target’s programs to function at ½ its rating (round down). A second attack with a second failed save causes the program to stop functioning. The target cannot use that program until fixed. See Repairing programs. If attacking a piece of electronics (the broadcast on a comlink) or a drone system (like one specific weapon) or one specific cybernetic system a failed save results in the system to stop function for a number of rounds equal to the Crash program rating. At the end of each of the user’s turns it gains a new save. Success restores the system. Cost 1,500¥ +500¥ x Rating up to 4; 2,500¥ +2,000¥ x Rating for 5-8  Exploit (max Rating 8; Instant) – this program allows one to gain access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the charmed condition and is considered friendly (see Compute Use skill) towards the user. The system gains a new Intelligence save at the end of each of its rounds. Success and the charmed condition ends. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal)  Grey Hammer (Rating 1; Duration 10 rounds) – this program is used to damage an opponent’s comlink or deck and hardware. Any damage dealt by the persona or program also lowers the target’s maximum Matrix Hit Point score by the same amount and its deals the same damage to the target’s comlink. See repairing below. Cost 5,000¥ (Illegal) Hammer (max Rating 4; Constant) – increases your persona’s attack damage. Rating I increase the die to 1d8 damage for 750¥; or Rating II increase the die to 1d10 damage for 1,500¥; a Rating III increases the damage die to 1d12 damage for 3,000¥; and finally Rating IV increase the dices to 2d8 for 10,000¥ (Illegal). The program can add upgrades to include AP (Matrix Hardness is divided by ½, round down, for attacks) for +5,000¥ (Illegal) and/or Heavy Damage (ignores the Matrix Resistance) for +10,000¥ (Illegal)  Matrix AC (max Rating 4; Duration 10 rounds) – increases your persona’s Armor Class. Rating I for base AC 14 is 500¥. Rating II is base AC 15 for 1,000¥; or Rating III is base AC 16 for 3,000¥; or Rating IV grants base AC 18 for 10,000¥. All add your Intelligence modifier to the AC.  Matrix Hardness (max Rating 5; Duration 10 rounds) – your persona’s Hardness against Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases it to 3 for +500¥, Rating III increase this to 4 for +1,000¥, Rating IV increases this to 6 for +2,000¥, and finally Rating V increases it to 8 for +3,000¥.  Medic (max Rating 8; Instant) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an Action a persona or system can heal 2d8 + Matrix Constitution modifier back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it (it has been used up). Cost 500¥ x Rating.  Quicken (max Rating 6; Constant) – this program allows the Decker to react faster. Add its rating to your Persona’s Matrix Initiative score adds ½ its rating (round down) to Scan, Search and Tracker checks. Cost 500¥ +500¥ x Rating up to 3; 1,000¥ +1,000¥ x Rating for 4-6  Sleaze (max Rating 8; Constant) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)  Sneak (max Rating 8; Constant) – a type of Matrix Invisibility resisted by a Wisdom save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)  Spoof (max Rating 6; ; Constant) – this is a Matrix Deception program that allows the user to fool a program or Persona into thinking it is something else or is authorized to be there, etc. Often used in conjunction with Sleaze. Grants +1 equipment bonus to the user’s Computer User opposed skill check against the system or user’s Scan rating to determine its’ is an non-user. Cost 300¥ +300¥ x Rating up to 4; 500¥ +500¥ x Rating for 5-6  Tar Baby (max Rating 8; Instant) – this program can freeze another in place. The target resists with a Matrix Strength save. Failure means it has the Restrained condition. It makes a new save every round at the end of its actions, success ends the condition. This also means that a Persona or system IC cannot move outside of its present node or area. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal)  Targeting (max Rating 3; Duration 10 rounds) – each level of this program adds +2 to your Matrix Attack rolls when dealing direct Matrix damage (via Hammer, etc.). Costs 1,000¥ +1,000¥ x Rating (Illegal)  Tracker (max Rating 8; Duration 10 rounds) – this program is used to determine the physical location of another decker in the real-world. As an action make a DC20 check with the rating as the bonus minus the decker’s Firewall plus your Intelligence modifier. After the decker has activated the program it will continue to run, making a check each round after the first but now as a free action on the part of the decker for the next minute (10 rounds). Cost 750¥ +500¥ x Rating up to 4; 1,500¥ +1,000¥ x Rating for 5-8.

ACTIONS IN THE MATRIX

Agents Agents are semi-autonomous programs that can perform tasks and assist a decker within the Matrix. The user does not need to be log on itself to employ them but their limited AI means that they tend to be less affective (most tasks are performed at disadvantage when you are logged off). Agents roll their Initiative as a group and obey the users commands absolutely (no action required by you). They can perform almost any task that the Persona can with the correct programming. However they many only run a number of programs equal to their Intelligence modifier -1 (min 1). If sent out autonomy into other systems (as a group or individually) to perform their tasks. Dumpshock When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was knocked to 0 Matrix Hit Points or when a Node crashed) or when you are knocked out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make a DC15 Intelligence save. Success means you gain the Reeling conditions and recover normally against a base DC12. Failure results in you gaining the Stunned condition for 1 minute (10 rounds). After that you lose the Stunned condition but gain the Reeling conditions instead. You recover from the Reeling condition as normal but the DC15. Hacking a System When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. There are two ways to do this – try to sneak pass the security protocols or smash through them. Hacking drones and physical locks…  For Drones and Security systems (often controlled by Spyders) a decker or rigger can attempt to seize control of it. They must first get pass the Firewall, either by using a rigger’s VRC (vehicle rig control) cybernetic implant or a program such as Sleaze or Sneak to get past the Firewall. See Drone Hacking talent (pg. 67). To use Sleaze or Sneak the attacker tries to slip past its security system. The drone gets an Intelligence save plus it’s Firewall against the program rating. If it fails the attacker slips through and can use Exploit to seize control of it or Confusion to paralyze it or Crash to shut it down temporally (these are separate actions as normal).  Security locks with Firewalls must be bypassed with either a security tool kit that matches the device (Maglock passkey to bypass a Maglock) with a skill check against the DC or wirelessly with a comlink against the same DC but with a penalty equal to the Firewall rating x4! In the Matrix…  To sneak in the decker must by-pass the secure of the system with a program such as Sleaze, Sneak or Spoof. This is an Action with the systems Firewall rating acting as its Saving Throw bonus. A failed save means that you have slipped by the system and can now act as ‘user’. If the system successfully saves the decker has the option of trying to smash pass the IC or leaving as the system sends out alarms or risk being tracked and dumped out of the Matrix (depending on the system). No matter what she does the system’s Firewall will increase by 1 or more levels.  Smashing through means the decker is going to attack the Firewall itself in order to disable it. She can then move into the secure area and act as an ‘intruder’. The Firewall has its rating times 10 in Matrix Hit Points. If the decker can crash or destroy the Firewall in one round the system will fail to recognize the breach until its base time to run identity checks, which automatically detects intruders.  Within most secure areas (except maybe those of really low important areas) the owners will have IC running at all times past the Firewalls. This IC is use to detect non-users and intruders within it. Depending on the level of security these system run identity checks every 10 minutes for low-security (often called Blue level, the lowest level for security IC), 2 minute for mid-level security (Orange level, a moderate secure area with some sensitive or protective data is stored) and every 5 rounds (Red level, or very secure areas) and every round (Code Red, or ultra-secure areas). Generally speaking a system can also increase one or two levels when it detects a non-user and the Firewall rating increase by one for Red and two for Code Red alerts. When a system has been alerted to an intruder or non-user additional IC is activated. This is highly dependent on the Corp, its resources, the level of sensitivity of the area the decker is in, etc. Blue systems will normally alert personal of breach and raise its level of Orange in 1d6 rounds. Orange systems will activate Grey IC system to seek out intruders and either attempt to crash their Persona (bring it down to 0 Matrix Hit Points) or activate a Tracker program to find the decker’s meat body. Many corporations will also raise an Orange threat to Red in 1d6+2 rounds. Red systems will active IC (most are Grey but some MegaCorps will activate Black IC also) along with wageslave deckers themselves and automatically attempt a trace on the decker’s meat body. Code Red alerts are only found with the most paranoid of corps. There will be multiple levels of IC and deckers activated and Tracker programs used at once.

Matrix Actions in Combat

For Matrix combat your Initiative is your Intelligence Modifier and if you are proficient with Initiative you also add your Proficiency bonus. Your Attack roll is your proficiency bonus + your Intelligence modifier. These can be altered by Programs. Some programs also require a saving throw. The basic save the DC is 8 + program rating (1-8) + your Intelligence modifier + comlink’s Firewall bonus. Your Persona may also have to make saving throws and gains your comlink’s Firewall bonus to all saves from the Matrix. Nodes and IC security and various Matrix systems all gain their Firewall rating as a bases for their saves unless otherwise noted. Remember while using hot-Emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for Matrix actions. These include Activating a Program, Attack, Disconnect, Dodge, Search and Scan Activating a Program: It takes an action to activate a program. Programs with duration of Instant must be active each time they are used. Their affects can be lasting. Those with a Duration require no concentration but must be reactivated to have it be back online. While a decker can have multiple programs up and running you cannot have two of the same programs with duration running at the same time. Programs with a Constant duration are active for as long as you remain in the Matrix. When you disconnect they all end. Attack: As above you make an attack check against any Persona, Icon, Program or System that you can see. Movement of Personas and programs is at the speed of light within the Matrix so range is irrelevant. If you succeed you deal your Matrix damage. Disconnect: As a full round action you can disconnect from the Matrix. This is safe but any Tracker programs or similar system searches still happen against your location until the start of your next round. You can disconnect as a basic action which automatically ends any such searches against you but you must make an Intelligence save against Dumpshock. Dodge: As an action you impose Disadvantage on all Matrix attacks against your Persona and you gain advantage against any Matrix program that imposes a save against you until the start of your next round. Search and Scan: As an action you can run either program within the Matrix or in the physical world to search for hidden comlinks and other systems or to shift through datafiles to search out specific information or to gather the intel of a datafile or program or corporate system.

REPAIRING PROGRAMS

When you are within the Matrix your Persona can suffer damage or have a program crash it requires ‘repair’ before you can use it again. There are two types of repair – permanent fixes and quick fixes (sort of like jury-rigging for mechanics). Permanent fixes require a user to be logged off the Matrix and physically working on the comlink. With one hour of work and a DC15 Mechanics skill check with a Repair kit or similar tool set. The fixer can repair one crashed or ‘used up’ Program or restore all lost Matrix Hit Points. With the same check and an hour it could also restore 1d8 + his Intelligence and proficiency bonus (if proficient with Mechanics) total from any maximum Matrix Hit Points the system has suffered. A separate check and hour or work is required to restore Matrix Hit Point Maximums. A separate check would allow you to repair any Matrix damage done to a comlink directly by the same amount. To repair a comlink also costs 10¥ worth of supplies per HP restored. Without supplies the user only repairs ¼ (round down) the listed amount. Quick Fixes can be done with in the Matrix and take an Action with a DC15 Computer Use skill check for the fixer to temporarily restore one partial crashed or ‘used up’ Program or to restore a crashed program to partially crashed (it requires two checks to full restore a fully crashed program) or to restore 1d8 + his proficiency bonus if trained in Computer Use back in lost Matrix Hit Points. These fixes only last 1 minute (10 rounds) before they are lost again (the program re-crashes and the Matrix Hit Points are again lost). If the user got a DC25+ on a check it will last until the user logs off the Matrix before they are again lost. Note however that a for each failed or successful quick fix check on a specific Program or restores Matrix Hit Points increases the DC by +5 for each individual check. After the user has taken a long rest the DC for quick fixes for each system is returned to 15.

WRITING YOUR OWN PROGRAMS

VEHICLES AND DRONES HOUSERULES

In the world of Shadowrun a great majority of vehicles and all drones are “self-operating”. Some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon.

VEHICLE AND DRONE NOTES

Special Vehicle and Drone Conditions

VEHICLE AND DRONE ACTIONS

  • Automatidate Actions. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, .

ENVIRONMENTAL SITUATIONS HOUSERULES

These are only the most common environmental situations a runner might encounter. Z-gravity, the vacuum of space, etc. are really unlikely but see in Shadowrun but the basics are included in the rules.

COLD WEATHER
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing winter clothing or a wetsuit if underwater. If not increase to DC20. Arctic survival suits ignore the basic condition and grant advantage on the save below 0° F down to -40° F then standard saves and finally at disadvantage on saves below -80° F. Below -100° F (extremely unlikely) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.
Space includes temps below -100° F.

EXCESSIVE HEAT
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. If that amount of water isn’t available, creature must make DC15 Constitution check every four hours add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This exhaustion can kill the creature.
In Space, without a spacesuit protection, causes a level of exhaustion every round automatically unless you have 'breathed out' the oxygen in your lungs (requires an Intelligence DC15 save). You can ignore this exhaustion for a number of rounds equal to half your constition score. Physical activity, water and shade have no impact.

PRESSURE
Pressure can come from being deep underwater or hard-g maneuvers in an atmosphere. High atmospheric pressure requires a DC10 Constitution saving throw every hour, 10 minutes if exerting oneself. Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to DC15 each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.
Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a DC15 Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a DC20 or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a DC25 or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).

POLLUTION AND TOXIC CONTAMINANTS
In the Shadowrun timeline there are many contaminated zones where horrible industrial accidents happened created toxic zones and radioactive sites. Certain toxins and gaseous content of a hazardous zones do not support healthy life. Pollutions can include ingestion (drinking or eating contaminated animals or plants), inhaled or from skin contact. Creatures in a polluted environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. A creature without some kind of breathing apparatus must make a DC10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour or day or week depending on the level of pollution) or suffer 1d8 (or 1d6 or 1d4) points of toxic damage that reduces its hit point maximum by the same amount and one level of exhaustion. These level of exhaustion can kill the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). Exhaustion levels lost due to pollution are not removed until you have restored you maximum hit points is returned to full.

RADIATION
There are various degrees of radiation that causes damage and reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum are also reduced by the same amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of necrotic damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a DC15 save every minute or suffer 2d6 hit points of necrotic damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a DC18 save but every round or suffer 3d6 hit points of necrotic damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total (these are recovered separately). The poisoned condition is not removed until you have restored you maximum hit points is returned to full.
Space is considered to have a Dangerous levels of radiation.

EXPLOITAND & EDITS OPTIONAL HOUSERULE

Something I encountered trying to run Shadowrun is that the game can REALLY bogs down during planning and legwork. There are just too many options for players on what to look into, bouncing ideas around, plans and strategies they might consider, etc. In Dungeons & Dragons these are called Plot Points (in the DMG Optional Rules) but they are a bit different here.

The idea follows something done in Blades in the Darkpowered by Apocalypse World’ RPG system. In that game players take on the roles of rogues and hucksters in a big urban fantasy thieves’ guild. In the game you start out with “Planning & Engagement” adventure steps, where the crew (the heroes) huddle around flickering lanterns in their lairs to plot, scheme, bicker about the best approach, lament the dangers and lust about the coins to come. But the players don’t have to do the nitty-gritty planning. Instead the heroes take care of that off-screen and instead they choose a type of plan they have already made. The types of plans there are include – “Assault”, “Deception” or “Stealth” to name a few. The type of job or plan they make is based on the basic “Details” of the job. In Shadowrun this would be the Mr. Johnson’s job offer. The heroes would get to ask some initial question and negotiate their fee and then very quickly after that we would go straight to the action.

But what happens if they get into the action and discover you are missing a key piece of information or piece of equipment or they did not plan for something that they logically could have thought up beforehand? The solution is called an ‘Exploits’. These are group generation options where you can retro-edit a scene in the middle of the game. Instead of spending lots of time depending and hashing over your plans for hours of real game time the character get their mission and then the very quickly jump into the action. If, later in the game, they come upon a situation they are not prepared to handle one of the players can use an Exploit, make a skill check (depending on what they want to do, etc.) and if they succeed, spend the group point and adjust their actions according.

We had a plan for that” is when the group can edit something that is happening in the present by saying they planned for it during the off-screen planning part of the adventure. This could be buying some extra gear before the advance or having some plan. Basic edits might be worth only 1 exploit point and require a low DC skill check. Higher, more complex ones might require 2 or even 3 points with a higher DC check.

Another exploit type is “What did my contact say about that?” Legwork is an area I feel the game can get really bogged down in as the players ask different questions and many of them having nothing to do with the case/adventure at hand (sometimes as they get off on a tangent or mislead, etc.). So instead of wasting lots of game time on it or having players pursue inaccurate data, they can spend an Exploit to gain some legwork information of their present situation by saying they did all this work before the action started. After all, in Shadowrun the Mr. Johnson almost never is telling the truth or giving you all the information. You are a ‘denial asset’ after all and it would not be good for the bottom line if you divulged sensitive information to the wrong party.

Exploits are generated by the group’s size and the level of danger of the mission. Not to give too much away during some adventures the GM might say that the Mr. Johnson assumes the party that the job is a ‘Milk Run’ and not that dangerous. The GM assigns the party ½ the party size in exploit points because of this but knows that there are some big complications built into the game that the party will run into fairly shortly and when that happens informs them of this but bumping up the Exploit total, just when the need them. This helps maintain some of the surprise in the adventure. Exploit Points depend on the basic adventure danger level…

  • Milk Runs – easy job with low level of overall danger (unless the group screws up). Example – steal something from a low-security area. ½ (round up) Exploit points per party member.
  • Low Danger – moderate or average danger levels for your typical Shadowrun team. Example – break into a low end corp to grab some tech/data. 1 Exploit point a party member.
  • Dangerous Job – a fairly tough job with some high risks involved for the team. Example – break into a mega-corp research lab to get samples and data. 2 Exploit points a party member.
  • Extreme Danger – high levels of danger and risk (to either life or freedoms). Example – break into a mega-corp black op section and kidnap the executive in charge. 3 Exploit points a party member.

HOW THIS ALL GOING WORK?
Mr. Johnson hires the team. He gives them a basic mission spiel and offer of cash payout. This will set a basic ‘mission type’ (blow up some center at night would be an ‘assault’, sneak into area and plan evidences, don’t get caught might be ‘stealth’ etc.) that gives the team their basic ‘plan or mission’ type and the basic number of Exploit points.

The heroes might ask some question and/or negotiation extra cash or equipment rewards. After that the heroes each get to make one or two contact rolls (Gather Information vs. their Contact type) for any extra basic information they might get. The heroes should have their basic load or equipment already on hand and picked out. If they want something extra they can purchase or attempt to find it (with a roll) now and add it to their sheets.

Then we move into the action. The GM gives them the basic set up of where they are and what is happening for this mission. If there is a complication that is somewhat outside their control (like say someone already knows about the Mr. Johnson’s actions and is trying to stop it and already knows about the heroes) this can be where the action starts instead. Say the heroes are heading towards the start of the mission and are about to get ambushed (maybe making a roll vs. Passive Perception) and then “Roll Initiative”. Or if in the middle of the adventure comes up that a contact might have pertinent information the player can ask the GM “Hey my contact X might have had some info on this, can I have contact him?” If it makes since the GM gives the character a normal contact roll, pays the cash to his contact based on that roll and the GM gives them whatever they might have known. Now the player has the info and it can be assumed that everyone heard about it from the player and can act accordingly. Or one of the heroes pipes up saying he wants to do something or to have planned for a percent situation or maybe wants to have picked up a piece of gear and forgot so can he say he purchased it already? Or wants to gain some background of a person or area or situation with past legwork.

The GM then provides a roll, depending on the situation. Some examples…

(a) The group is sneaking into a place. The job did not say to totally avoid collateral damage etc. and the team spots a pair of barghest guard dogs outside the facility they are breaking into. They don’t want to take the chance that the dogs’ howls might attract the guards so one of the heroes says “Hey could I have purchased some of those ‘stummer-sound wave jammers’? I think they should be able to mask these dogs’ howls for us to take them out and not alert anyone! The game sees that the stummer is not restricted or illegal and just costs money. The character could use one of his ‘edits’ to have the stummer on hand and ready to go.
(b) Or the heroes are breaking into a facility and forgot to bring wire-cutters when they encounter a chain-link fence. Its’ also electrified. Someone could use an edit to have remembered to grab a pair of ‘grounded’ non-conductive cutters and just pay the money now.
(c) Or the heroes are sneaking down an interior hallway and see a check point ahead that also has a big gun emplacement in front of it. While the rigger is attempting to hack the security system that controls the gun itself, one of the other heroes might ask if he could have planned on using the ventilation system at some point to get closer to one of the guard posts unnoticed. The GM had said that the ventilation system was too small to crawl through earlier. But the runner had studied the schematics and noticed that at this point there was an older design or something similar and it was big enough to get through here. The GM might give the runner a Dexterity (Stealth) check DC15 to be able to use this edit in this situation. Failure means he can’t use this edit in this situation as the building had been updated since the runner saw the plans or if he makes it by +5 or +10, not only does he get the edit but he is able to sneak closer than he had asked for or that more of the team could his lead, getting a bonus on a group Stealth check, etc.
(d) Or the heroes are fleeing the corp with security hot on their tail. The team spotter notices some flashing Lone Star cruisers heading this way. She asks if she can use one of her edits to have bribed the local Lone Star Sergeant to be slow on any responses to calls to this neighborhood. The GM asks how much the bribe might be and then gives the runner a Charisma (Persuasion) based on that. If she succeeds she deduces the cash and notices that they are a few blocks off and that they don’t seem to be in too great a hurry and have slowed for stop-lights, etc. Failure might mean that the cops are little closer and that Sergeant is in the lead car with a pissed off look (maybe he is honest or he is pissed the offer was so low, etc.). :(e) Or the team is breaking into an Ares’s facility in the Barrens, looking to steal some research into a prototype laser weapon system that Ares is supposed to be testing here. Inside the Decker stumbles across some files on a new germ-warfare treatment that Ares is testing for the Confederate States Marine Corp to combat some flu strain they discovered in the Caribbean League recently in the Narco-Wars with the Cartels there. One of the team members has a Street Doc contact and she asks “Hey my Street Doc use to do research in germ theory, can I have asked him about any ‘super-flus’ he might have heard about coming from that area?” The GM knows that the Mr. Johnson wants this research also ask his corporation is developing the flu weapon and wants to know how far along Ares is in developing a vaccine. He had told them to steal any and all research they stumble upon at the facility in the hopes they stumbled onto it also. He did not want them to know this of course but with a good contact roll the runner learns from her Street Doc contact that there was a corp by the name of NewGenics, that is based in Aztlan, was working on something similar and that the doc had heard rumors that the corp was partially funded by the drug cartels in the nation as well. This could have an interesting impact on how the heroes proceed.

GM'S SECTION

In this section I am listing some NPC, Paracritters, Upgrades and Vehicle & Drone creation.

NONHEROIC NPC

Low-End, non-heroic NPCs are created the same as normal characters, picking a class, etc. but with the following exception.

  • Don’t double their hit dices at 1st level and they must roll instead of starting with maximum.
  • Don’t gain Class Talents or Class Bonus Feats. However the GM may simply assign certain NPC talents when creating them. For example a Wiz-Bike Ganger might have the Spellcasting talent, etc.
  • Don’t start or gain Karma points. GM may assign a few points to a group of Minions.
  • Non-Heroic character ‘generally’ assign one use the following stat range – 12, 12, 12, 11, 10, 10. ‘Elite’ minion might instead have the following attribute spread – 14, 13, 12, 11, 10, 10.
  • Non-Heroic character do not add their proficiency bonus to their Damage Threshold.

EXAMPLES OF TYPICAL NPC TYPES
Note that these characters are not assigned a Species and GM should modify appropriately…

GANGER, Medium sized NPC (Street) Fighter 2

SR.D5.gang.jpg

Armor Class: 13 (reinforced synthetic leathers); Speed: 30 feet
Hit Points: 18 (HD 2d8); Damage Threshold: 16 (recovery +3)
STR 13 (+1), DEX 12 (+1), CON 12 (+1), INT 10, WIS 10, CHA 11
Saves: Strength +3, Constitution +3
Proficiencies: Light & Heavy Firearms, Heavy Weapons, Martial & Simple weapons; Light & Medium Armor
Skills: Athletics +3, Drive +3, Initiative +3, Intimidate +2, Stealth +3, Survival +2
Feats: Toughness
Senses passive perception 10; Languages Base plus Citispeak.
ACTIONS
Heavy Club (mace equivalent): Melee weapon attack: +3 to hit, one target, reach 5ft; Hit: 1d8+1 bludgeoning
Dagger: Melee attack: +3 to hit, one target, reach 5ft; Hit: 1d4+1 piercing
Colt-Remi Revolver (6c feed): +3 to hit, one target; Hit: 2d4+2 ballistic, Range 40/200ft; loud 300¥
Remington Roomsweeper (2i feed): Ranged Weapon Attack: +3 to hit, one target; Hit: 2d8+1 ballistic, Range 30/120ft; knockdown, loud, shotgun
AK-97 SMG (30m clip): Range Weapon Attack: +3 to hit, one target or Auto -2 to hit (+1 if braces) 10x10ft AOE, Hit: 2d8+1 ballistic (2d8 Auto), Range 80/400ft; auto, burst
Extra Gear: 2d6 extra revolver or shotgun or SMG rounds, Street-level gang clothing, Comlink (broadcast 1, firewall 1, second hand).
You standard low-ranking sprawl gang member. They are generally fairly brave and loyal to other members of their gang but only when they are around or in groups. Normally only carry one melee weapon and one firearm.

SR.D5.cop.jpg

SECURITY GUARD or CORPORATE COP, Medium sized NPC (Security) Fighter 3

Armor Class: 16, ballistic hardness 3 (armored jacket); Speed: 30 feet
Hit Points: 24 (HD 3d8); Damage Threshold: 16 (recovery +3)
STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 10, WIS 12 (+1), CHA 11
Saves: Strength +3, Constitution +3
Proficiencies: Light & Heavy Firearms, Heavy Weapons, Martial & Simple weapons; Light & Medium Armor
Skills: Athletic +3, Drive +4, Gather Information +2, Intimidate +2, Investigation +2, Perception +3
Feats: Toughness, Weapon Focus (Collapsible baton)
Senses passive perception 13; Languages Base plus one.
ACTIONS
Collapsible Baton: Melee weapon attack: +5 to hit, one target, reach 5ft; Hit: 1d6+2 bludgeoning; holdout, light
Tamaha Pulser (4m feed): Ranged weapon attack: +4 to hit, one target; Hit: Stun 18 constitution save, Range 10/30ft; silent
Colt Manhunter (18m clip): Ranged weapon attack: +4 to hit, one target; Hit: 2d8+2 ballistic, Range 50/250ft; DT
Remington 990 (8i feed): Ranged weapon attack: +4 to hit, one target; Hit: 2d10+2 ballistic, Range 50/200ft; knockdown, loud, shotgun
Extra Gear: 2 extra clips/loads for each weapon carried, Uniform, Comlink (broadcast 2, firewall 2)
You 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.

PARA-MILITARY/SWAT, Medium sized NPC (Security) Fighter 5

SR5.D5.swat.jpg

Armor Class: 19, ballistic hardness 4 (light security armor); Speed: 30 feet
Hit Points: 36 (HD 5d8); Damage Threshold: 16 (recovery +4)
STR 15 (+2), DEX 14 (+2), CON 12 (+1), INT 10, WIS 12 (+1), CHA 11
Saves: Strength +5, Constitution +4
Proficiencies: Light & Heavy Firearms, Heavy Weapons, Martial & Simple weapons; Light & Medium Armor
Skills: Athletic +5, Drive +5, Intimidate +3, Investigation +3, Perception +5, Stealth +5
Feats: Bullet Storm (Auto 15x15ft or 5x30ft), Toughness, Weapon Focus (HK-227)
Cybernetics: Smartgun link (with upgraded firearms, +2 equipment bonus to weapon ranged attacks and re-roll 1s and 2s on damage dice, Strain 2)
Senses passive perception 15; Languages Base, plus one
ACTIONS
Ares Predator (14m clip): Ranged weapon attack: +7 to hit, one target; Hit: 2d8+4 ballistic, Range 50/250ft; DT, smart
HK-227 (30m clip): Ranged weapon attack: +8 to hit, one target or Auto +3 (+6 if brace) to hit 10x10ft AOE, Range 80/400ft; Hit: 2d8+2 ballistic (2d8 Auto), Range 50/250ft; Auto, burst, smart
Extra Gear: 2 extra clips for each weapon, Uniform, Gas Mask, Comlink (broadcast 2, firewall 3)
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.

BEASTS AND PARA-CRITTERS

Using the basic system for DnD5 monsters for most beast and para-critters (magically awakened or changed beasts and metahumans that through the change have reverted to semi-sentient). Generally speaking use the Hit Dice, Attributes, and various abilities from the Monster Manuel and Dungeons Masters Guide, however, most animals have double the Hit Dice at ‘1st level’ and above average attributes above that.

PARA-CRITTERS ABILITIES
Dual-Natured: Dual-Natured beings like spirits and a number of para-critters, from Dragons too Devil-Rats, can perceive in both the mundane world and into Astral Space at the same. This is second nature to them and they do not suffer penalties to their Perception with sight in the normal world as most magic users do. They are vulnerable to mana-based spell from astral beings or astral projecting magic users but at the same time they can also affect and attack such beings with their natural weapons or para-critter like powers. These beings always have the effect of Truesight. This can be tricked with the Masking ability though (see Initiate Talent trees under Adapts and Magic Users). The dual-natured being gets a normal check to see though this.

UPGRADES