home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The Unsorted BBS Collection
/
thegreatunsorted.tar
/
thegreatunsorted
/
misc
/
shadowlo.txt
< prev
next >
Wrap
Text File
|
1994-12-06
|
329KB
|
7,319 lines
N.E.R.P.S.
ShadowLore
Edited By:
Robert A. Hayden
NERPS : ShadowLore was assembled and published in the
bowels of Mankato State University. I'm Robert Hayden. My
permanent address is P.O. Box 4041, Mankato, MN 56002-4041.
Via email, I can be found at
hayden@krypton.mankato.msus.edu. Note that the above
addresses are subject to change, especially email, as I am
bound to enter the real world someday.
NERPS: ShadowLore was released on April 15th, 1994. Down
with I.R.S. thieves.
This updated version with a few minor changes was released
on May 2, 1994.
You are free to pass on this document to your friends or
enemies, at no cost to the user or profit for yourself, in
either electronic or hardcopy format. If you distribute via
hardcopy, you may charge to cover printing and materials,
but not for profit.
Shadowrun is a registered trademark of FASA, Inc. They
actually make money off of the game.
The copyrights of each article are held by the original
authors.
This compilation is copyright ⌐ 1994 Robert A. Hayden
ABOUT THE EDITOR
Robert A. Hayden is a senior at Mankato State University, a
campus of 15,000 located in southern Minnesota, United
States. He's majoring in experiential education, with an
emphasis on computer administration. He is also the
administrator of the four ShadowRun Internet mailing lists,
as well as serving the Mankato State Student Senate as a
member of the Academic Computing Committee.
In addition to ShadowRun, computer and education related
activities, Hayden spends his free time involved with
various aspects of political activism. A staunch supporter
of civil and privacy rights, and a member of the Electronic
Freedom Foundation, Computer Professionals for Social
Responsibility, and the American Civil Liberties Union,
Hayden can often be found wandering the nets or the real
world, passing out opinions to anyone who will listen on
issues of constitutional, civil and electronic rights. In
addition, he is part of the south-central Minnesota
gay/lesbian/bisexual civil rights movement and is an active
voice at Mankato State on the same subject.
When I was in the military,
They gave me a medal for killing two men and a discharge for
loving one
-- Leonard Matlovich
LEAVE OUR PRIVATES ALONE
End the ban on gays in the U.S. military
This book is dedicated to the poets, the storytellers, the
lovers, the imaginers, the creators, the inventors, and the
dreamers. Without them it would have
never seen the light of day, and without them humankind
would
still be living in caves freezing to death.
Never let the creative spirit die, for its death takes
with it our very reason for existing.
STOP CLIPPER
STOP TELEPHONY
KEEP CYBERSPACE FREE
Join the E.F.F.
eMail to info@eff.org
for information
Table of Contents
RACES 05
Halfling
06
Minotaur
06
Ogre
07
MAGIC 08
Spells
08
Physical Adept Skills
12
Totems 14
Health Adept
18
Null Adept
19
Blood Magic
20
Waking the Dead
22
Gathering Magic
24
Ragaining Essence
24
Gradual Initiation
26
Dead Zones
29
CYBERWARE 32
Brand Name CyberWare
32
BIOWARE 37
Optional Rules for BioWare and Magic
37
BioSculpting
38
ShadowFurry
39
Enzomatic Reinforcer Treatment
44
MATRIX 45
Programming Languages
45
Matrix Combat (version 2.1)
48
MultiTasking
53
CPU Controllers
56
TECH 57
Consolidated Ammo
57
Clustered Datajacks
59
Expert Systems 61
Signal Router
62
Low-Altitude Vectored Thrust Vehicles
63
Gadgets 68
BEHIND THE SCENES 76
Matador Files
76
Toxin Exposure 77
Two-Weapon Combat
79
Unarmed Combat 80
Contacts / Archtypes
81
RACES
BACKGROUND "look different" by most
scientist, and halflings
In 2048 an intensive (homo sapiens waerlous)
classification project of which are often confused
paranormal races was with dwarves.
undertaken by researchers
at the London Institute of Table of Attributes
Paranormal Studies. Doctor Human
Henry McAllister, Associate Halfling Minotaur Ogre
Professor and Project BODY 6
Leader for the 6 10(+4) 9
classification project, (+3)
published a paper in QUICK 6
February of 2054 that has 8 (+2) 6
been a topic of debate ever 6
since. His revolutionary STR 6
results showed that not all 5 (-1) 9 (+3)
standard races of Dwarves, 10 (+4)
Orks, and others are the CHAR 6
same. Some subjects, 7 (+1) 4 (-2)
showed vastly different 5 (-1)
physical attributes. INT 6
7 (+1) 5 (-1)
Contrary to the opinion of 4 (-2)
the majority of the WILL 6
scientific community, there 6 5 (-1)
is substantial evidence 5 (-1)
that there are more than ESS 6
the five commonly accepted 6 6
metahuman races. Through 6
sophisticated and detailed REACT 6
studies of the physical, 7 5
mental, and genetic 5
attributes of humanity, EYES ---
this scientist has been Low Lt Thermo
able to confirm the Low Lt
existence of eight distinct SPEC 1 ---
metahuman races. The *1 *2
first five are the commonly --
accepted ones dwarves (homo SPEC 2 ---
sapiens pumilionis), elves -- *3
(homo sapiens nobilis), --
humans (homo sapiens RUN x4
sapiens), orks (homo x3 x3
sapiens robustus), and x4
trolls (homo sapiens
ingentis). The other three *1 == Halflings
are ogres (homo sapiens receive a +1 die bonus when
humongous) and minotaurs using Social Skills.
(homo sapiens taurus), *2== Trolls and
which are often considered Minotaurs have a +1 Reach
to be orks and trolls that for Armed/Unarmed Combat.
*3== Minotaurs of orks. Ogres have low
have a pair of horns that light vision, just like
will do (Str)M physical orks.
damage.
This attack Minotaur attributes fall
does not benefit from the between those of orks and
+1 reach, though. trolls. Physcial strength,
Overview of new forms of endurance, and quickness
metahumanity: fall right between those of
orks and trolls.
Halflings were generally Intelligence is equal to
considered to be unusual orks while mental endurance
dwarfs. However the and socialization skills
testing process proved them are equal to those of
to have very different trolls. Minotaurs have the
attributes than generally same long arms as trolls,
associated with dwarves. but instead of body-wide
Halfling physical and dermal growths, minotaurs
mental endurance are the possess long pointed horns
same as humans. Physical on their heads which are
dexterity is much faster strong enough to function
than human, making them the as weapons. Minotaurs
quickest of the metahuman possess the same
races. Physical strength thermographic vision of
is lower than that of trolls.
humans. Intelligence and
socialization tests on
halflings yield higher than HALFLINGS
human scores. They also Homo Sapiens Waerlous
show a strong Todd Montgomery (Quiktek)
tendency towards <tmont@cerc.wvu.edu>
communication skills. The
most startling difference MODIFIERS
between dwarfs and +2 Quick, +1 Char , +1
halflings is the fact that Int,
halfling possess low light -1 Str
vision, not thermographic Low-Light Eyes
vision like dwarfs. +1 die when using
Social Skills
Ogres are physically
similar to orks. Their ALSO KNOWN AS:
physical endurance and Warrows
dexterity are equal, but Wee Folk
they are much stronger. In
fact their strength, caused Appearance:
by much denser muscle Average Height: 1.1 m,
tissue than orks, is equal Average Weight: 50 kg.
to that of trolls. Mental
capabilities are similar Identification: Warrows
with intelligence and appear to be human children
willpower being of ages 8-10 yrs. Hair and
significantly lower than eye color vary as it does
human. Socialization in humans. The childish
skills are equal to those facial features of this
race disarm most people. kilograms. They have short
Most individuals have fur covering their massive
displayed the most uncanny muscles. Fur color ranges
ability to persuade adults from red-brown to almost
of all races with their black. Minotaurs have
charm. faces reminiscent of bulls.
They have short horns
Young: Gestation period is growing from the edges of
8 months. Newborns are their foreheads to a length
typically 16 inches long of 15cm to 30cm for
and 5 lbs. in weight, but females and 30cm to 60cm
are very healthy. Unlike for the males. Minotaur
other races, any individual females have two mammae and
who changes into a Warrow all minotaurs have 34
does so between the ages of teeth, including four
6 and 8. Warrows also seem enlarged canines.
to develop quicker mentally Minotaurs are very heavily
than their other racial built. They have long
counterparts. The reasons legs, making them good
for this are not understood runners, but their massive
at the present. size slows them down.
Notes: Legally in UCAS and Habitat: In urban areas,
North America, Warrows are minotaurs tend to live in
termed Dwarves. The standard human houses.
general population sees
them as Dwarves or small Habits: Minotaurs can be
human children even though active day or night. Their
their appearance and diet is omnivorous. Since
mannerisms can be vastly they have just recently
different. awakened, they tend to be
rare, so they live
relatively isolated.
MINOTAUR (which may very well be due
Homo Sapiens Taurus to the fact hat they
Manny Suarez aren't yet accepted yet by
<aa2498@freenet.lorain.ober more than 90% of the
lin.edu> population.) Metabolic
Robert A. Hayden studies show that the
<hayden@krypton.mankato.msu minotaur tends to live
s.edu> approximately 60 years.
Their breeding season is
MODIFIERS: unrestricted. Gestation is
+4 Body, +3 Str, 250 days.
-2 Char -1 Int, -1
Wil Young: Usually one. Birth
Thermographic Vision weight is 2.5% of the
+1 Reach mother's weight. Suckling
Str(M) Attack with time is about 10 months.
Horns
Commentary: Minotaur are
Identification: Minotaurs usually associated into
measure approximately 2.4 troll society without
meters and weigh 225 difficulty, although a
growing socio-political ogres are found in single
movement towards separatism or pairs, not in communal
has become evident. groups. Life expectancy is
70 years. Breeding season
is unrestricted. Gestation
OGRE is 300 days.
Homo Sapiens Humongous
David Altman Young: Only one. Birth
<izzyux2@mvs.oac.ucla.edu> weight is 3.0% of mother's
weight. Sucking time is 11
MODIFIERS months.
+3 Body, +4 Str
-1 Char, -2 Int, -1 Commentary: Ogre's eyes are
Wil heavily endowed with rod
Low Light Eyes structures, this allows
them to see in dim light
Identification: Ogres far better than Sapiens.
measure 2.6 meters tall and
weigh 230 kilograms. Skin
color varies between
pinkish-white to ebony, and
usually darkens slightly
after expression. Ogre's
body proportions differ
from Sapiens in both arm-to-
leg ratios and girth-to-
height ratios, both are
generally 30% more than in
Sapiens. Ogres are very
heavily built and generally
have both denser skin and
bony deposits on or under
skin. Body hair is more
developed than in Sapiens,
but less than Ingentis.
Ears are normally rounded,
and do not come to points
as in other metatypes. The
sloped skull has 34 teeth,
prominent lower canines.
Females have two mammae.
Habitat: Ogres prefer caves
or large above ground
dwellings in the wild. In
urban areas they prefer
large, above ground, but
enclosed spaces.
Habits: Ogres are diurnal.
Their diet is omnivorous,
although a strong tendency
toward carnivorous behavior
has been observed. Usually
MAGIC
Spells
>>>>>[Heyo once again sheets on this one! Lead
chummers! None other than all over the place, and one
your fuzzy ear-to-the- of the walking corpses took
pavement here to tell you a burst without wincing!
about something YOU need to He was actually
know about. Trust me. As smiling!]<<<<<
usual, it's open for your -Jander <16:34:44 /
comments, remarks, and 07-23-54>
crack-shots. Sorry about
the cut & dry tone of it, >>>>>[Seriously? We can
but I pirated this off of get that for you...]<<<<<
API. (Dry & monotone -Da Goon Skwad
defined.) The text was <18:23:14 / 07-23-54>
verbatim, I spliced in the
sound bites where >>>>>[Errr, no
applicable. Share & thanks.]<<<<<
Enjoy!]<<<<< -Jander <18:30:35 /
-Tyger <Any Time / 07-23-54>
Any When>
>>>5 Mp Deleted by Sysop
API:Seattle
Tuesday night there was a >>>>>[Sorry. Tyger kinda
shooting incident near garbled the last part.
Dante's Inferno involving Something about the wire
two rival gangs. Police tap being 'violated', and a
are still sketchy on the 'system corruption' It was
incident. Eyewitness deleted to save the
accounts claim that some of collective tails of the
the combatants had taken (very, very) guilty.]<<<<<
several shots without any -Shadowland
signs of injury. <13:23:42 / 07-23-54>
(Voice, male.) "Dis guy, >>>>>[We all have our off
no foolin', he took ten, days... Seriously. Any
twenty shots to da chest. word from 'yall about what
Dinnt even flinch! An' he the frag those guys were
wasn't wearin no jacket, on?]<<<<<
Check it chummer?" -Tyger <Any Time /
Any When>
The police have determined
that at least one of the >>>>>[The Almighty Tyger
gang members was under the hasn't heard yet? I'm
influence of a spell, if simply amazed. New trip
not more. A Lone Star called "Buzz". First trip
official press release on us. Come on down to the
states that they have no 'barrens, if you want a
comment. try.]<<<<<
>>>>>[No kidding! I just
wanna see the body-bag
-Tyger <Any Time / increase by a 3-1 margin.
Any When> Meaning for every 3 extra
successes, the target can
Buzz have a stat
Rob Rubin / Winona RPSIG boosted +1. Or the mage
<Tyger@vax2.winona.msus.edu can increase the time by
> 1d6 per 2 successes. The
caster must make this clear
Type: Physical before the spell is cast
Range: Touch what successes are going
Target: 12 - Essence where.
Drain: (force) S
Duration: "Permanent" The down side to all this,
is that the spell is
This spell needs a willing addictive. Every time the
target. Upon successful spell is cast on a target,
casting, the subject has an the target must roll a
adrenaline surge, and an willpower test. The target
endorphin rush number is the force of the
simultaneously. It also spell. However, they must
affects the mind such that overcome a threshold equal
it feels nothing but to their UNMODIFIED
pleasure. (charisma+body / 2) - 8.
If they succeed, they
If the target has blood remain 'normal' after
filters, symbiotes, exposure to the spell. If
pathogenic defenses, or any they fail, they are
other filtration / addicted to the spell's
purification systems, each effects. (Detoxing them is
level adds one to the the GM's problem, sorry.)
target number of the
caster. Again, if the target has
any filtration /
The spell lasts for 5 - 15 purification system, they
minutes (2d6 + 3). may use them as normal.
Effectively, the spell
works to add a +1 to Example : Bob the Samurai
strength, +2 to willpower needs an edge. He asks
(to racial maximum), +1 to Cyan, the resident mage, to
reaction and -2 to cast 'buzz' on him. Cyan
intelligence. (Minimum of casts the spell, target of
1.) All damage modifiers 11 (Bob is a samurai,
are halved (round down.) remember....) Cyan then
rolls 2d6, getting a 7.
NOTE: The loss of Meaning the spell will last
intelligence DOES NOT ten minutes.
effect reaction.
After the ten minutes are
At the time of casting, the up, Bob then rolls his
mage can use his extra willpower (Surprisingly, he
successes to either bounce has 5 dice) with a target
up the numbers or extend of 3 (The spell force) and
the time. The stats a threshold of 4 (a High
body and decent charisma.) Type: Detection
Bob rolls a 6, 5, 5, 3, 1. Range: Extended
Bob is now addicted. Had Target: 4
Bob made one more success, Duration: sustained
he would have been OK. Drain: see below
Note: requires
Karma can be used as usual. voluntary target
If the target has any Allows the caster to "chat"
bioware designed to boost with the target (must be
the body's natural systems human or metahuman). If
(synthacardium, adrenal the target is unwilling to
pump, suprathyroid gland, communicate, then no link
and so on) they must make is established. Like a
another body roll normal conversation, the
(Cyberware doesn't count), other person in the link
with a target number equal only knows what the
to the number of minutes "speaker" wants to tell
the spell was in effect, him.
and a threshold of the
spell's force. If it There are two ways to
fails, the target has calculate the drain code
overworked a system, and for this spell
'burned it out'. It will
not work until repaired. 1) From scratch
new sense
Example : Bob has an D
adrenal pump. When the superficial mind
spell wears off, he rolls +1
his body again. His target sustained
number is 10, and he needs +1
3 of them. Bob rolls 11, detection spell
10, 4, 4, 3 & 1. He's now -1
not only addicted, but his restricted tgt.
adrenal pump has -1 voluntary subject
overextended itself and 1
will not refill again. Not extended range
like he cares, he wants -1
another hit from Cyan... specific target
-1
Other systems are up to the
discretion of the GM. total: [(F/2)-2]S
Likely system failures
happen in any reflex / 2) Based on MindLink
brain based systems. new sense
(Wired, boosted reflexes, D
Headware memory, and so deep mind
forth.) +2 +1
sustained
+1
Telepathic "Chat" detection spell
Stephen Wilcoxon -1
<wilcoxon@eecis.udel.edu> restricted tgt.
-1
voluntary subj.
-1
extended range -
1
total: [F/2]D
David Altman Duration:
<Izzyux2@mvs.oac.ucla.edu> Sustained
Drain: [(F/2) + 2]D
Type:
Physical This spell was created and
Range: LOS copyrighted by Maxximillian
Target: Body (R) "Warlock" St. Cyr, in 2054.
Damage: D Zurich Orbital Proprietary
Duration: Instant Knowledge Office #CFF99131-
Drain: [(F/2) + 6]D YX. Submitted to
International Journal of
This spell was created and Hermetic Magickal Science.
copyrighted by Lord The classification level of
Jefferey Farnsworth, this spell has been
U.C.L.A. Occult Studies. established by the IAAT to
First Published in be Entrant Master level or
International Magick, higher.
Metaphysical, & Paranormal
Association Journal, 2053. DT DL
Magic Copyright code: +1 Physical spell
Zurich Orbital Proprietary +1 Sustained spell
Knowledge Office #MS16642- +1 Elemental (fire)
SL Effect
Upon casting of this spell, Damaging manipulation
a comet will fall from the +1 Creates specific
sky and hit any location (Willpower) test at
within the line of sight of x1 successes
the caster. A tremendous
explosion will accompany This spell creates a
impact, as well as "swarm" of fiery stars that
secondary and collateral will attack any one person
effects. These are that the mage designates,
resultant from the blast. they will do this for a
number of turns equal to
This is an area-affect the mages Sorcery rating.
spell that causes physical The mage does not have to
damage, and has a Blast consecutively inflict
Elemental affect. Also, TN# damage, but can order the
will be +1 because of the Fireflies to attack, then
disorientation on the stop, then attack again,
impact. until the spell ends. The
fireflies can also set fire
to anything flammable.
FireFlies
David Altman Note: This spell is
<Izzyux2@mvs.oac.ucla.edu> horrible to witness and
feel. The fireflies attack
Type: the person by flying by him
Physical at a close distance, thus
Range: LOS creating jagged burns
Target: 4 marks, and essentially
Damage: M flaying him at the same
time. This is an
intimidation tool as well
as a combat spell, Thus any
spectator or the victim
himself must make a
Willpower versus the spell
in order to keep from
breaking down mentally.
Rain Spells
Chris Ryan
<chrisr@FIT.QUT.EDU.AU>
These area-effect spells
cause a downpour (of water)
in an area. Against
certain targets elemental
effects can occur, see
GrimII p.112. This is the
ONLY form of damage that
occurs with these spells.
If the area-effect has no
targets to be affected by
elemental effects (e.g. a
garden bed or a human),
then the spell will just
wet the area affected for
the sustained duration.
Type: Physical
Range: LOS
Target: 4
Damage (For Elemental
Effects only):
Drizzle L
Steady M
Heavy S
Tropical Downpour D
Duration: Sustained
Drain:
Drizzle
(F/2)L
Steady
(F/2)M
Heavy
(F/2)S
Tropical Downpour
(F/2)D
Doctor Doom 301-600
<jch8169@rigel.tamu.edu> +4
601-1250
Class: Manipulation +6
Drain: (F/2)S 1251-2500
Type: Physical +8
Duration: Instant 2501-5000
Target: The base Target +10
Number is 4, 5001+
modified by distance. Target not visible
Max. Range: Magic
Attribute in km. Also, this spell is not
entirely accurate in terms
Research and Development of targeting the
by: destination. This
Doom Technologies & translates into game terms
Dark Thought Publications to "scatter" (borrowed from
>> Working on solutions the rules concerning hand
best left in the dark. << grenades, SRII, page 97).
Once the mage has
The threat of teleporting successfully teleported,
into a solid object is roll 2D6 for the distance
almost non-existent, in meters from the target
applying Einstein's point. Roll 1D6 for
postulate that no matter, direction, as per the
of any from, can occupy the illustration on page 97.
space occupied by other
matter. This also However, all is not lost
coincides with the precept for the hapless mage who
in the Grimoire that no two MIGHT appear as far as 12
auras can exist in the same meters away... After the
space. scatter roll is made, the
magician may reduce the
Target location to which distance by 4 meters per
the magician shall teleport success made.
must be in Line of Sight.
The target number may be Passengers:
modified by distance The magician may, if he so
traveled...(the chooses, take passengers
modifications presented with him. The maximum
here are "borrowed" from number that may accompany
the optional rules him equals his Magic
regarding target number Attribute divided by 3.
modification for LOS The target number increases
spells, Grimoire II, page by +2 per passenger. Upon
111) successful teleporting,
each passenger must make an
DISTANCE (meters) TARGET attribute test:
MOD.
0-150 Willpower:
None (meters/200)D Stun damage
151-300 [The minimum
+2 being 2D.]
This is due to the
extremely unpleasant (one
might almost say "mind
pummeling") effects that
teleportation has on the
nervous system.
Stipulations:
The spell cannot be cast on
someone to teleport them
AWAY from the caster.
Passengers must be willing
subjects, and be within
physical contact (either
directly or indirectly
through a human chain) with
the caster.
The caster cannot be forced
to teleport someone with
him. Just because someone
is in physical contact with
him (e.g. he is grappling
or being physically bound
by someone) and the
magician decided to
teleport, his assailant is
NOT transported with him.
The inertia of the magician
is NOT negated by
teleportation. For
example, a mage has fallen
off a twenty-story
building, and after
plummeting past the tenth
story, he decides to
teleport to a location six
feet off the ground. Once
there, he will still impact
the pavement with the same
force he had before he
teleported, i.e. SPLAT, and
the unfortunate mage will
most likely expire from a
combination of deceleration
trauma and cement
poisoning.
Physical Adept Skills
Mark Mohan
<MCM@bton.uk.ac>
Heat/Cold Endurance
COST: This would be added the
(.25/per die) (meta)human average
distance after an athletics
When the adept is faced test. Two good reasons why
with a temperature the Olympic Games became
challenge he overcomes his such a farce.
physical feeling/reactions
by mental fortitude.
Alertness
The character rolls versus COST: (.5/per
a Target Number (TN) of die)
what the GM feels
appropriate. A good guide The adept has trained all
to the numbers is the his senses to noticed the
success table in SR book unnoticed, see the
(i.e. 2 being slight nippy, unseeable and smell the
whereas 12+ is your sitting unsmellable. He no longer
in an ice block etc. 2 relies on just one set of
being a hot day, 12+ they his sense and thus become
are cooking you in an more aware of his
oven.) Each success give surroundings. He adds the
the adept 5 minutes of Alertness dice to his
activity or 15 mins of perception Rolls.
sitting around being
totally Inactive.
Shattering Blow
COST: (.5/per
Deep Breathing die)
COST: (.25)
MODERATE +2 TN, -1
The Adept has practiced Reaction
breathing exercises and can SERIOUS +3 TN, -2
use his lungs to a greater Reaction
extent. Each .25 of a magic DEADLY +5 TN, -3
point spent gives him an Reaction
extra 30 seconds of holding
his breath The adept summons all of
his focus into a dramatic
move which can destroy the
Jump hardest stone!
COST: (.25)
The adept makes an
The adept uses his entire Unresisted test with number
body to propel himself of dice in SB vs. the
forward/upward. For every Barrier Rating of the
.25 he spent in jumping he object of his attack.
gets and extra upward lift
of 25cm and an extra 50cm One or more successes
forward. breaks the object (5+
successes would be
incredibly impressive and
flashy)
0 successes - nothing
happens - bit of a sore
limb.
Roll of Ones - Oh
dear. The limb is broken.
Do not pass GO, go directly
to The Doc.
If used against living
things. The combat attack -
treat as Aimed Blow. If the
attack succeeds then area
broken. The recipient of
the blow can't move the
limb, 'cos it hurts.
Note: You could say
the character with the
broken limb can not use
that limb at all no
shooting wielding a swor,
etc.)
Level To
Break
Moderate Hands/Feet
Serious Limbs/Ribs
Deadly Necks/Skulls
COST: Light die)
(.5) Armor Penetration: RATING
Moderate (1)
Serious The adept has practiced
(1.5) thrusting his fingers into
soil and sand to obtain
After careful study of the this discipline and can
Human Anatomy, (or lots of penetrate through most
beating up people) the forms of body armor, why
adept has perceived certain even plate mail is said to
nerve clusters in the body. be useless against the
He has toughen his fingers Master of Steel Fingers.
to penetrate these zones.
Today's Martial Artist has Each .5 spent negates 1
adapted to the Street point of impact armor.
Environment and as such
knows the strengths and
weaknesses of modern Power Blow
protection, but can still COST: (.5 per
strike home his blows ! +1 power)
Three level of pain can be This ability allow the
inflicted : adept to focus his power
Light +1 (chi) into any blow !
Moderate +2
Serious +3 Can be used with any hand
The "damage" is put on the to hand attack (hand or
Mental Track and weapon). Each .5 adds +1 to
is remove as normal. the power (Str) of the
attack.
These blows can penetrate
up to 4 points worth of
Impact Armor. Breaking Blow
COST: (.5/per
Use: die)
Unarmed attack-same as
killing hands although it This ability allow the
doesn't cause physical adept to break and destroy
damage and will only do the barriers with his bare
damage level it is bought hands. For each level add
at. These blows penetrate one to the power of the
most armor types up to 4 attack and reduce one from
points of impact armor. the Barrier Rating. This
can be used in conjunction
Note : people with with Power Blow, but can
this skill can develop only attack objects with
body protection which will Barrier Ratings (this
lower the Stun inflicted by includes vehicles).
one damage Level.
Steel Fingers
COST: (.5/per
Totems
Ant Eater advantages as well. He is
David J. Altman a MAJOR opponent of Insect
<izzyux2@mvs.oac.ucla.edu> Spirits of all kinds. He
gains an additional +1
Characteristics: modifier to his die rolls
Ant Eater, or Snout in ALL actions against any
Tongue, is the great insect form, as well as
ravager of the insect against Spider and her
world. He is also one of related machinations. This
the most purposeful totems includes resistance tests
of the Sixth World. He against ALL attacks, as
is naturally inquisitive, well as ALL attacks made
and can often sniff out against an "insect form."
trouble, or those in This number however is NOT
trouble, with little cumulative with the effects
difficulty. of Initiate Grade.]
Environment:
Any Land
Advantages
+2 Dice to Detection
spells
+2 Dice to
Manipulation spells
+2 Dice to Conjuring
Spirits of Land
(not desert)
Disadvantages:
Ant Eater is often
slow to thinking and
often times very stubborn.
A Shaman of this totem
requires a willpower
test with a target of 4 to
break off from his current
action, be it attacking
reading a book,
swimming, etc. It is an
unresisted test
however, making it a little
more "merciful" on the
Shaman in question.
He also is always looking
for a meal, and will VERY
rarely turn down an
offer to eat of any
kind (same willpower test
above to avoid or turn
down the offer).
[GM's Note- Ant Eater has
an additional set of
The Wyrm Ouroboros attempting to "pull the
<aalberdk@UCUNIX.SAN.UC.EDU wool" over him.
>
Characteristics:
Dingo is the one of
the great plains
wanderers. He is similar
to the western worlds
"coyote" in many ways,
though he is not as
transient in his
nature. Dingo is
protective of his own, and
will defend his kin, but
not necessarily to the
point of death. He also
is not bound to anything,
except perhaps his word.
Environment:
Plains and/or Prairie
Advantages:
+2 Dice to Detection
Spells
+2 Dice to Health
Spells.
+2 Dice for Conjuring
Prairie Spirits.
Disadvantages:
Dingo is often
considered to be a coward
by others around him. If
given the opportunity, he
will opt for retreat, so
as to deal with the
situation from a better
vantage point. He is not
a coward in the true
sense of the word, but is
often misunderstood by
others. A Dingo Shaman
must make a willpower test
with a target of 4 to
remain in a given
position/situation, or else
he pull back to get a
potentially better
advantage. Dingo is also
easily tricked and/or
manipulated by others.
He suffers a -2 to all his
negotiation attempts, IF
the other party is
Dove
Ethan Court Dove shamans posses, almost
<jek5313@zeus.tamu.edu> as a side effect of their
"choice" of totem, an
Characteristics: heightened awareness of
Dove is thin and others' feelings. This
austere. She is does not allow them to read
flighty; quick in motion minds or to
and in thought. She broadcast/receive others'
seems naive and emotions in any real sense,
inexperienced, often it instead allows the Dove
jumping to conclusions shaman an infallible sense
and believing in of when someone is in pain,
people's better natures. even being capable of use
She avoids combat as a locator. This form of
actively, and is primarily empathy allows the Dove
a healing totem. She is shaman to avoid physically
fastidious in dress, damaging someone, as to do
though often wearing simple so is almost as painful to
and functional clothing. the Dove shaman as it is to
The Dove totem is the the victim. The Dove
totem of those who shaman must use Willpower
practice the healing to resist a deadly stun
traditions of the ancient with a Target Number of 4
Christian sects, and in if she witnesses a death
fact is one of very few due to violence.
totems to be openly
espoused by the Catholic
Church. Koala
The Wyrm Ouroboros
Dove is a healer. It <aalberdk@UCUNIX.SAN.UC.EDU
is her prime motivation >
and reason for being.
She will refuse healing to
none, oftentimes Characteristics:
healing even her Koala is not a
enemies. fighter, though she is
quite capable of defending
Environment: Urban herself and her kin. Her
Advantages: affinity for nature
+2 dice Healing has allowed her to remain
Semi-empathy in touch with the natural
+2 dice for conjuring balance of life, and
any Spirit of indeed is the most powerful
Man. of the known Totemic
Disadvantages: Healers. If cornered,
-1 die for casting any she will retreat to the
non-stun spell. A Dove safety of the trees, and
shaman cannot refuse remain there until the
healing to anyone who danger has passed.
requests it. A Dove shaman Environment:
will not tolerate evil or Any Land
noble actions. Advantages:
+3 Dice to all Health and strength respected and
Spells admired by many tribes.
+1 to all Health spell The animal figures in the
die rolls magic and shamanism of
+2 Dice to Conjuring nearly all ancients as
Spirits of Sky their progenitor,
and Waters. protector, or as a source
Disadvantages: of power to ward of disease
Koala is not a or to excel as a hunter.
fighter. A Shaman of Others are awed by the
this totem will often try animal and consider it an
and find peaceable omen of disaster."
solutions to any situation. The PUMA,
They also abhor violence in Legendary Lion of the
any form, thus ALL combat Americas - Jim Bob
related actions suffer a Tinsley
-3 penalty to the die
roll (firearms, gunnery, As to Indian myth, from
armed or which most of the Shadowrun
unarmed combat, totems are taken from,
spells, etc.). This Panther is feared and
penalty is NOT incurred respected, and in some He
when is regarded as the
defending themselves Protector of the universe.
or another being. In The Zuni believed that the
fact, if defending another ancient ones wanted the
or themselves, they world to be guarded by
get a +1 to all their those keen of sight and
die rolls (mundane or not). scent. The puma (the
greatest of them) was the
[GM's Note- An Initiate of sentinel of the north (the
the Koala Totem has all the most important position).
numbers for his/her The Miwoks believed him to
advantages modified by be the ideal hunter, while
grade. Thus, a grade 4 the Apaches and Hualapais
Koala Shaman would have +7 thought her wailing was the
dice to all Health spells, omen of death. In Navajo
and a +5 to all health myth a hero was wounded by
spell die rolls. witch objects shot into his
Their defense ability body. Puma extracted them
however is not modified, so and saved his life. They
no the Grade 4 does not get also thought that the Puma
to add +5 to all their benefited them by leaving
defense die rolls.] the better part of the
portion of its kill for the
people to eat. Conversely
Panther the Papago and the later
Daniel Waisley white settlers considered
<Djwa@Nauvax.ucc.nau.edu> the cougar a flesh eating
beast. The Inca hunted
BACKGROUND: many animals in great round-
"The puma is prominent in ups where they would hunt
American Indian mythology, the hunter. They found it
with its cunning, agility, much easier to catch bear
and deer in the rounds-ups other English and Indian
then panthers. To many names (the
Indian societies it was America's)
both a Totem and a source Characteristics:
of help for hunting and Panther goes by many
warfare. In fact the Hopi names and faces; to
and Zuni took carved some He is Panther, to
mountain lions when hunting others She is Puma and some
deer in hopes that they know It as Mountain
would be as good at it as Lion. Panther likes it
the mountain lion was. In this way, for Panther
many cultures the puma was believes in stealth.
often deified for its His prey never hears him
ability to hunt. before he strikes. Puma is
a great warrior, but
The panther is the largest prefers the stealthy
lone carnivore in North approach, for it does not
America. It is known for do to go off half cocked.
its strength and speed. In Cougar is very patient
fact, a Panther will often and quite, he will wait for
beat the larger Jaguar in the right moment to
battle. Of all the great strike. Panther tends to
cats the panther is the one try and protect mankind and
to hunt the most out of innocents from harm. Puma
proportion to its size. is mostly solitary but
The tiger and jaguar my will sometimes have
hunt large animals, but close companions who she
they only hunt prey up to will defend to the
about 2-3 times their size. death. Cougar kills
The panther on the other quickly and will use the
hand is known to hunt most efficient means
animals up to 3-4 times to do so. He also tries
its, giving precedence to to leave little evidence of
the fact that it is one of his acts. Mountain Lion
the most dangerous of hates Evil and will
hunters. Panthers are also try to hunt it down and
very quite hunters and make slay it.
little noise when hunting. Environment:
Forest and Mountain
Panthers are noted to purr Advantages:
and scream (best +2 dice for combat and
description) much like a illusion
tabby but 10 times as big +2 dice for summoning
and loud. Panthers also either
have round not slitted forest or
eyes. They tend to rely on mountain spirits
eyesight for hunting, but (choose).
have acute hearing and
smell.
Totem Identification:
Panther, Mountain
Lion, Cougar, Puma,
Catamount and assorted
minimum quickness and in
intelligence of 4, Puma smoke and mirrors.'
believes in
attacking prey
intelligently and Possum
quickly. Panther also Chris Ryan
believes that her shamans <chrisr@FIT.QUT.EDU.AU>
should be able to hunt
and kill without magic (the Characteristics:
need to take stealth and Possum is curious,
either unarmed or armed friendly and a
combat as skills). When in collector by nature. She
the midst of a large combat is one who prefers the
the shaman must make a night, avoiding the fierce
willpower test tn# 5 light of day. Possum
to stop fighting as his fights only when
instincts tell him to necessary, and tries to do
keep on lashing out. it on her terms.
Quirks: Favored Environment:
Puma is not a coward, Any urban environment
he will attack with trees or in the
powerful enemies if need wilderness.
be, but will try to shift Advantages:
the odds in his favor +1 dice for all Health
and will wait for the right spells
moment +2 dice for all
and not charge right Manipulation spells
in. Panther shamans are +2 dice for any
know to be quiet conjuring by night.
individuals, and will not (If your campaign
get into needless includes spells for
arguments or Low Light and
conversations. Cougar Thermo vision, then possum
shamans are also known shamans receive an extra +2
for using the bare minimum dice for these spells.)
of words or gestures Disadvantages:
when doing magic, they do A Possum shaman must
not like to be noticed. eat unprocessed food only
The shaman will use and suffers a
the name he or she feels +1 to target numbers
most comfortable with involving any actions
in talking about his requiring vision in bright
totem, for the shaman light, including daylight.
realizes that they all
describe the totem equally
well. Tiger
David J. Altman
Note: the use of all <i
the different names and zzyux2@mvs.oac.ucla.edu>
he/she throughout the
text was intentional. Characteristics:
After all its like Orou Tiger is a stealthy
said - 'Panther believes hunter and prowler. She
is a loner who is both Characteristics:
ferocious and cunning. She The comparison to the
is sleek and beautiful, western world's Wolf
especially when making totem has been made
her kill. Tiger often repeatedly in the past.
exudes a kind of deadly Wild Dog is a very pack
charisma. Subtlety is how oriented creature, and
she prefers to deal with will usually operate within
her enemies, but she a pack like environment.
will face challenges Do not underestimate him
directly if she has to. however, for he is
She is a cold and capable of independence if
ruthless huntress who will left to himself.
not stop until her prey Environment:
is caught. Any Land, not
Preferred Environment: inhabited by Man
Jungle Advantages:
Advantages: +2 Dice to Combat
+2 Dice for Combat Spells
spells +2 Dice to Detection
+2 Dice for Detection Spells
spells +2 Dice to Conjuring
Disadvantages: Spirits of Land
Tiger is often (not Desert).
unpredictable, she will Disadvantages:
sometimes be brutally A Shaman of Wild Dog
direct, other times will prefer to work in a
excruciatingly subtle. One group environment, and in
constant is her loathing of fact gains a "moral boost"
leaving survivors of a when doing so. All his
kill. Tiger can be cold spellcraft (Conjuring,
and cruel to the point of Sorcery, and Theory)
alienating her gains a +1 to the die roll
comrades. Her charisma and in question (5's are
appeal can cause problems 6's, etc.) However, if
within and without the left to himself, he often
party. Tiger shamans must flounders somewhat,
make a Willpower Test thus lowering his moral
during and immediately standing with himself
after combat to avoid a (lower ALL target
frenzy in which they numbers, mundane or not, by
try to get to, and kill, 1).
any surviving opponents,
or if all opponents
are dead (and the Tiger
shaman has failed the test)
they may turn on friends.
Wild Dog
The Wyrm Ouroboros
<aalberdk@UCUNIX.SAN.UC.EDU
>
Health Adept
Jason J Carter
<Carter@UPS.EDU>
Abilities: necromatic mages.
Full access to Astral
Space. For rules on zombies, see
May only cast Health the Waking the Dead article
spells and spells here in NERPS: ShadowLore.
using the Venom For purposes of temporary
Elemental effect. control over zombies,
May summon Watchers healers have a Threat
and rating of 1. PC health
Zombies. adepts should be allowed to
control zombies on for as
Health Adepts fall into two long as they are in direct
categories, Healers and confrontation with a
Necromancers. necromancer. Once there is
no combat around the PC
Healers would never summon should be either required
zombies, although they are to banish/destroy the
known to try to gain zombie or declare his
control over them when they character a NPC and hand it
encounter them. Once they over to the GM.
gain control they banish or
destroy them ASAP. It is VENOM ELEMENTAL EFFECT
not uncommon for healers to
have no or little conjuring Primary Damage:
skill since Watchers are Spells of this effect form
not as useful as a nearly acidic poison.
elementals. Still Watchers Manipulation spells of this
can be a valuable tool for nature will not affect
watching over patients. inorganic substances,
All PC health adepts should including all spirits.
be healers. Combat spells with this
special effect cause damage
Necromancers summon zombies to the aura and will work
and enjoy using them. on inorganic targets.
Necromancers tend to be
magical threats, since Secondary Effect:
summoning zombies is not a Living. organic targets of
nice thing to do. Some Venom suffer immense pain
necromancers are rumored to from the toxin. If the
cast spells using an Secondary Effect roll
undocumented venom exceeds the target's body
elemental effect. (plus EE mods) then the
Theoretically, healers victim suffers a +2 to all
should be able to use these target numbers for the rest
spells also, but it is not of this and the next Combat
in the nature of most to do Turn.
so. Full mages who use
zombies are know as
Null Adept
Michael D. Bourgon and Dark Thought Publications
<MDB0213@RIGEL.TAMU.EDU>
A Null is the colloquial miscellaneous target or
term for a being possessing have physical effects
no astral presence, or operate normally.
without a remarkable and Anonymous research in the
individual one. To the SeaTac area suggests that
best efforts of science and combat spell effectiveness
magic both, they remain is unchanged, as well as
unexplained, and no causal healing spells. Spells
relationship has been which augment existing
discovered for this strange senses also are unaffected.
phenomena.
Game Notes:
A Null is, so far as Nulls must spend priority B
science will speculate, a on magic, and must be base-
mutation, a deviation from stock human [homo sapiens
the standard genetic sapiens]. They are,
pattern of homo sapiens however, non-magical: This
sapiens, perhaps an merely represents the
experiment by Mother Nature modification of their link
in the world of the Third with the Astral Plane.
Awakening. No data exists
to explain the null's lack Neither their emotional nor
of presence on the Astral cerebral characteristics
Plane, and most may be determined from
Thaumaturgical circles deny Astral Space. No
their existence with a manipulation of these may
shudder. occur, either, as to do so
would require a receptive
Nulls do not make astral target for the spell. For
"noise," having no astral all intents and purposes, a
presence to speak of. This null appears as a body
is not to suggest that they without a mind - physical
do not have one, rather, health may be evaluated,
this means that they cast but any clues as to the
only the shadow of a normal nature and/or existence of
astral presence, displaying their thoughts/feelings go
only the disturbance normal unseen.
for a living mass.
Reactions to nulls vary;
Generally speaking, spells from merely strange
designed to interpret the glance, muttered
aura, detect/manipulate the "unnatural," to acute
perceptions/thoughts/emotio digestive upper abdominal
ns of the null are distention [regurgitation].
unproductive. The spells This last is purely
are simply unable to find a psychosomatic, and seems to
presence to connect to. follow hand-in-hand with
However, spells which some of the more
merely require a fundamentalist magical
disci
Magical information
extraction methods are
useless on a null, so they
are ideal for courier or
information dealer
positions, and often found
in similar positions both
in and external to
corporate hierarchies.
They are, of course, still
susceptible to more
conventional means of
coercion.
Blood Magic
RAPHAEL LUTA
<luta@inf.enst.fr or luta@cal.enst.fr>
Blood has been used for magic.
magical purposes for
hundreds of years. The Anyway, for those who can
most famous adepts of blood use it, blood can help in
sacrifice, especially human several ways in the magical
sacrifices, were the Aztec process :
and Mayan priests and
Celtics druids. Blood is First, it can enhance
also frequently found in the power of any spell
primitive Greek or Roman that can be cast in a
rituals. Blood is ritual manner
important in magic because
it represents life force at Second, it can help in
its most basic nature. By summoning some spirits
capturing the evaporating and even free spirits
essence of a dying body, a
skilled magician can Lastly, it allows the
dramatically improve the caster to use some
energy of his spell by specific ritual magic,
linking it to the mana of which requires blood as
the body. This augmented a component
energy allows the spell to
be more powerful but it is USE IN STANDARD SPELL
also more demanding on the CASTING
caster because he must Blood can be used plainly
control the fabrics of the to enhance nearly any spell
spell and tie it cast during a ritual.
simultaneously to the mana Simply assume that the
of the dying spirit. blood correctly sacrificed
during the casting of the
However, for such a feat to spell allows the caster to
be possible, the magician add as many dice in its
most have an inner magic pool as the numbers
comprehension of the indicated in the chart
fabrics of the astral below (for those who play
space, thus making this Vampire The Masquerade,
kind of ritual only simply use the blood pool
available to initiates. value of the sacrificed
Another important component creature).
of Blood Magic is faith in
the results it can produce. Victim
The sacrifice can't carry Dice
more power that the caster Human 10
thinks it will carry. In Cow, Pig, ... 5
Astral Space, the will and Fox, Dog, ... 3
the emotions makes the Chicken, Rabbits... 2
magic happen, if you think Birds... 1
sacrifices are just abject
things you can't get any This doesn't require a test
effects to help your if the caster knows how to
make a correct sacrifice AN ORDER !!
and has enough faith in the
results but if you really However, a spirit will
want to you can make a usually execute orders
Willpower 4 Unresisted Test because sacrifices are for
to see if the caster really him an easy way to get a
believes in magic and lot of karma. It should be
manages to capture the noted that the spirits
mana. These dice can be attracted tend to be a
used for any of the tests little toxic or playing the
except drain resistance, in role of a god/devil. They
fact drain goes up a +2 TN also tend to be very
because of the stress due powerful, having gained
to the channeling of a lots of karma through
foreign life force. sacrifices.
However the advantages RITUAL MAGIC
granted to the magician Instead of the usual
cannot exceed twice the benefits granted for all
grade of this initiate. the spells, blood can be
For the purpose of used in some specific ways,
determining this limit, the dealing with the fields
grades of the magicians traditionally associated
within a group add up. with it : purification and
power over life or death.
USE IN CONJURING These "special effects" are
Blood can also be very always obtained through
helpful and potent in lengthy rituals requiring
conjuring spirits, because lots of preparation and
it is the life force of a usually carried out during
sentient being it has the some holy season or day.
unique ability to enable They are very strongly tied
the caster to summon a with religion. They work a
free spirit. little differently from the
traditional spells in that
The blood, instead of they have no force. Thus a
adding up to the pool of magician wishing to use
the magician can be used as these can only draw dice
karma in order to deal with from its magic pool
free spirits. The magician (that's why it's usually a
can promise to give the team magic...).
spirit the karma released
by the sacrifice in The drain is always : 4D
exchange for the and target number for the
performance of a service. spell depends of its nature
Allow as many karma as dice but it's generally bloody
normally gained from the hard :) (between 6 and 10).
sacrifice, though some
individuals may give more Note : the rituals
karma points (gamemaster provided here are just
appreciation). examples, lots of effects
can be thought of. The
Be careful, YOU CAN'T FORCE results obtained can be
A FREE SPIRIT TO CARRY OUT very easily toxic,
depending on the he can have them)
magician performing the
ritual. Rituel de la Langue Brisee
de Thanatos (Ritual of the
Rituel de la Vraie Grinding Tongue of
Renaissance Thanatos)
(Ritual of Pure Rebirth) Target Number : 10
Target Number : 10
This ritual allows the
This ritual is designed to caster to contact a dying
help metahumans get back spirit and ask him a few
their "purity" of human questions. This requires a
form (the only acceptable body freshly dead (the
form for a druid of essence of the body must
Broceliande). In order for still be present, use the
this ritual to be essence loss of astral
effective, it must be traveling magicians).
performed at midsummer eve. During the course of the
It requires the "subject" ritual, the caster must use
of the purification to be a knife to cut open the
bathed during the all night heart of the corpse, then
ritual in the blood freshly remove it, and invoke the
of sacrificed individuals spirit of the recently dead
of each major sentient and to it a few questions.
species (human, elf, dwarf, It was traditionally used
ork, troll, sasquash, ogre, by the Grand Druide de
minotaur, etc.) Broceliande on the death of
his master to ask the
Rituel de la Nouvelle Terre spirit to help him guide
(Ritual of the Purer Land) the tribe and also to prove
Target Number : 8 his worth as a magician.
It's a conjuring ritual
This ritual is used to that can very easily turn
purify a small parcel of toxic if the caster wants
land from pollution. It to abuse the spirit (GM's
takes three days to call for rebellion or
perform and requires blood such).
to be spilled on the border
of the territory to be
purified, during which time
the magician must be
building up the energy of
the spell, then he must
invoke spirits to clear the
land, thus this is a
conjuring ritual mainly.
The dice are drawn from
Conjuring and Totem
modifiers also apply (i.e.
if a druid/shaman wish to
cleanse his forest from
pollution and his totem
gives him advantages for
conjuring Forest Spirits,
Waking The Dead
Todd Montgomery (Quiktek)
<tmont@cerc.wvu.edu>
>>>>[ I know. I know this their spirits are still
is old, but it is a good part of the whole system of
piece of an article and it birth,life,death. Wo to
does give us a large lead anyone who defiles that
into a new area of magical system. ]<<<<
threat.]<<<< --One-Who-
-Quiktek<12:03:50/07- Knows<12:04:48/07-27-54>
27-54>
Creating Zombies: VooDoo
>>>>[ It is no threat Synthesis
Neomancer. It is defilement Excert from AMPR
of the Earth, of the soul Transactions on Spirits,
mother. The dead belong to Vol. 15, No. 8, By Dr.
her. The spirits of the Hansen Gerron Beker
dead must be left in peace.
I weep for their souls. Association of Magical
]<<<< and Paranormal Researchers
--One-Who- Press, Washington, DC
Knows<12:03:56/07-27-54> Posting: MagicNET and
AMPRnet, August 2048.
>>>>[ Those voodoun mumbos
ain't nothin' but cracked. VooDoo priest have long
Tay ain't got spirit left. guarded the secret to
The ded ain't got any reanimating dead tissue.
spirit. All those voodoun The practice, which is
priest and priestessez do frowned upon both legally
is pop some ol' tired and religiously, has
spirit into the body. started to flourish in New
Fragged thin' is so mad and Orleans of late. A VooDoo
upitty it goes plum loko. I zombie is a very unique
seen me one when I smaller construct to the world of
(No cracks from yous magic. The process of
Dandy). They hate creating this construct is
everythin' and everyone. involved and can be quite
Only person they even costly. The first step is,
'motely here to is the obviously, acquiring a
Houngan (that is voodoun body. The stage of decay of
priest/priestessez to you the body is really of no
northern types). And under great importance. Along
that they don't have ah with the first step is the
choice. ]<<<< gathering of necessary
-Mickey<12:04:15/07-27- ritualistic items which are
54> required for the
conjuration portion of the
>>>>[ Spirit of the process. After all the
deceased or just inhabited, equipment has been gathered
tis not a difference. It is the next step is the
a malignant blotch on the preparation of the body.
human record. The bodies of The body must be cleansed
the dead, as well as, of any and all previous
emotional trauma. This step still summon Elementals as
is ultimately the normal.
most dangerous. Individuals
who have undergone Preparing the Body:
tremendous emotional Base Materials Cost:
distress before death can 1,000Y X (Force of the
manifest strong responses spirit to
to being turned into a host inhabit the body.)^2
for the "Zombie" spirit. Hermetic Circle of
After the body has been Rating equal to Force
cleansed it is an open of spirit.
receptacle for the VooDoo Base Time:
priest. The priest now Force of spirit X 2
summons a special spirit to days
inhabit the body. This Plus time for Hermetic
conjuring, which is Circle
accomplished in a fashion
similar to the summoning of Unlike any other summoning,
Elementals, is one of the this process requires a
easiest aspects of the large amount of advance
process. The spirit then preparation. Once a body
inhabits the body and the has been found it is
process is ended with the prepared for inhabitation
priest bonding the spirit by the spirit. The details
to the body. After a short of the process vary, but it
period of time, usually on always involves some sort
the order of 2-3 days, the of immersion of the body
body is fully mobile and into a specially prepared
under direct control by the mixture. The body will soak
VooDoo priest. The number in these fluids which will
of Zombies that a priest "cleanse" it of unwanted
may have control over at properties. The Base Time
any time seems to be and Cost of the
dependent upon the magical preparation can be cut down
capability of the priest by making a Sorcery (Ritual
not the charismatic appeal Spellcasting) Unresisted
of the priest as it is with Test at a Target Number of
Shamanic spirits and the force of the Spirit to
Hermetic Elementals. inhabit the body. Successes
divide into the time and/or
Game Use: cost however the Mage
This should be considered wants. If the test produces
another magical threat. But no successes, the mage has
this one of a Hermetic accidentally disturbed the
nature. The people who spirit of the body and will
practice this process of be haunted by a ghost of
animating the dead should the body's owner. The body
be given threat ratings as is also useless for making
are done with Insect and a Zombie.
Toxic Shamans. This is a
Hermetic practice and is Summoning the Spirit:
not limited just to VooDoo Once the body is ready, the
Houngans. Also a mage who spirit to inhabit the body
traffics in Zombies may is summoned. This is done
exactly as if the mage was
summoning an Elemental
of the same force. But the
main difference is the
materials and circle have
already been performed.
Make sure to check for
drain.
Binding the Spirit:
The spirit, once it has
discovered it is to be put
into the body, usually will
try to go free. But the
mage, by spending a Threat
Rating point, binds the
spirit to himself and the
body for as long as the
body can go without
decaying beyond the point
of usefulness. The spirit
and the body are now one.
They can not be separated.
Although the spirit may
still be banished. The
zombie may also be
destroyed if the body is
destroyed.
A mage can have as many as
his Threat Rating times his
Magic Attribute in force
points of Zombies.
Zombies have been known to
go free. A free Zombie
spirit can leave the body
and automatically receives
the Possession power in
addition to other powers
granted by going free.
(Vastly different from
the Corpse Cadavre of Note: The zombie's
Paranormal Animals of Physical attributes
Europe) depend on the force of
the Spirit which inhabits
Identification: it. Its Mental
The zombie appears as attributes reflect its
a reanimated human or nearly mindless state
metahuman corpse in and eternal hatred of
varying stages of decay. everything.
Habitat:
Anywhere
Magic Capability:
Innate
Habits:
The zombie can follow
simple (20 words or
less) commands from its
creator or complete simple
tasks. It will follow
all instructions until it
is
destroyed. Zombies
hate all living
things and if not
restrained, will try to
kill and mutilate without
regard.
Range:
Worldwide
Commentary:
Very little is known
about Zombies.
Powers:
Immunity to Pathogens,
Immunity to Poison,
Pestilence, Immunity to
Normal Weapons.
Weaknesses:
Vulnerability (Fire),
Decay
BODY Host +
F
QUICKNESS (F-1)*2
STRENGTH F+2
CHARISMA 1
INTELLIGENCE 1
WISDOM 1
ESSENCE F
REACTION F-2
ATTACKS
Humanoid
Zombies decay. But the
spirit in the body tries to
prevent this. Every time a
number of weeks goes by
equal to the force of the
spirit, the Zombies
Physical attributes
decrease by 1. When all
attributes reach 1, the
spirit is destroyed and the
body rapidly decays to
dust.
Gathering Magic
David Altman
<izzyux2@mvs.oac.ucla.edu>
Gathering Magic - A Higher
Mystery Game Mechanics:
Once a mage (Initiation
After long experimentation Level 1) has decided to
and research, scientists at cast a spell, and specified
U.C.L.A Occult Studies have a Force Level, he may try
discovered a new derivative to "Gather Magic" in order
skill. The skill was to make it more potent. To
discovered to be a related do this he must relax and
derivative power of go into Astral Space. For
Centering, but one that was every Complex Action he
seemingly available to only spends in astral space (up
Structurally Astrally to a maximum equal to his
Sensitized mages of second Magic Attribute) he may try
rank (Read: Initiate Level to "Gather Magic". Every
1). This power allows the action he may roll a number
casting mage to attune to of dice equal to his Magic
astral space and "draw" Attribute - this represents
astrally energy previous to him using his "sensitivity"
casting a spell. The mage to the threads and currents
was able to influence, by of Astral Energy- to Gather
virtue of his Astral Magico- Magical Force. Target
Gravity, waves of raw Number is the Declared
Astral Energy. While more Force of the spell. For
studies are needed, the every 2 success he gathers
news would be extremely one point of magical force.
exciting, even At the end, he MUST cast
revolutionary to the field. the spell at the declared
More updates as they come force or loose the spell
in. and the Gathered Magic.
Reprint from the
Astral Peek Benifits:
Column, of Magickal For every point the
Proceedings, August 2054 mage gathers his Drain
Target number goes down 1,
thus possibly reducing a
spell that would have
caused physical damage to
stun damage.
EXAMPLE
Say the mage has an Magic
Attribute of 7. He decides
to cast a Force 9 fireball.
Its combat time, and his
crew is badly outnumbered.
He declares all this stuff
and goes into astral space
to Gather Magic. He spends
only 2 complex actions
doing this (he's in a
hurry) and gets 4
successes. Now he must cast
the spell, which he does,
his Drain Target number is
now 7. In addition, he
resists the spell as if he
had cast it at Force 7
(Drain is stun, not
physical).
Regaining Essence
Todd Montgomery (Quiktek)
<tmont@cerc.wvu.edu>
This is a touchy matter.
Essence is a very delicate
thing. It should be rare
for a character to replace
lost essence, but it should
be available. GMs can use
this to reward good
players. Feel free to
comment and modify it if
you like.
Magic and Essence are
different. Magic CAN NOT be
regained once lost. Any
essence recovery does not
recover magic. And further
losses to regained essence
will reduce Magic as if the
essence was never regained
in the first place.
Sting gets back 1.0 replaced may regain
points of essence essence, BUT they do so at
after receiving a slower rate (natural rate
homeopathic medical is 0.01 per 6 months).
treatments from Joseph-
Black-Bear at the The natural rate of essence
Seattle Rehabilitation return, 0.01 per month or 6
clinic. Sting's Magic months for cyberware
rating is a 4 and total removed, is the base rate.
essence of 5.5 (was 4.5 but Factors such as
1 point is gained Rehabilitation, Natural and
back). Sting decides to Homeopathic treatments,
get some cyberware Meditation, etc. can
installed. The total increase this rate. If no
essence cost is 1.0. This treatment is used the base
drops Stings essence back rate is regained in essence
to 4.5 but drops his each month.
Magic to 3.
Each treatment has a
Cyberware actively keeps maximum regain. This is the
essence from regenerating. amount that the treatment
While cyberware is ALONE can regain. Once a
installed the essence it is treatment has been used for
taking up can not be enough time to have
regenerated. Essence not contributed its maximum
being actively taking up by regain it is ineffective.
cyberware can occur as the
result of upgrading of At the end of a month of
cyberware. This "free" treatment a willpower roll
essence may be regained. is made. This is done for
each different treatment if
The regaining of essence more than one is being
happens very VERY slowly. used. The target number is
Without any treatment given with the treatments.
essence returns at a rate One success is required to
of 0.01 per month. The regain the essence for that
fastest rate at which month. Zero successes
essence can return is 0.1 regain no essence.
per month. The maximum
essence that can be Each treatment has an
regained is 90% of what was availability. This
lost. This is regardless of availability assumes the
natural rate or combination character is going to great
of treatments. lengths to remain
unnoticed. If the character
How to regain essence: can legally attain the
People who have lost necessary chemicals or
essence through paranormal substances and convince a
Essence Drain, Drug Abuse, professional to lend them
and severe trauma may help, then ignore the
regain essence. Also availability. Characters
persons who have had with skills that seem
cyberware REMOVED and NOT appropriate to the
treatment may try using
their skill to determine
the correct administration
of compounds, etc.
Treatments and Practices:
Rehabilitation:
Drug, Clinical,
Cost:
5,000Y/month
Availability: 4/48 hrs.
Effects loss
through: Drug Abuse,
Severe Trauma, Paranormal
Essence Drain
Increase of Base Rate:
+0.03 per month
Maximum Regain:
90% of essence
lost
Target: 5+(Essence
Lost (round up))- 1
per month of treatment
limit is Target Number of
4.
Cyberpsychotic
Rehabilitation:
Psychiatric
readjustment to physical
(and mental)
addictions
encountered with
cyberware usage.
Cost:
3,000Y/month
Availability: 6/72 hrs.
Effects
loss through: Cyberware
Increase of
Base Rate: +0.06 per 6
months
Maximum
Regain: 50 % essence
lost
Target:
6+(Essence Lost (round up))
-1 per month of treatment
limit is Target Number of
4.
Dietary control and month (or +0.12
use of natural per 6
chemical agents to months for
stimulate tissue Cyberware)
and nerve regrowth Maximum Regain: 60% of
Cost: essence lost Target:
1,000Y/month 4+(Essence Lost
(round up)) - 1
Availability: 6/72 hrs. per month of
Effects treatment limit
loss through: Severe is Target Number
Trauma, of 2.
Paranormal Note: Incompatible
Essence Drain, with
Cyberware Homeopathic
Increase of Treatment
Base Rate: +0.02 per
month (or +0.1 Chemical Nerve
per 6 months Regeneration:
for Cyberware) Chemical stimulus used
Maximum Regain: 50% of to
essence lost reconstruct and
Target: 4+(Essence treat
Lost (round up)) -1 damaged nerves
per month of treatment when
limit is Target Number of cyberware is
2. used.
Note: Incompatible Cost: 8,000Y/month for
with first 6
Naturpathic Treatment months,
1,000Y/month for
Naturpathic Treatment: remainder.
Dietary control with Availability: 8/4 days
Natural Effects loss through:
Substitutes to Cyberware,
stimulate Paranormal
natural regrowth. Essence Drain,
Only Severe Trauma
natural ol' time Increase of Base Rate:
home +0.05 per
remedial month (+0.03 per
substances used month for
Back to nature. Cyberware)
Cost: 2,000Y/month Maximum Regain: 70%
Availability: 6/72 (Cyberware), 50%
hrs. otherwise
Effects loss through: Target: 7+(Essence
Severe Trauma, Lost (round up)) -1
Paranormal per month of treatment
Essence Drain, (first 6 months only) limit
Cyberware is
Increase of Base Rate: Target Number of
+0.03 per 2.
Meditation:
Includes Yoga, Tai
Chi, etc. Mind
over body.
Cost: 0 (Requires
skill)
Availability: -/-
(Instructor: 4/48
hrs.)
Effects loss through:
Cyberware,
Paranormal
Essence Drain,
Severe Trauma,
Drug Abuse
Increase of Base Rate:
+0.01 per
month
Maximum Regain: 60% of
essence lost
Target: 4+(Essence
Lost (round up)).
Note: Test uses
Meditation skill (Tai
Chi, Yoga, etc.) instead of
willpower.
Gradual Initiation
Jason J Carter
<Carter@UPS.EDU>
The purpose of these rules Sorcerer Adepts just as
is to reduce the drastic useful as it is for full
increase in power gained by magicians and Shamanic and
magicians upon their first Elemental Adepts.
initiation. Under the
normal rules the character Initiation & Metamagic
gains six metamagic powers All magicians begin life as
and access to the what is considered to be a
metaplanes. This is quite Grade 0 Initiate. This is
a bit of magic for just 9, to say that a Grade 0
12, 15, or even 18 Karma Initiate is any character
points. However instead of who is magically active,
increasing the cost of not that they have access
initiation to an outrageous to metamagic powers or the
level or ignoring it, we metaplanes of astral space.
will make the gain of An easy way to look at it
powers more gradual. These is to say the Grade of the
rules also include quasi- Initiate is the number of
metamagic powers that make times he has undergone
initiation for Conjurer and Initiation Ceremonies.
Mages, Shamans, Elemental
Each time a magician Adepts, and Shamanic
undergoes an Initiation Adepts
Ceremony he gains several Since mages, shamans,
things. First of all his elemental adepts and
grade increases by one. He shamanic adepts have access
also adds a point to his to all the magic skills and
Magic Attribute Rating. He astral projection and
may also attempt to remove thereby all the Metamagic
a Geas. Lastly he gets a Powers, they follow the
Metamagic Power. same rules for gaining new
Metapowers.
There are also several
abilities that all Grade 1: Metaplaner
magicians have, but which projection, Choice of
are not felt until the Standard Six Metapowers
first initiation. All Grade 2: Choice of Five
magicians have a bonus to Remaining
their Astral Initiative Metapowers
equal to their Grade. They Grade 3: Choice of Four
also have an Astral Pool Remaining
with a number of dice equal Metapowers
to their Grade. This Grade 4: Choice of Three
Astral Pool can be used Remaining
augment either the Astral Metapowers
Combat Pool or Magic Pool Grade 5: Choice of Two
which the character is in Remaining
Astral Space. Metapowers
Grade 6: The Remaining
Cost of Initiation Metapower
The cost of Initiation is Grade 7+: Unknown
equal to (5 + Grade being
gained) x Initiation Conjurer Adepts
Multiple. The Initiation Several new Metamagic
multiple has a base of 3, Powers have been added for
but is reduced by the use by Conjurer Adepts.
following modifiers. The GM
needs to consider them
Magician is a member of a closely since they reduce
Magical Group: -0.5 and eventually remove the
Magician undergoes an limitation that Conjurer
Initiation Ordeal: - Adepts may not enter Astral
0.5 Space.
Magician is guided by a
magician who has Grade 1: Spirit Centering
the Metamagic Grade 2: Spirit Quest
power he is gaining: - Grade 3: Spirit Vision
0.5 Grade 4: Masking
Grade 5: Spiritual Travel
(This applies for Physical Grade 6+: Unknown
Adepts whenever they are
guided by a higher Grade Sorcery Adepts
Physical Adept.) The number of Metamagic
powers available to
Sorcerer Adepts is Spell Sight is a very
increased by the addition limited form or astral
of a new Metamagic Power. perception gained by
Sorcerer Adepts also Sorcery Adepts due to their
eventually overcome close association with
the limitation that they manipulation astral energy.
cannot enter Astral Space, An Adept with Spell Sight
although not to the degree can "see" the astral energy
that Conjurer Adepts do. created with the Sorcery
Skill. This means the
Grade 1: Choice of adept can center to improve
Shielding or Centering spellcasting and detect
Grade 2: Power not chosen both Wards and The Sending
at Grade 1 and Spell of a ritual sorcery spell.
Sight
Grade 3: Choice of Spirit Centering
Dispelling or Quickening Spirit Centering is a
Grade 4: Power not chosen slight modification to
at Grade 3 standard Centering which
Grade 5: Spirit Vision only Conjurer Adepts can
Grade 6: Masking use. Besides being able to
Grade 7+: Unknown use Centering to Reduce
Drain or Reduce Penalties,
Physical Adepts Conjurer Adepts may use
Only two of the Metamagic Centering to Gain
powers can be gained by Additional Services. The
Physical Adepts, although target number is the Force
they are allowed to of the Spirit. For every 2
purchase Astral Perception. successes on the Centering
Upon gaining Grade 1, Test, the Conjurer gains
Physical Adepts with Astral one Service, assuming he
Perception may gain either gets at least one on the
Centering or Masking. The Conjuring test.
second power is gained at
Grade 2. If Astral Spirit Quest
Perception is not a power Spirit Quest is a Metamagic
that adept possesses, then power unique to Conjurer
he gets Centering at Grade adepts. Due to their close
1 and Masking when he relations to the Metaplanes
purchases of Astral Space, Conjurer
Astral Perception. Some adepts gain the ability to
would say that Initiation Astrally Project to the
is not as effective for Metaplanes dispite their
Physical Adepts, but the inability to use normal
ability to buy additional Astral Projection. Spirit
Physical Adept power with Quest can only be used for
the new point of magic the Astral Quest types of
makes up for the lack of Great Summoning, Spirit
additional Metapowers. Battle, and True Name.
Spirit Vision
NEW METAMAGIC POWERS Spirit Vision is an power
gained by Conjurer and
Spell Sight Sorcery Adepts. It allows
them to see fully into
Astral Space. Spirit
Vision is Astral Perception
by a different name.
Spiritual Travel is an Resistance Test. The
power gained by Conjurer rating is also added to the
adepts only. It allows magician's magic rating to
them to travel through determine drain codes and
Astral Space in a manner target numbers for these
very similar to that used tests. The rating of the
by spirits. Spiritual focus is the total number
Travel is Astral Projection of dice for all the various
by a different name. test associated with
summoning a single spirit.
Suggested Rules 2) The increase to the
Modifications Magic Attribute Rating
The following three rules of Power Foci does not
modifications are intended count on any successes
to put the Magic Attribute test involving the
Rating into Conjuring. As Conjuring Skill. That is
rules stand it makes no to say when the magician
difference if your Magic is Summoning, Controlling,
Attribute is 10 or 1 when or Banishing spirits.
summoning or controlling
spirits, although you had 3) Change the Conjuring
better have a good Magic Drain Table on SRII
Attribute if you plan on page 140 to the following:
Banishing.
1) Replace the description
of Spirit Focus with
the following.
Spirit foci increase a
magician's ability to
conjure spirits. The
magician must declare the
specific spirit type for
which he will use the focus
(e.g., water elemental,
hearth spirit, desert
spirit, an so on) at the
time of bonding. A spirit
focus only works for the
type of spirit for which it
was specifically
bonded.
A spirit focus provides a
number of additional dice
equal to its rating, and
these can be used to
summon, banish, or control
a spirit of that specific
type. The magician can also
use the dice for the Drain
Less than 1/2
(L) Stun
Equal to or Less
(M) Stun
Greater (S)
Stun
Greater the 2x
(D) Stun
Note: This change will
result in more powerful
spirits, but will make
magicians of all types,
especially Conjurer Adepts,
think again about reducing
their Magic Rating by
installing Cyberware or
Bioware.
Dead Zones
J Roberson
<RJR96326@vax1.utulsa.edu>
MANN-TELLER THEORY OF DEAD conflicting reports on just
ZONES: ORIGIN AND what does and does not work
EXISTENCE in a dead zone (DZ). In
some cases, no piece of
There have been many technology invented after
reports of areas referred c. 1300 would operate:
to as "Dead Zones", where gunpowder, electricity, or
technology purportedly does cyberware. The "rule of
not work. Their existence thumb" was that only
have been theorized since nature's rules prevailed;
shortly after the Awakening any manipulation thereof
(Lowe, 2025) and an would fail. But these
abundance of theorists, reports contain
ranging from respected Mage- contradictions in
scientists to vociferous themselves; electricity is
neo-mages have contributed a force of nature, not
to the information, both humanity; and gunpowder,
true and false, collected while an invention of the
on these areas. We have human race, is a natural
endeavored to field-test reaction between natural
all the data used in the chemicals.
support of our theory, to
eliminate ignorance and The problem is that almost
shed an authoritative light every theory is based on
on the subject. some arbitrary cut-off
point: nothing invented
BACKGROUND after 1800, 1200, 2000
There have been many would work. This means that
devices used the same or society. These "Ancients"
similar natural processes have the following elements
would not work even if in common, whether
invented within 10 years of mentioned in Homerian epics
each other. Furthermore, or legends of the Zuni:
all technology is based on Large populations with a
a manipulation of a natural high leisure rate; exotic
force; even the Matrix is powers and abilities; the
generated on the manipulation of vast
manipulation of the flow of amounts of power. Putting
photons and electrons; these into modern terms, we
cyberware is simply the can find analogs in:
control of electricity and
mechanical parts.
We ask that you cast aside
the urban myths of "no-
cyberware" zones, or
regions where the telegraph
will operate but not the
trid. Forget the myth that
steam engines are used in
the northern NAN because
maglev and internal
combustion don't work. We
believe we have put
together a solid theory on
the origin of Dead Zones
and their consequences.
THEORY
Much of today's magic and
its effects are echoes of
our myths and legends.
Trolls, Orks, Elves, and
Dwarves, Halflings, Ogres,
and Minotaur all have neo-
historical counterparts in
folk tales and popular
fiction. Tales of wizards
scouring the countryside,
of mystic shamans and
priests battling spirits;
all of these modern
realities have a basis in
the myriad cultures of the
world.
One myth that has not been
explored by any but a few
dedicated magicians and
theologians is the Atlantis
myth and similar tales of a
pre-historical advanced
Cybernetic higher manifestations of
Modification and Mages magical power. Completely
Fusion, Fission, and new and different types of
the Energy wards, sustained and
Infrastructure quickened area effect
spells, and magical effects
This is not to say that of a not-yet imagined
this pre-historical society nature may very well have
was exactly like ours. As been as normal as Heal and
we have yet to find solid Treat are in today's
evidence of their hospitals.
existence, we
freely admit this We postulate that the Dead
hypothesis could be wrong. Zones are leftovers of this
But it does fit the facts archaic age, areas which
at hand and help explain were affected by ancient
the DZs. For those wizards with powerful
interested in more details spells that have now
about this hypothetical Awakened as the Mana level
society, we suggest rises. The Zones may have
Pembroke's EarthDawn: the been so affected to deny or
Fourth World. It is by far discourage entry of certain
the most scientific of the types of people, to
texts we discovered prevent the use or
regarding the subject. operation of certain
device, or as a whim on the
Another theory which part of the mage. The power
corroborates ours is the of the magic used to create
Rising Mana theory. The the DZs is strong enough to
stipulation is that the have survived the low Mana
Awakening was merely the levels of the 5th world,
beginning, and that the and is now bringing the
level of magical energy in effects back into the
the world is rising and has existence with the
yet to peak. Like a person Awakening of magic.
who awakens, it takes a
little while for an alert This easily accounts for
and aware status to be the variety in type and
attained; it will be some magnitude of effect found
time before Mana reaches from zone to zone.
its full potential. If this Different magicians would
pre-historical society had have found
existed for some time prior different needs for their
to the emergence of the 5th areas and so would have
world, then it is safe to used different effects to
assume that the Mana level discourage visitors. It may
had peaked and was higher also account for the rather
than ours currently is. specific nature of certain
zones, as well as the
If the magical level was general nature of others.
higher, then mages would Depending on the reason for
have been capable of a zone's existence, a
instigating proportionately magician could have been as
specific or general as Zone.
desired in the formation of
a Dead Zone. EDEN FIELD, MONTANA
A large pasture in the NAN,
Dead Zones are likely to this 50,000 square foot
appear more often and more area apparently extends
frequently as the Mana upwards in a hemisphere
level continues to rise. centered on the field.
Existing Zones will likely Apparently, nothing can
see their effects increase. fly here except vehicles
We will continue to study using direct thrust. Planes
them in order to understand and birds will not fly.
them and make adapting to Rockets work because their
their existence easier for thrust is applied directly
society. against gravity,
constantly. Birds can fly
only if they maintain their
CASE STUDIES thrust by beating their
wings. The result is: no
HERBERT'S GROVE, NOVA gliding, and no lift is
SCOTIA provided by wings, no
A small zone in the matter what speed a vehicle
northern part of Nova is at.
Scotia, UCAS, this zone is
approximately 5000 square The focus seems to be air
meters on the surface. It pressure. A balloon rises
is perpetually summer because the air within is
there; it never snows, nor lighter than the air
does the temperature drop without. Wings function by
below the June mean lowering the pressure
temperature for the area. above, allowing the
This is apparently the only pressure below to push the
direct effect of the DZ. plane up. Birds can fly by
constantly beating their
The indirect effects are wings to provide thrust;
numerous. Obviously, the they are pushing against
trees can't be in summer the air, rather than
mode all the time, or their getting the air to push
annual life cycle would be them up. Rockets work
disrupted. They still grow because they push the
new leaves, but at a rate rocket up, not just as a
that they quickly assume reaction against the air.
summer coloration. Birds
flock around the area, SHAO LA, MONGOLIA
their biological clocks Interesting because this
apparently not telling them single building does not
to fly south, though they allow Illusion spells to
do reproduce. Animals that work. That is the only
stumble into this zone find effect. We include it as an
good hunting relative to example that DZs can alter
winter conditions, but they paranatural laws as well as
may or may not stay, others.
depending on the real
season outside the It is interesting because
the temple is said to be a
place of truth and beauty,
where one can go to see
reality in meditation.
FINAL NOTES
This brief case-studies
list is by no means
inclusive. There are zones
where no vegetation will
grow, where people can walk
on walls, and where
smokeless powder will not
function (though Black
Powder will). Zones are
very complicated and have
physicists struggling to
discover just which laws
are being broken (the
Montana site is one such
area, where they are still
deciding which rules are
affected). But Zones are
not easily defined in the
clear-cut sense that urban
myth allows (no cyberware,
no guns, etc.)
CyberWare
Brand Name CyberWare
Todd Montgomery [aka Quiktek]
<tmont@cerc.wvu.edu>
Not every piece of recovery is, however,
cyberware is the same. separate and must be paid
Below is how I handle in full.
cyberware in my campaigns.
I have found it adds a lot Levels of Essence Effect:
of variety and options for
the Street Samurai and the Level Effect
other cybered characters. on Essence
It is also a nice device
that a GM can use to Cost
construct unique opponents. 1
+10%
One central idea pervades 2
this article. That idea is +5%
that cyberware can and is 3
modular in design. By 0%
modular I mean that each 4
cybernetic item is made -5%
first as a standard item. 5
This item is then modified -10%
by the Street Doc (Who may
acquire the item in a Alpha and Beta Grade
myriad of ways) to cyberware has the percent
interface with the user of reduction to essence in
the item. This parentheses.
modularization leads well Maintenance:
to production and use of Frequency in months /
cyberware and allows brand Percentage of cost to be
names to differ in paid in maintenance per
appearance and/or function. year. (Does not include
Street Index)
Cyberware Brand Names and
Effects These are, by far, not the
These brand names are used only brands available. Feel
for adding variety to the free to make up special
standard fair of cyberware brands for Shadowclinics,
options. Below also Street Docs, and/or major
appears some more options players in campaigns.
to make any cybered Variety is the spice of
character even more unique. life!
A note on surgery: To get NOTE: Not all Brands carry
the most out of these every type of cyberware. GM
options, I suggest that the discretion. But some
cost of surgery to implant suggestions appear below.
cybernetic (and bioware)
implants be included in the Used Cyberware's modifiers
items cost. The cost of are in addition to existing
m
Shadow Clinic Availability
means that if the
character manages to find a
Shadow Clinic he can
purchase the Cyberware.
Each Shadow Clinic has a
rating AlphaI, BetaII, etc.
These are CUSTOM pieces and
ARE specific to the Doctor,
Clinic, and patient. The
item must be constructed
for each patient.
Damage to cyberware is
handled as mentioned in
Shadowtech, pages 39-40.
Damage Resistance operates
as detailed in Street
Samurai Catalog (SSC) Page
98. The first number is the
Target Number for a Serious
Wound and the second number
is the Target Number for a
Deadly Wound.
When a character is injured
and Cyberware has been
damaged roll 5 dice. For
every one success generated
for the piece of cyberware,
the piece's damage level is
reduced by one. Damaged
cyberware functions in the
same way as described in
Shadowtech, page 40.
Street Damage
Brand Name Level Cost Availability
Maintenance Index Resist.
CUSTOM BetaIII(-50%) x13.0 Shadow Clinic
6/10% +.3 3/4
CUSTOM BetaII(-45%) x9.0 Shadow Clinic
4/10% +.2 4/5
CUSTOM BetaI(-40%) x7.0 Shadow Clinic
4/10% +.2 4/5
CUSTOM AlphaIII(-30%) x5.0 Shadow Clinic
3/10% +.1 5/6
CUSTOM AlphaII(-25%) x4.0 Shadow Clinic
3/10% +.1 5/6
CUSTOM AlphaI(-20%) x3.0 Shadow Clinic
3/10% +.1 5/6
ChibaWare 5 x2.5 +4/x2
2/15% +.3 6/8
Ares-Custom 5 x2.25 +5/x3
2/20% +.3 8/10
Fuchi-SeriesII 5 x2.25 +4/x2
1/15% +.3 8/10
Ares-Gold 5 x2.5 +3/x1.75
3/12% +.3 8/9
Ares-Silver 4 x2.0 +2/x1.5
3/11% +.3 10/12
Fuchi-SeriesI 4 x2.0 +3/x1.5
4/15% +.2 9/12
BorgWare 4 x1.75 +4/x1.5
1/20% +.1 10/12
Ares-Turbo 3 x1.75 +1/x1.5
6/12% +.3 10/12
Ares-Milea 3 x1.5 +1/x1.25
3/11% +.1 12/14
Fuchi-Synth 3 x1.0 +0/x1
3/10% +.1 12/15
Ares-MarkV 3 x1.0 +0/x1
2/10% +0 12/15
StreetLethal 3 x.9 +1/x1.5
1/15% +0 14/18
Vindicator(Ares) 3 x.8 +2/x2
3/12% +.1 15/18
Leme' 2 x.8 +0/x.5
1/20% +0 --
Vigilante(Fuchi) 2 x.75 +0/x.75
2/10% +.1 --
NAO-AFFS 2 x.8 +1/x1
4/10% +.1 --
CaTsClaW 1 x.7 +0/x.75
1/20% -.1 --
Warrant 1 x.6 -1/x.5
1/30% -.1 --
MCT-Samurai 4 x2.0 +3/x2.25
3/10% +.1 8/9
MCT-Kama 3 x1.5 +2/x2.0
5/8% +.2 10/12
MCT-Ninjitsu 3 x1.25 +1/x1.5
3/8% +.1 12/15
DuroWare 3 x1.5 +4/x4.0
12/2% +0 8/9
Boss-V5 3 x1.0 +0/x1.0
2/8% +0 12/15
Euro-MarkII 2 x.75 +0/x.75
2/15% +0 --
Shiawase-Torg 4 x2.0 +3/x1.5
3/11% +.2 9/12
Shiawase-Custom 5 x2.5 +4/x2.0
2/15% +.3 6/8
Shiawase-Alpha AlphaI(-20%) x3.0 +6/x3.0
3/10% +.1 5/6
Used As brand As brand+ As brand+
As brand+ As brand+
Cyberware x.5 -1/x.5 -1/+5%
-.1 Yeah, Right
Some other brands:
Zeiss carries only cybereyes and eye options. The brand has
the following brand name stats:
Level: 3 Cost: x1.0
Availability: +1/x1.25
Maintenance: 4/7.5% Street Index: +.1
Damage Resistance: 10/12
Nikkon carries only cybereyes and eye options. The brand has
the following brand name stats:
Level: 3 Cost: x1.0
Availability: +0/x1.0
Maintenance: 3/10% Street Index: +.0
Damage Resistance: 12/15
RCA carries only cybereys, cyberears, and there options. The
brand has the following brand name stats:
Level: 3 Cost: x1.0
Availability: +0/x1.0
Maintenance: 2/10% Street Index: +.0
Damage Resistance: 12/15
Repair is the same as in vary with the brand name,
Shadowtech page 40. All use level of brand -3 as a
brand names are normal cost multiplier. Alpha
cyberware for target number levels all count as Alpha,
determination. Use the and Beta levels all count
modified cost of the as Beta.
cyberware for repair cost
determination. Labor prices Used Cyberware also has the
disadvantages mentioned in
SSC page100 as well as the
modifiers above.
Example of Maintenance Cost:
The Street Samurai Archetype has the following Cyberware.
Cybereyes with Low-Light
Dermal Plating: 2
Muscle Replacement: 1
Retractable Hand Razors
Smartlink
Wired Reflexes: 2
Assuming all this to be Ares-MarkV Brand you have the
following.
Cyberware Type Essence Cost
Maintenance Cost
Cybereyes with Low Light .2
8,000 800 per year
Dermal Plating:2 1.0 15,000
1,500 per year
Muscle Replacement.:1 1.0
20,000 2,000 per year
Ret. Hand Razors .2 9,000
900 per year
Smartlink .5 2,500
250 per year
Wired Ref.:2 3.0 165,000
16,500 per year
TOTAL: 5.9 219,500
21,950 per year
Monthly Maintenance Cost = 21,950/12 = 1,829 Nuyen
Maintenance Cost successes are generated,
Maintenance Costs can be then the item suffers a
paid monthly or every so Light wound and must be
many months equal to the repaired. See Shadowtech
Maintenance Frequency as pg. 39-40 for damage levels
long as the cost per year and repair.
is equal to the brands
maintenance cost percentage Financing Cyberware:
X the cost of the cyber Level 3, 4, and 5 cyberware
item (not including street can be financed by some
index). corporations and agencies.
The deals usually include
Failing to pay maintenance: some legal matters like
Every time a number of contracts of business. The
months goes by equal to the endorsers also usually
Frequency of Maintenance of require some DNA sample for
the cyber brand name, the purely medicinal use
GM rolls 2D6. The Target (Ritual Sorcery for
number is equal to the delinquents).
Damage Resistance (Serious)
of the Brand Name. If one The financing usually
success is generated, the involves a 20+% increase in
cyber item is fine. If no price but the entire amount
may be divided over 12, 24,
even 36 month plans. Most
financers require at least
20% of base cost down, up
front.
Failure to provide payments
is VERY BAD. One month can
slide but some fast talking
MUST be done. And a
gratuity will be expected.
Two months might require
some customer "retraining"
to make him more
responsible. Past two
months you better leave the
country and fast. Of
course, a corp will
probable follow if the
customer was a substantial
investment.
Even some street
organizations (read Loan
Sharks, Mob, Yak, etc...)
offer the above. Only
payments are usually higher
and retribution even less
friendly.
Hypoallergenics
The current lines of
cyberware of levels 2-5
offer a full compliment of
hypoallergenic options for
there brands. The cost of
such comfort is an increase
of 50% in cost and a
maintenance cost increase
of 25%.
Many companies carry plans
for cyberware insurance and
warranties. Unfortunately
for the shadow community
most of these services are
just not accessible safely.
But as always there are a
few exceptions to every
rule. The options that
follow represent the more
stable, less NOSY,
organizations that will set
up convenient insurance and
warranty plans for the
cybered individual. Sorry,
no one legally will set up
plans for Alpha or Beta
cyberware.
>>>[Insurance is always
risky. Some times you make
out with a killing on your
new replacement. And then
sometimes you get ripped
over the long run. For the
sam who thinks he is in for
one rough two years the
Total Coverage is the way
to go. Especially with
repairs being typically
upwards of 20% of the
item's cost.]<<<<
-Quiktek<11:48:37/01-
19-53>
EXAMPLES OF CYBER INSURANCE
Allied State Cyberware Coverage
This cheap organization will take very little in the way of
personal identification to set up an account. They have been
known to take payment failure pretty personally. The same
goes for people who start to really cost the company money.
The plans they offer are detailed below.
Basic Coverage
Cost: Varies
This plan is just a basic coverage plan that will cover up
to a certain fixed amount in repairs and maintenance for one
year. Typical plans are in the range of 1,000Y/yr to
50,000Y/yr. Any amount can be specified in this range. The
cost is just the amount covered divided by 13. This is a
monthly rate and it is recommended that it be paid promptly.
Allied State will not accept any applicants who sign up for
a plan that is not equal to there normal maintenance cost X
12. To register an applicant must have all his cyberware
registered and agree to a background check. This check is
like using a false cred stick vs. a rating 6 identifier.
Basic Warranty
Cost: Varies
This plan is useful for financing that oh so unexpected
mishap with the local thrill gang. This plan covers all
repairs and replacement of cyber systems (no medical costs)
for the duration of the warranty. Any duration may be set up
but the minimum is the six month plan. The cost of the plan
is the cyberware item's maintenance cost + 5% divided by 12.
This is a monthly rate. Each cyberware item must be covered
under a different warranty. The longest warranty offered is
three years (or 126 Million Heartbeats). As with the Basic
Coverage, registration and a background check are required.
This plan does not cover routine maintenance.
Total Coverage and Warranty
Cost: Varies
This plan offers to the "street professional" the option of
putting all his chrome into a big safe coverage plan. The
plan works as follows. The cost is all the maintenance costs
per year for each item added together then taking that
amount and adding 35% to that. Divide that total by 12. This
is your low monthly payment. This plan covers all
maintenance, cyber system replacement, and repair. The
minimum duration on this plan is 2 years and the maximum is
four years. Registration is required and a rating 8
background check is performed on all applicants.
DocWagon¬
Yes the leader in Medical Insurance and Active Retrieval has
now begun to enter the growing cyberware insurance market.
These plans are totally separate from the usual DocWagon
contracts. DocWagon¬ offers plans almost identical to Allied
State. Except there checks are much lower in rating,
usually 4 except total coverage is 6.
Information about other --Quiktek<11:44:26/03-
brands: 02-54>
MCT: Shiawase:
The MCT line of cyberware The leader in cyberware has
has been especially just released news of its
designed for low impact on upcoming line of cyberware.
the body, and it's Initially termed Shiawase-
appearance is stealthy. Alpha, this line
The MCT stuff that filters emphasizes Ultra-Low Impact
down to the streets is (ULI) technology.
among the most highly (Officially termed ULICII
demanded in the shadows. (Ultra-Low Impact Cyber
All MCT cyberware has a +1 Interface integration))
to concealability. This is what Mr.
Yamaguchi, president of
DuroWare: Shiawase Cyberware
This little known line of Division had to say: "We
cyberware is made by only (Shiawase International)
ONE Street Doc. His name are very proud of our new
is Mickey. He operates out Alpha Line. We are
of the Redmond Barrens in scheduled to release the
Seattle. Mickey owns and initial batch of "Field
operates the "Mad House", Tested" 'ware around
a local ripper shop that Easter. Only the FINEST
specializes in the bazaar, clinics are to be
exotic, and/or the authorized for retail. Any
militant. Mickey will other questions I direct
only install DuroWare into to Mrs. Hanover, our UCAS
SPECIAL friends, or a Representative." For more
person with a HUGE information about
credstick. DuroWare is the Shiawase's upcoming line of
toughest stuff next to cyberware, please contact a
Teflon¬ when it comes to licensed Shiawase Dealer
damage. And maintenance is or Shiawase directly via
nothing. Several people matrix link or voice.
have tried to get Mickey's
secrets but all have met >>>>[ Oh Pease! We all know
the unhappy end of that the Alpha Grade Stuff
"Creeps" and "Gripes", two was out there. Mass
of the largest and heaviest Production, even if by
cybered Trolls you would Shiawase, well do nothing
ever want to meet. but make the general public
Mickey's common line of know that the tech
cyberware is termed exists.]<<<<
StreetLethal. --Quiktek<12:43:30/03-
02-54>
>>>>[ Mickey is one tough
Dwarf. He personally These brands above carry
outfitted the Troll twins, most cyberware types. GM
Creeps and Gripes. They are Discretion.
the closest thing I have
ever seen to real CyBorgs.
]<<<<
BioWare
Optional Rules for BioWare and Magic
Robert A. Hayden
<hayden@krypton.mankato.msus.edu>
These are optional rules to determine the magic lost
more realistically (yes, this
determine magic loss for number can exceed the
magic users who have had original
bioware installed. Please body cost).
remember, though, that the
maximum amount of bioware Example A:
you can install is equal to Merlin wants to get an
you unaltered Body score. Adrenal Pump (level 2)
installed. He checks his
Type wallet and determines he
Compatibility Mag. Loss has enough Nuyen to get a
Cultured 100% cloned unit. The total
10% body cost will be 2.50, and
Clonal 100% his magic cost will be .50
20% Base Type (2.50 x 20%). He also has
O 90% to shell 200,000 nuyen out
30% Type G to some street doc.
75%
45% Second Example B:
Hand 3d6 x 5% Merlin has come into a
See Below second hand Suprathyroid
Gland (I don't think you
Magic Loss refers to the want to know how). He
percentage of the Body Cost finds a street doc to
of the item that is also install it. The GM rolls a
subtracted from total 5 for compatibility (25%)
Magic. compatible. Thus, the
total magic cost will be
Forced Growth bioware has 1.54 (1.4 x 110%).
its magic loss determined
in the following manner: Do not forget that rolls
Subtract the must be made when the
compatibility of the surgery is performed to
grown part from 100% and determine if there is any
then add 25%. Multiply additional essence loss.
the body cost by this Also remember that the
percentage to total magic loss for both
determine the magic cyberware and bioware by
loss. result from adding both
together.
Second Hand magic loss is
determined as follows:
Subtract the
combatibility rating
from 100%, add 35%.
Multiply the body cost by
this number to
BioSculpting
Rob Rubin
<TYGER@vax1.winona.msus.edu>
From Snazzy Magazine (Neo- Any Where)
Anarchists Guide (TRL!)),
Circa 2054. >>>"Thank you, Tyger. And
greetings once again We
Dr. Hamilton also let us in hope to clear the air. So,
on other things that on with tonight's
AnthroCo. is doing to entertainment!<<<
improve society. "Using
the exotica technique, we So, what can they do?
can alter what metahumanity Well, the answer depends on
looks like to an extent, who and what you are.
she says. It has lessened Let's start with a good
the impact of goblinization percentage of the
on several of our clientele population, Humans. Now,
and their siblings." they can easily make you
look like a dwarf, elf, or
>>>"Don't believe the hype. ork. This is done with
A troll is a troll, and the some frame alteration from
best troll is a dead the last installment.
one."<<<
-Straiff (13:43:59 \ So what is a frame
3/23/54) alteration, you ask. Well,
it can increase or decrease
>>>"Bite me."<<< a persons height and/or
-Grinder (17:22:38 \ mass by about %25. This
3/23/54) means if, for example,
you're a human and you'd
"The whole surgery is not rather be an ork, you'd get
unlike our biosculpting a frame alteration, add
technique." He went on to some mass on, and you'd
say. "And, as with the look like a humanish-ork.
exotica lines, the patient
is in and out within a Not to say that those
week." surgeons aren't miracle
workers. I've seen pics of
>>>>103 Mp deleted<<<< some nice lookin jobs.
But, it just ain't the real
>>>"Should I ask?"<<< thing! It
-Jander (03:42:10 \ shows too.
3/10/54)
Below is what can and
>>>"No, but since you did, cannot be done. But the
I deleted what wasn't impossible is just around
necessary, because I left the corner, neh?
the real research to the
boys who know the ropes, From Human To:
and the files, of Aztech. Dwarf: Must be a short
Oh boys? Play dat fuhnky human
moozic!"<<< Elf : BOD no
-Tyger (Any Time \ higher than 5
STR no higher >>>This is before racial
than 5 modifiers! <<<
Ork : BOD no lower -Tyger
than 4
STR no less than
3
QUICKNESS max of
5
From Dwarf To:
Human: BOD max of 6
From Elf To:
Human: QUICKNESS max of
5
BOD no less than
4
Ork : BOD no less
than 6
STR no less than
5
From Ork To:
Human : BOD no higher
than 6
STR no higher
than 7
Troll : BOD no less
than 5
STR no less than
5
QUICKNESS max of
5
Elf : BOD no more
than 3
STR no more than
4
QUICKNESS at
least 4
From Troll To:
Human: BOD no more than
2
STR no more than
3
QUICKNESS at
least 4
Ork : BOD no more
than 3
STR no more than
5
QUICKNESS at
least 3
detect the 'sculpt.
And, hey mage-boys! Wanna
see something wiz? Find a EXAMPLE:
troll who now looks human, Bob the samurai wants to
and get a load of what they look like the head man at
look like astraly! WOW! Renraku Arcology. He goes
Ever seen a more confused to a really good street doc
image? Neither did our (Biotech skill of 8). He
rezi mage, he's still wants to be virtually
confused perfect in appearance, so
the GM decides this counts
Remember, it's your life! as a 15. The doc (who is
Do what you like."<<< smart...) asks for payment
-da goon skwad up front.
(09:23:11\3/10/54)
The doc goes to work. He
>>>"So there you have it, rolls his Biotech skill
the tawdry details. Trust with a target of 15. The
me, it's easier to tell it doc rolls (total)
this way then to spend 103 2,5,7,9,13,15,16,22. With
on drivel." a grand total of three
-Tyger (Any Time \ successes. Bob the samurai
Any Where) now looks like 'the man'.
Next bit, about if you can Anybody else who sees him
'sculpt someone into must roll perception.
another persona. If a Target of 15. If the
player wants to do this, viewer can get 3 or more
remind them it's a semi- successes, they notice the
permanent procedure. Once small flaws that give it
they commit, it's hard to away, like the fact that
turn back. Mr. Renraku Arcology has a
cleft chin, and this guy
If they REALLY WANT IT, let doesn't. If they don't he
them have it. A good street can pass for the real McCoy
doc can get the materials. (Or whatever...)
It has a base availability
of about 10, with the The difficulty also
normal modifiers. Street multiplies the cost
index is 2.0 and up. Find exponentially. A good
a trustworthy one, street doc (or "sculptors"
chummers. as they call themselves)
can start the cost at a
The next step is the base of 8,000 to 10,000
surgery. Once they go Nuyen. Multiply the cost of
under the scalpel, roll an the 'sculpt by the ultimate
unresisted test using the difficulty. Let them
surgeons skill. The target haggle from there.
number is directly related
to the difficulty number to Pricey, no?
Keep in mind this is also
going to ultimately try and
fool electronic gadgets,
guards, and so on. Magical
security, however, remains
totally unaffected by this
charade. As such, the
mages don't get any penalty
to notice something is
wrong.
ShadowFurry
Rob Rubin
<TYGER@vax1.winona.msus.edu>
2054 Fashion Guide,
dateline Seattle
Those who are fashion
conscious have, for ages,
been looking for the 'look'
which will bring them the
attention that they know
they deserve. In the past,
one might have gone to a
plastic surgeon to make you
more attractive and younger
looking. But this is a
new, awakened world. And
people of all races and
creeds are looking to a new
direction.
The direction of genetics
As we move full-steam into
the second half of the
twenty-first century, we
must keep in mind that the
tremendous breakthoroughs
in genetic engineering...
scientists and letting them
>>>>>[What?!?]<<<<< rave on about the process.
-- Jander All it is grafting animal
(12:30:33/03-15-54) DNA to human (& metahuman)
genes through a process
>>>>>[Relax, you've seen it that they really don't
all before. Look back into explain, and I could really
the 'Shadowtech' stuff and care less. All I know is
it explains all the gene- it works. I figured that I
tech and grafting. I could cut to the chase and
figured it would save space let you folks cruise over
that you all need to add the actual meat &
your own comments. Share potato(e)s of this article.
and enjoy.]<<<<< If you want to read useless
-- Tyger (Any Time junk, go right on
/ Any When) ahead...]<<<<<
>>>Tyger (Any time
This year, the big hoopla / Any when)
was centered on Seattle.
The processes:
>>>>>[You expected "The actual process is
differently?]<<<<< broken down into individual
-- Ursia parts." explains Dr. J
(12:45:32/03-15-54) Hamilton of AntrhroCo.
"For each individual case,
A new company, AnthroCo., a we sit down with the
subsidiary of Aztechnology, prospective patient and ask
has announced a them what they want done,
breakthrough in genetics. we work over the details,
The ability to alter any and work out a plan.
human, or metahuman to Within a week of the first
specific styles. If you incision, the patient can
thought a Mortimer walk out the door." He
Greatcoat was style says.
defined, you should see
what AnthroCo. has in store >>>>>[Don't even think of
for you! walking in the door unless
you have a LOT of Nuyen to
>>>50 Mp deleted spare. It aint cheap, and
the permit can be murder.
>>>>>[Ok, keep your pants More on that later. I'll
on. If you really want to let the boys talk about
see this background stuff, that.]<<<<<
download a copy of 'Snazzy' -- Abigail
magazine. It's all in (06:34:25/03-19-54)
there. But keep in mind
that 'Snazzy' is also a "We work one on one with
subsid of Aztech. So you each patient, so they are
can expect a lot of flag pleased with the end
waiving and general result." Says Dr. Hamilton.
grandstanding. With this work ethic, it's
no wonder the list is
The gist is talking to the growing the rate it is.
cost is on top of the
"We have some ready made facials! Ouch!
package deals available,"
Dr. Hamilton says. Natural Fangs .3
"Because we expect requests 1,500
for some of the more common Natural Claws .4
animals. However, we can do 3,500
custom work, and anything Retractable Claws .5
is possible in our 4,500
laboratories." Horns (Small) .1
3,500
>>>>70 Mp Deleted Horns (Large) .4
6,000
>>>>>[We interrupt this bit Hooves .5
of flag waiving to bring 6,000
you.... the TRUTH! What
they don't tell you What animal would be
ANYWHERE in the article is complete without claws?
how much it costs. So me These are self explanatory.
and a few of the boys went The claws do the same
into Aztech to bring you damage as a set of hand
what it costs THEM to give razors. They remove your
all you people the 'look' old nails to put in the
you always wanted and never claws. And they do grow
needed.]<<<<< back.
>>>Tyger (Any time /
Any when) The horns do (Str)L1 for
small, and (Str)S4 for
Process large. (For the Shadowrun
B.I. Cost 2 people out there, this
Min. Facial Alterations .1 roughly translates into
1,500 (Str)L for the small, and
Maj. Facial Alterations .5 (Str+2)S for large, These
3,000 are BIG HORNS!!!) The
small horns are like devil
This covers moving ears horns, the large ones are
around, modifying like bulls and big-horn
cheekbones, rounding out rams.
the head, and the like.
Minor alteration still NOTE: This is all
leaves you looking vaguely dependent on the animal
like who you started as. type! If you get rams
Major is a real trip to the horns, the large horn
wildside. damage is "STUN" only
seeing the it's only
Muzzle (Short) .3 impact. If you get a bull
6,000 type of large horns, it is
Muzzle (Long) .7 'physical' slash / puncture
8,000 damage. It's a GM's
discretion and final call
A bit more drastic than the
facial alterations, but a Hooves is a weird one, they
must for the full fuzz reconstruct your hands to
features. Mind you, this be something like a club,
leaving you with two and there isn't any
fingers and an opposable fatigue. (But it's funnier
thumb. This can screw your than drek watchin' a 'morph
life over a bit walking with their butts
(-4 on all skills dependent sticking out...)
on finger manipulation,
like all B/R skills, The combat tail is
firearms, any instrument weighted, and can have a
skill (Except, arguably, poison injector inside it
drumming...), bike, car, (And that's not only
throwing, and so on). So illegal, but it costs
why bother? Well, it acts ESSENCE to install the
as a natural club, but it 'stinger' injector <.2 for
hurts a lot more! <(STR)S2 the injector, and it's
in 1st ed, (Str)S in 2nd> retractable too!> But
And, wow. Oh yah, there's since when did that ever
rumors of a weaponsmith stop us?) The injector
who'll custom fit a gun for holds four doses of
your 'hands', if you got anything you put into it.
the cash. (4 human doses. You adjust
accordingly per race.)
Extended Mandibles .9 Either way, either tail is
10,000 sturdy enough to use as a
hand (at about 1/2
Very insect like. See the Quickness) and it can be
'Mantis' package notes for used to hold onto large
more info. objects. But believe
you/me. It can't hold a
Tail .3 troll...
3,000
Combat Tail .6 Digitigrade Legs 1.75
4,500 10,000
Quadruped System 2.9*
A normal tail is just that, 50,000
a tail. The normal model Fur / Scales .75
(if you can call it that) 20,000
is decorative, and only Skinchange .2
enhances the look. It can, 5,000
however, be made to act Heavy Scales 1.0
like a real tail in all 25,000
aspects of the term, mainly Full Exo-Skeleton 2.0
that of balance. 50,000
This costs the surgical Frame Alterations 1.5
team an extra thousand 20,000
Nuyen <and adds a +1 die to *The Quadroped system
all balance-related skills takes 2.9
like athletics, stealth, Essence
bike (yes bike!), gunnery,
and so forth.>. But it Digitigrade legs move your
screws your posture but feet so you walk on the
good. Don't worry tips, a lot like a dog.
chummers, they make sure it Trust me, this really
all works fine in the end screws you up for a week or
product (Pardon the pun), so. (+7 to all action-
oriented target numbers. tho'. Because your using
This number goes down one all 4 limbs for movement
per day, as you get used to only, it tends to make you
it.) But the advantage is faster and more agile.
it can make you move like a **<+2 dice athletics, +3
banshee in heat once you quickness, and a +1 to
get into it. (+2 to reaction when in full
reaction, and it adds +3 to form>** It also tends to
quickness for movement make a Johnson a bit more
purposes only.) lucrative in the cash
department, soka?
The 'quadroped system' is a
fun one. They rip out your A skinchange just pigments
skeleton, and replace it the dermis to a color
with a plasteel one. Now, pattern of your choice.
it's not like the OTHER This can simulate anything
'steel skeleton' the from a white rabbit to a
sammies know and love. It's orange and black striped
not armored. But, once you tiger to a black & white
activate it, it runs zebra. Once you choose it,
through pistons and wires it doesn't change, it's
and makes you a 4 legged permanent, kids. That is,
version of the animal until you go in for a
you're sculpted to be. different style. It's like
a tattoo with an attitude,
The bad part. You have to really.
have the digitigrade legs,
starter. You get the most The fur and scales are
realistic sculpt you can pretty much self
(read, the most expensive), explanatory. There is a
and then you go under the chance of getting cancer
knife. Once you get it, it from this process. **<roll
takes about five minutes body, target of 7 minus
for the full change over. body. Dermal plating does
When it's done, you look NOT help. If you have two
like either a really small successes, you are cancer
bear, a really big doggie, free. If not, the cost to
or an average size lion. cure it is double the
initial surgery, and it
What's so bad? From what removes the fur /
we hear, the process is scales.>**
painful the first few times
you use it, and you have to Heavy scales give the
get used to walking on all person actual armor! (1
4's, and all your cyberware ballistic, 2 impact) The
may not fit you anymore, full Exo-skeleton is even
and your armor won't fit, more so! (4 Ballistic, 4
and so on and so forth. Impact) but it munches your
You can get 'customised' speed **<+1 to all active
armor made up, if you'd skills for heavy scales,
like, if you can find and +2 to all active skills
someone to make it for you. for the exo-skeleton,
including firearms! Also,
There is a brighter side, a -1 to quickness for heavy
scales, -2 for exo- some rather obscure
skeleton>**. All in the requests, but we can do
quest to virtually anything that a
be a walking panzer, I customer can think up."
guess.
>>>>>[Sorry to interrupt
Frame alterations basically again, but I feel I have to
make you smaller or bigger. apologize. See, the rest
Our figures guess somewhere of this is all color
around the 15-35% mark each adverts. And, seeing the
way. This is covered in medium I'm using, I can't
the other posting of show the photos. Now,
'biosculpting', but it's granted, they look real
included in here so you can nice. But the words are as
look more like a beast of effective. Oh yeah,
your choice. I mean, who'd remember that this is the
be intimidated by a scrawny cost to the consumer if you
little bear? (I know some go to AnthroCo. Buyer
guys who'd hug you instead beware? Neh? So, again,
a shooting you!) Sorry about the no-
photos.]<<<<<
Keep in mind that all those -- Tyger (Any Time
prices was the factory / Any When)
cost! The cost at the
Seattle AnthroCo. Clinic is >>>>>[Sure, he can blot out
about x1.5 that cost, and a a time-date stamp, but he
ripperdoc's cost can be can't zap a simple picture.
higher still. Ha.]<<<<<
-- Jander
And, before you forget, (00:49:23/03-23:54)
remember you need permits
for implanted weapons! Felines:
AnthroCo. is generous This package has a few
enough to register you as incarnations. The first
an armed 'anthropomorph' in is a slight modification,
Lone-Star files. But, a only changing the facial
ripperdoc doesn't ask features slightly and
questions (usually). The adding a tail. (Minor
cost of the permit is equal facial, Short muzzle, a
to a weapon of like. (For tail and
example, a small blade skinchange.
weapon will cover fangs and Body: .9
claws. And a large bladed Cost : 23,250
weapon will cover the
larger horns.) The second is a more
striking cat, stronger
Package deals: features, and a stronger
"Because of the high demand appearance. (Major facial,
on certain types of short muzzle, natch fangs,
changeovers," Dr. Kass says retractable claws, tail,
"We have package deals that fur[you specify pattern]
cover all the basics of a Body: 2.65
certain animal type. In Cost : 57,000
the past, we have gotten
>>>>>[Expensive, yes.. But the user wants it to be.
worth every nuYen.]<<<<< (Frame alteration,
>>>Tyger (Any Time mandibles, and the
/ Any When) exoskeleton).
Body: 4.4
>>>>>[Says you, you mangy Cost: 120,000
furball.]<<<<< We have also done one
-- Rascal conversion to a scorpion-
(17:38:46/04:10:54) type humanoid for an up and
coming urbanbrawler. Be
K-9 watching the vids for him!
Again, this comes in
stages. Dependent on your >>>>>[I wouldn't go for
needs. For example, the this one, chummers.]<<<<<
pit-bull, a popular option -- Rascal
for the back-alley types, (13:23:55/03-20-54)
is easily done. (Major
facial, muzzle (short), >>>>>[Why not?]<<<<<
natural fangs, (tail is -- Wolfman
negligible), digitigrade (13:24:10/03-20-54)
legs, fur.
Body: 3.6 >>>>>[I don't know the
Cost: 60,750 details, but it seems there
*<Note : Stub tails was this guy who likened
cannot be used for the himself to an insect,
'balance tail' as above>* something about the perfect
predator and his
This package also covers connections. Well, he
many other types of species saved up the money and got
such as wolves, foxes, and himself a conversion. On
the like. the way out of the
ripperdoc, he was geeked by
>>>>>[Mix and match the about thirty 'runners all
price list above, I know an yelling it was a bug and it
elf who had a fox should be killed.
conversion. Neat guy, too Personally, I was on the
bad about the choice, other end of the sprawl
however...]<<<<< when it happened...]<<<<<
>>>Tyger (Any Time -- Rascal
/ Any When) (13:25:12/04-02-54)
>>>>>[Yah, right.]<<<<< Minotaur
>>>Kit Again, this was by special
(14:14:14/03-21-54) request, but it was so
interesting that we have
Mantis added it to the line. This
We offer this mainly was made for 'Minotaur', a
because we have had several no-holds combat fighter on
requests for it in the the Tri-vids. It has
Seattle area. It consists caused quite a stir, and
of replacing the body with it's now available to the
the full exoskeleton and public. (Major facial,
adding the mandibles. The Long muzzle, digitigrade
effect is disturbing, if legs, skinchange, and large
horns. The tail is
negligible. Bears
Body: 3.55 Some people are naturally
Cost: 48,000 drawn to bears of all
kinds, so we include this
>>>>>[Obviously, not for with our stock exotica
the carnivore in your forms. (Minor facial, Short
life...]<<<<< muzzle, natch fangs, natch
>>>Jander claws, tail (negligible in
(23:30:43/03-29-54) costs) and fur).
Body: 1.95
Dracoforms Cost : 48,750
This style had long been
popular. The fact that the >>>>>[There's a troll out
Tri-vid show "Dinosaurs" there somewhere with this.
has done so well is a I had the honor to work
tribute to this. So we with him once. Awesome
offer this for the true doesn't even begin to
beasts that roam the describe this guy. Honest
streets. (Minor facial, to ghost, this guy picked
Short muzzle (or long, but up three Lone Star's and
this one is for short), threw them across the
natch fangs, retract claws, street! Simultaneously!
combat tail, digitigrade One mean bear. I'd like to
legs and scales). work with this guy again
Body: 4.0 sometime...]<<<<<
Cost: 60,000 -- Flynn
(06:23:54/03-22-54)
>>>>>[Keep in mind they
will add whatever you want >>>>>[Thanks.]<<<<<
to add. A chummer of mine -- Ursia
had this done, and he got (23:55:23/03-25-54)
the heavy scales and got an
injector on the tail. WOW!
This guy can rock with the
best of them! Oh yeah,
this is a fun convert if
you like to slam in the
local mosh pit!]<<<<<
-- Predator
(10:32:52/04-01-54)
>>>>>[Dunkelzahn won't be
amused.]<<<<<
-- Highwayman
(17:33:54/04-08-54)
>>>>>[Really?]<<<<<
-- Dunkelzahn (--:-
-:--/--:--:--)
>>>>>[HUH?!?]<<<<<
-- Jander
(13:23:11/04-10-54)
Horses have often been
signs of strength, loyalty,
and bravery. So it seemed
natural to include this
into the package lists of
AnthroCo. Any coat pattern
can be made. (Major facial,
long muzzle, hooves, fur
skinchange, tail, and frame
alteration).
Body: 3.5
Cost: 53,250
know...]<<<<<
-- Zappy
(19:58:33/04-9-54)
>>>>>[NO RUMOR!!! It's
fact! He also knows a way
to make a Pegasus furry
FLY! An eagle shaman
friend of mine said it was
some quickened thing, but
it was spooky. Whoever he
was got shot down by UCAS
as a UFO and was taken in
for questioning... 'just
hope they don't ask 'bout
me.]<<<<<
-- Tyger (Any Time
/ Any When)
Enzymatic Reinforcer Treatment
Todd Montgomery [aka Quiktek]
<tmont@cerc.wvu.edu>
This chemical treatment John Halos Carpenter
injects a complex, non- Marcus.
harmful enzyme into the
body. The enzyme is 2) The enzyme acts as a
totally self-replicating sort of caretaker for the
and attaches to the human- delicate interface. This
cyberware interface units. reduces maintenance cost of
The benefits of this are cyber items and reduces
two-fold: the need for regular check-
ups. The only
1) The enzyme produces a disadvantage the treatment
membrane over the cyber has is the fact that the
unit - nerve interface, in enzyme lowers the bodies
effect reducing the items immune system to lower
impact on the body. Thus levels. This in effect
reducing essence loss if means that the user has 1
the enzyme is used before point less body when
cyberware implantation. dealing with diseases and
This effect has been termed toxins. The lowering of the
the "HALO" Effect after maintenance cost works with
the Treatments creator, Dr. diagnostic systems as well.
Cost: 95,000Y
Body Cost: 0.2
Availability: 12/60dys.
Legality: Legal
Street Index: 1.1
Effects: Maintenance cost
is cut down to a
fourth.
All cyberware
implanted after
the treatment (except
Alpha and Beta
Grade, which uses
a similar
treatment) has a reduction
in Essence Cost of 10%
(Essence Cost = Essence
Cost x 0.9).
Matrix
Programming Languages
Todd Montgomery [aka Quiktek]
<tmont@cerc.wvu.edu>
Languages used to program the freelance
utilities. These include programmers.
suites of tools to automate Cost: 500Y
some of the programming, Size: 0 Mp,
and compilers to actually Tool is usually
produce cyberdeck integrated into most
executables. The languages PCs
come in two different Availability: 4/48 hrs.
styles, PC based and Matrix Street Index: 0.5
based. A programmer can
not use a Language which
has a level greater than OCGI
his Computer Skill. All (Object C Graphic
these programs are Legal to Interface): Level 1
Licensed Matrix This tool includes a
Corporations. These compiler as well as a
programs carry the same collection of very good
Legality of all other limited expert systems to
Matrix Programs (Highly do most of the
Illegal most everywhere). actual coding.
Cost: 1,200Y
Personal Computer (PC) Size: 32 Mp
based languages: Availability: 6/72 hrs.
These languages use a PC to Street Index: 0.8
program the code.
These languages give MEDI
additional dice to making (Matrix Elementwise Design
programs (Add level of Interface): Level 2
language to number of dice This tool includes a
to roll). high performance
compiler, suite
Required Equipment: of resource tools for
Personal Computer graphics, and an extended
(Mp equal to program group of limited expert
being worked on + Size of systems to perform most of
language tool) the coding.
Cost: 4,050Y
Size: 108 Mp
CGI Availability: 10/14 days
(C Graphic Interface): Street Index: 1.5
Level 0
This basic compiler
takes high level code MPDT
and creates cyberdeck (Multi-Persona Design
executable files. This is Tool): Level 3
the standard This tool includes
tool used by 90% of three separate
compilers, dedicated to used.
producing high quality
code, a suite of resource XMEDI
tools, and a vast (eXtended Matrix
collection of limited Elementwise Design
expert systems to perform Interface): Level 1
most of the actual This tool provides a
coding. large array of expert
Cost: 10,400Y systems, compilers, and
Size: 256 Mp resource handlers that can
Availability: 12/24 days drastically affect the
Street Index: 3.0 Software development
process. The use of
Matrix simsense allows the
Matrix based languages developer the ability to
These programming languages tailor graphics to
require a connection to the taste while not
Matrix to use. The link is sacrificing program
necessary because the requirements.
programs are highly Tool Size: 64 Mp
dependent on Matrix Cost: 24,450Y
utilities to help in Object Availability: 12/24
visualization. This high days
dependency on Virtual Street Index: 2.0
Reality Construction and
Mainframe system abilities
allow the developer to full LBT
take advantage of the tool. (Library Born Technology):
These languages are the Level 2
kind used by most This tool is the best
corporations and as such on the market. It has all
are very difficult to the capabilities of the
LEGALLY get a hold of XMEDI plus adds in a very
without getting permits. limited expert control
system which can
These languages lower the actually code while the
Target Number of the developer is spending all
programming success test by their energies on the
their level. They do not "Big Software Picture".
add additional dice. The Tool Size: 324 Mp
reduction of the Target Cost: 48,650Y
Number is only used for the Availability: 24/60
actual Programming Success days
Test, not for figuring the Street Index: 3.0
program size, ability
limits, etc.
Required Equipment:
Matrix connection to a
Mainframe system.
Cyberdeck with Active
memory equal to size of
program being constructed
+ 1/5 size of tool being
Matrix based: Matrix
OMPDT connection to a
(Object Multi-Persona Mainframe system.
Design Tool): Level 2 Cyberdeck with Active
This tool is a small Memory equal to 1/5 size of
utility which allows the tool being
Matrix user to develop constructed.
short one-shots with a Limit:
minimum of stress. PC based: Level =
Tool Size: 32 Mp Computer
Cost: 3,750Y Theory/3 (round off)
Availability: 8/14 Matrix based: Level =
days Computer Theory/4
Use: This tool gives the (round off)
decker 2 extra dice to
design programs on the fly.
Must be running to give the Programming Library
benefit. Options:
When, in the early days of
the computer revolution,
Programming Languages: programmers needed routines
Most deckers make their own to put output to the screen
suite of tools, and or read from a keyboard
resources for their own port, they were required
use. This procedure, while to write these low level
being different from usual routines themselves, thus
programming, is not adding more time to an
extremely difficult. already laborious task.
Early in the 1980's, the
Two Kinds of Languages can issues of software reuse
be made: PC based, and were discussed. But as we
Matrix Based. PC based adds all know it took several
its level in Dice to the generations of computing
success test, while Matrix experience to see that
based lowers the Target software reuse really
Number by its level. could be useful. Today,
most software developers
Base Time: Size X 2 days look to premade libraries
Size: to provide them with needed
PC based: (Level+1)^3 code to meet tough program
x 4 Mp requirements. Speed, Memory
Matrix based: size, Load Ratings, etc.
(Level+1)^4 x 4 Mp are all tough requirements
Skill used: Computer to fill. And it is
Skill Target: libraries which make these
PC based: (Level+1)*2 requirements reachable.
Matrix based:
(Level+1)^2 All the languages above and
Required Equipment: many other undiscussed
PC based: PC (Mp equal languages have GigaPulses
to Size of and GigaPulses of support
Language + Size of any libraries. Any of these
tools being used.) specialized libraries can
be incorporated into a 5 Mp
programming project. The Cost: As program
legalities of using of same rating.
libraries are covered under Availability: As program
the World Trade Act of of same rating.
2036. Corporations may use Effect: Reduce size
libraries for development of finished program
as long as the library is by (Rating x
licensed under their Matrix Programmer Computer
Licensing Permit. Theory Skill/2 (Round
off))%. Increase Target
Libraries, like most other Number for determining
programs, have ratings. But Program Success Test by
unlike most other programs, Rating/2 (Round up).
libraries are only used
when a developer is Load Rating Optimizing
designing/coding a project. Libraries:
These libraries contain a These Libraries are
large amount of optimized to take advantage
alternatives to the of system characteristics
same problem. So that is to lessen the Load Rating
why the actual size of imparted by a cyberdeck.
these libraries varies so But the tradeoff is
widely. These libraries increased program size.
also have a drastic effect This is the result of the
on various aspects of a use of limited AI routines
program performance. The to decide how to load the
trade off is will known in system.
the software community.
Ratings: 1-10
Using these libraries: Size: (Rating^2) x
The effects of each library 4 Mp
are discussed below. Each Cost: As program
library also has a size. of same rating.
This size has no effect on Availability: As program
the programming. All it is of same rating.
used for is figuring time Effect: Reduce Size
to develop libraries and of Program,
how much memory such when determining
libraries take up. contribution to
Load Rating
Size Optimizing Libraries: only, by (Rating
These libraries allow x
programmers to use Programmers
specially made subroutines Computer
which are optimized to take Theory Skill)%.
up as little space as Increase
possible. The trade off is Size of Program
these libraries are by (Rating
difficult to use and x 2.0)%
require careful planning.
Non-Corruptive Libraries:
Ratings: 1-10 These libraries provide a
Size: (Rating^2) x level of bullet-proofing to
utilties. This bullet- be ((4 x 2)-(6/2 x 5)) = -
proofing allows the program 7%. The Target Number for
more resistance to data determining Program
corruption from viruses and Success is +2, and The
arrant Tar class IC. The Program acts as if it were
trade off is that the size -(6 x 5)% to size when
of programs is slightly determining Load Rating.
increased.
Programming Libraries:
Ratings: 1-10 Libraries are programmed
Size: (Rating^2) x exactly like normal
5 Mp programs. But languages
Cost: As program provide no additional dice
of same OR reductions to Target
rating/2. Number.
Availability: As program
of same rating -
2.
Effect: Tar Baby and
Tar Pit IC have
their Ratings reduced
by the Rating of the
Library/2 when
determining if they corrupt
a utility.
Increase Program
size by (Rating)%
A specific library is made
for a certain Language. So
self made Languages can
ONLY use self-made
Libraries. And a library
written for XMEDI will not
work with CGI or MPDT.
Several libraries may be
combined, but each library
added adds 1 to the Target
Number of the Programming
Success Test. Each effect
uses the Base program
statistics before any
modifications. And then all
effects are added.
Percentages are added
before computing there
actual value.
Example:
Joey (Computer Theory Skill
6) is using Load Rating (4)
and Size Optimizing (5)
Libraries. The final
program will size will
Matrix Combat (version 2.1)
Jason J Carter
<carter@ups.edu>
The purpose of these rule and write programs on the
modifications are to remove fly. The number of in the
some of the problems with Hacking Pool is equal to
the decking rules as the decker's Computer Skill
presented in Shadowrun. (or Software Concentration
These problems include, but or Decking Specialization)
are not limited to the multiplied by 1.5 (rounded
ineffectiveness of attacks up). The Hacking Pool may
in the Matrix, the size and be used to affect the
power of the Hacking Pool, success of Sensor and
and the "Search for Sixes". Masking utilities, but not
The greatest flaw to this Combat Utilities. The
set of rule modifications maximum number of dice that
is that you will need to can be used to affect a
own a large number of dice program is the Rating of
to use them quickly. the program.
Note: Whenever Matrix Combat Pool
Computer Skill is used in The Matrix Combat Pool
this text, the decker may reflects the decker's
replace Computer Skill with ability to react to combat
his Software Concentration situations in the Matrix.
or his Decking It can be used to increase
Specialization. the effect of Combat
Utilities, and for Damage
Resistance Test. The
Hacking Pool Modification number of dice in the
The immense size of the Matrix Combat Pool is equal
Hacking Pool in proportion to the deckers Reaction.
to the number of dice The maximum number of dice
rolled made the pool all to usable to augment a Combat
effective. In this system Utility is equal to that
two things have been done utilities rating, but there
to reduce the effectiveness is no limit to the number
of the Hacking Pool. First of dice that can be used on
the number of dice rolled a Damage Resistance Test.
have been increased.
Secondly, the Hacking Pool Matrix Initiative
has been divided into two There are three levels of
dice pools, the new Hacking cyberdeck command, each
Pool and a Matrix Combat with their own advantages
Pool. and disadvantages. They
are full cybernetic
Hacking Pool interface, standard
The Hacking Pool reflects interface, and manual
the decker's ability to interface.
modify and fine-tune
programs while they are in Deckers using a full
use, suppress IC messages, cybernetic interface
receive all bonuses from defense utilities is a
increased response on their complex action. Executing
deck and gain an additional a defense utility is a
1d6 on their initiative simple action.
rolls. While in full
cybernetic interface, the When the target number of a
decker is unaware of his roll is indicated to be
surroundings and suffers something plus "Mods" this
from a +8 penalty to notice refers to modifiers to the
direct physical stimuli program execution test.
that does not include pain. This include, but are not
Pain is always noticed. necessary limited, to
Persona Condition, node
Deckers using a standard overload, and the presence
interface often utilize of a Smoke program. The
keyboards along with their target number penalties for
datajacks, but this is not overloaded nodes, loading
required. All increase programs into memory, or
response bonuses are uploading programs from the
received while using matrix is only +1 under
standard interface. these rules.
A manual interface includes Node Autosuccesses is not a
using a cyberdeck with an dice a number of dice to be
electrode net or by rolled, but a number of
keyboard alone (turtling). successes that a node/IC
While using manual automatically recieves on
interface the deckers any defensive test. The
reaction is halved and he amount of autosucceses is
gains no additional determined by the node
reaction points from color. Blue nodes receive
increased response. one autosuccess, Green
Additional initiative dice nodes receive two
are still gained. autosuccesses, Orange nodes
receive three
System Operations autosuccesses, while Red
To perform a system nodes receive four
operation the decker must autosuccesses.
receive more successes than
the node. The decker rolls Combat Utility Execution
Computer Skill plus hacking Test
Pool dice while the system Target #: 4 + Mods
rolls its Security Rating Dice: Computer
and adds Node Autosuccesses Skill + Program
(See program execution Rating + Matrix Combat
below). Both are rolling Pool Dice
against a target number of
4 + Mods. Damage Resistance Test
Target #: Power -
Program Execution Hardening
Program execution test and Dice: (Persona)
effect test have been Bod/Evasion Rating
unified into just one die + MPCP Rating +
roll. Executing all but Matrix Combat Pool Dice
(IC) Node
Autosuccesses +
Node Security Rating + IC
Rating
Sensor Utility Execution
Test
Target #: 4 + Mods
Dice: Sensor
Rating + Program
Rating + Hacking Pool Dice
Sensor Resistance Test
Target #: 4 + Mods
Dice: (Node) Node
Autosuccesses + Node
Security Rating (IC)
Node Autosuccesses +
Node Security Rating + IC
Rating (Persona's running
Sleaze use Sleaze execution
test)
Masking Execution Test
Target #: 4 + Mods
Dice: Masking
Rating + Program
Rating + Hacking Pool Dice
Masking Resistance Test
Target #: 4 + Mods
Dice: (IC) Node
Autosuccesses +
Node Security Rating + IC
Rating
Target #: 4 + Mods Load.
Dice: Node
Autosuccesses +
Node Security Rating + IC WHITE IC
Rating
Access IC
No modifications. Load:
IC Modifications 1/2 Rating (round down)
IC Defenses Barrier IC
IC has three different No modifications. Load:
types of defense; Standard, 1/2 Rating (round down)
Shifting, and Hardened.
Only one form of defense Probe IC
may be on any piece of IC. Probe IC (including Black
IC) double their rating
Standard Defense is the when rolling to defeat the
default defense, which most sleaze program. Load:
IC uses. It gives the IC Rating
Hardening equal to one-half
of it's Rating (rounding Scramble IC
up). When attempting to download
a scrambled file, the
Shifting Defense utilizes a system rolls a number of
variety of different dice equal to the scramble
defensive routines to rating verses target number
increase the IC's ability 4. Add the number of
of defend itself. Increase successes to the node's
it's Rating to 1.5 times successes on the system
normal for defending operation test. Load: 1/2
against any Combat Utility Rating (round down)
that does not have the Area
Effect Modification.
Hardening is 1/2 Rating GREY IC
(round up).
Acid IC
Hardened Defense increases Use Evasion to resist this
the tightness of the IC IC. Every net success
code making it more reduces the cyberdeck's Bod
difficult for Combat by one, to a minimum of
Utilities to affect the IC. one. Power is the IC
It's Hardening Rating is rating. Load: Rating
3/4 it's Rating (round up)
unless the attacking Binder IC
Utility has the Penetration Use Evasion to resist this
Modification, in which case IC. Every net success
Hardening is 1/2 Rating reduces the cyberdeck's
(round up). Evasion by one, to a
minimum of one. Power is
IC using Shifting or the IC rating. Load:
Hardened Defense increase Rating
their Rating by one for
purposes of determining Blaster IC
Blaster IC performs exactly
like Killer IC Moderate Tar Baby IC
until it crashes a persona. No modifications. Load:
When the persona crashes Rating
the Blaster IC rolls dice
equal to its Rating versus Tar Pit IC
Target Number 4 + Mods. No modifications. Load:
The cyberdeck rolls dice 1.5x Rating
equal to its MPCP rating
versus a Target number of Trace IC
Blaster Rating minus The Trace IC makes a Grey
Hardening. Calculate the IC Execution test will the
damage starting at Moderate decker rolls dice equal to
and staging up or down for deck Masking Rating +
net successes. The number Computer Skill versus
of boxes of damage done is target number 4. If the
the number of MPCP Rating Trace gets positive net
points permanently lost. successes, divide the
Load: 1.5x Rating successes into 10 to
determine the number of
Jammer IC turns the Trace will take.
Use Evasion to resist this
IC. Every net success Trace and Report
reduces the cyberdeck's No other modifications.
Sensor by one, to a minimum Load: 1/2 Rating (round
of one. Power is the IC down)
rating. Load: Rating
Trace and Dump
Killer IC No other Modifications.
The damage of Killer IC is Load: Rating
calcuated just like an
attack in melee combat. Trace and Burn
The power is equal to the The decker may not use
IC rating and the base Matrix Combat Pool dice to
damage is determined by the defend himself from the
IC itself. Killer IC comes Blaster part of this
in Light, Moderate, program. Load: 1.5x Rating
Serious, and Deadly
varieties, each with their
own Load Ratings. Use the Black IC
Bod rating of the deck to
resist damage. Load: 1/2 No general modifications.
Rating (L), Rating (M), Load: 2x Rating
1.5x Rating (S), 2x Rating
(D) Hanging Tough
The black IC rolls dice
Marker IC equal to its Rating while
Use Evasion to resist this the decker makes a Computer
IC. Every net success Skill test, both versus a
reduces the cyberdeck's target number of 4 + Mods.
Masking by one, to a If the black IC receives
minimum of one. Power is positive net successes, it
the IC rating. Load: delivers damage to the
Rating decker as if it were Killer
IC of the same rating. The Serious by 3, and Deadly by
decker may resist the 5.
damage with his Body (or
Willpower if the black IC Blind Program
was set to stun). Deckers use Evasion to
Hardening still protects defend themselves from this
the decker, but the Shield program. The power of this
Utility does not. program is the decker's
Computer Skill. Every two
Jacking Out net successes reduces the
The decker rolls Computer target's Sensor Rating by
Skill plus Willpower Rating 1, to a minimum of 1.
dice while the black IC
rolls Rating dice, both Hog Program
versus a target number of 4 Deckers use Evasion to
+ Mods. If the decker defend themselves from this
rolls more successes than program. The power of this
the black IC he jacks out program is the decker's
and must resist 4M Stun Computer Skill. To
Damage. If the black IC determine if a hog program
receives more successes, it stays hidden in the deck,
prevents the decker from roll the program rating
jacking out. The attack dice and the deck's MPCP
preceeds as under Hanging Rating in dice, both versus
Tough, but the decker does target number 4. If the
not get to make a Computer hog receives one net
Skill test. Say ouch! success it stays hidden.
The decker may run a check
Expert IC with a simple action, in
Expert IC comes in three which case he may add
levels. Each level Hacking Pool dice to the
increases the IC's MPCP roll.
effective Rating by one,
adds 1d6 to it's Poison Program
initiative, and increases Deckers use Evasion to
Load by the Expert level defend themselves from this
minus one. program. The power of this
program is the decker's
Computer Skill. Every two
UTILITIES net successes reduces the
Combat Utilities target's Bod Rating by 1,
to a minimum of 1.
Attack Program
Deckers use Bod to defend Restrict Program
themselves from this Deckers use Evasion to
program. The power of this defend themselves from this
program is the program program. The power of this
Rating. Base damage level program is the decker's
is determined by the Computer Skill. Every two
program design. Light net successes reduces the
damage increases the target's Evasion Rating by
program Rating by 1 for 1, to a minimum of 1.
determining size. Moderate
damage increases by 2, Reveal Program
Deckers use Evasion to
defend themselves from this
program. The power of this
program is the decker's
Computer Skill. Every two
net successes reduces the
target's Masking Rating by
1, to a minimum of 1.
Slow Program
Power is the program
rating.
Defense Utilities
Armor Program
No modifications.
Cloak Program
No modifications.
Medic Program
No modifications.
Mirrors Program
No modifications.
Restore Program
To restore the rating of a
persona program, roll
Rating Dice plus Hacking
Pool versus target number 4
+ Mods. Then roll dice
equal to the program or IC
rating that did the damage,
also versus target number
4. Each net success
restores one rating point
to the reduced persona
program.
Shield Program
The rating of the shield
program is added to the
deck's hardening Rating.
Smoke Program
No modifications.
the decker. While using a
Analyze Program sleaze program the decker
No Modifications. may not perform system
operations, use combat
Browse Program utilities, or use sensor
No modifications. utilities other than
Analyze or Scanner. Doing
Decrypt Program any of these voids the
No modifications. program and renders the
persona visible to all IC
Evaluate Program and personas in the node.
No modifications.
Scanner Program
No modifications.
Shift Program
No modifications.
Masking Utilities
Deception Program
Once a Deception program
defeats a particular piece
of IC, the decker will not
be bothered by that piece
of IC until the alarm level
changes. Once the alarm
level changes (from
standard to passive or
passive to active) it will
be necessary to redefeat
every piece of IC in the
system.
Relocate Program
No modifications.
Sleaze Program
Sleaze is a sustained
program. When activated
the decker makes the
execution test and records
the number of successes.
From then until the decker
drops the sleaze, whenever
the decker encounters a
piece of IC, it makes its
detection test. If it
receives more successes
than the sleaze did when it
was activated, it detects
Area-Effect
Area Effect negates the
bonus of Shifting IC, but
causes IC with Hardened
Defense to roll 1.5 times
Rating Dice in their damage
resistance test. The
ability to attack multiple
targets is the same as in
Virtual Realities.
Link
No change.
Mobility
No change.
One-Shot
No change.
Penetration
Penetration negates the
extra Hardening received by
IC with hardened defense,
but increases the Hardening
of IC with Shifting Defense
to 3/4 Rating.
Staging
Staging has been
incorporated as a mandatory
part of the Attack Utility.
Flygrams
The number of Hacking Pool
dice required for a flygram
is equal to the sum from 1
to the desired program
rating. Flygrams may not
benefit from Hacking Pool
dice, but they may benefit
from Matrix Combat Pool
dice. The following chart
is provided for your use.
Program Rating Hacking
Dice
1 1
2 3
3 6
4 10
5 15
MultiTasking
Robert A. Hayden
<hayden@krypton.mankato.msus.edu>
Vincent Esposito
<VESPOSIT@CCVM.sunysb.edu>
INTRODUCTION instantaneous, so there is
some degradation in
With the advent of the response time.
Encephalon as a cognitive
multi-tasking control unit, Also, the encephalon was
a team of industrious cyber- not designed to handle
engineers have been multiple datastreams, so
developing methods for the FIFO (First In/First
multi-tasking several Out) buffer is required.
datajacks, allowing many The buffer stores outgoing
interesting possibilities. commands, and incoming
Now you can run multiple segments of data, so that
cyberdecks, rigs, the encephalon only has to
communication jobs, deal with one device. The
computers, synthesizers, encephalon simply looks up
etc. in nearly any the region of the buffer
combination, as long as you that is associated with the
have enough datajacks. datajack it is currently
giving attention to, and
writes output to that
HOW MULTI-TASKING WORKS datajack in another
partition of that region.
Multi-tasking is
accomplished by switching The I/O SPU associated with
attention between tasks at a datajack looks in it's
an incredibly fast rate assigned region of memory
utilizing the cognitive for data that is to be sent
multi-tasking of the through the datajack, and
encephalon. A person using places any incoming data in
this system to run 2 decks that region also.
(and thus having 2 Matrix
personas doing different Furthermore, a Math SPU
things) or someone rigging added to the encephalon
a vehicle and using two acts as a floating point
remote control decks, for math coprocessor of the
example, never actually 20th century, speeding up
executes two commands response time so reaction
simultaneously. penalties are reduced.
The encephalon allows the
user to have his attention TECHNICAL SPECIFICATIONS
on one task for a few AND RULES
nanoseconds, and then
switches attention to The Basic system:
another task for a few To multitask several
nanoseconds. This datajacks you need a few
switching is fast, but not things:
1) An encephalon of
appropriate level
2) A number of datajacks
3) an equal number of I/O
SPU's of the same rating
as the datajacks
4) A FIFO (First-In/First-
Out) buffer of
headware memory
5) (optional) A math SPU
whose rating is at least
that of the encephalon to
decrease system overhead.
The number of datajacks
that can be controlled by
an encephalon is equal to
the rating of the
encephalon + 1. (i.e. an
encephalon-3 can multitask
a maximum of 4 datajacks)
Buffer Memory Requirements:
This is internal memory
utilized by the encephalon
to buffer commands and
data. To determine the
amount of buffer memory
that must be installed,
consult the table below.
Reaction Penalties:
Multi-tasking does cause
some loss of response time
due to data clash and
processing time spent
switching between
datajacks. Basically,
this results in a reaction
penalty depending on how
many datajacks are being
used at any given time.
This is determined by the
following table.
Encephalon Level 1 tasking user can distribute
2 3 4 5 his reaction penalties in
1 0 - any fashion. This means
1 -- -- -- that the user can rank the
2 0 - importance of each task by
1 -2 -- -- it's reaction penalty
3 0 - (hence the name "priority
1 -2 -3 -- system".)
4 0 -
1 -2 -3 -4 The following table shows
the total penalty for
This penalty applies to running a given number of
each "Task" being done. datajacks. The user may
distribute these "penalty
For example: points" among his active
OddBall is running 3 datajacks in any fashion.
datajacks, one is a remote The penalties assigned must
vehicle rig, and the others add up to the total given
are cyberdecks. This means by the table.
that OddBall has a -2 to
his reaction for each
"task".
NOTE: The addition of
a Math SPU whose level
is equal or greater than
the level of the encephalon
will speed up response
time somewhat. Adding
this extra hardware will
reduce all reaction
penalties by one point.
(Suppose OddBall has a Math
SPU, each of his "tasks"
will now only have a -1
reaction penalty). A
MATH SPU will not bestow a
bonus for running only
one datajack.
OPTIONAL RULE
PRIORITIZED MULTI-TASKING
Optionally, a GM can allow
multitasking players (and
NPC's) to use the following
"priority system" for
reaction penalties.
Instead of having an across
the board reaction penalty
to all processes, the multi-
1 2 allow the automatic
3 4 5 redistribution functions to
1 take over. If this
0 -2 -- -- -- happens, the penalties are
2 equally divided between all
0 -2 -6 -- -- of the active datajacks.
3 This takes no action as it
0 -2 -6 -12 -- is automatic. (Example:
4 Static is running four
0 -2 -6 -12 -20 datajacks in a prioritized
system [total penalty is -
NOTE: The figures in 12]. He has assigned
this table are derived penalties as 0, -1, -4, -7.
by multiplying the base Suddenly, his -7 datajack
penalty (see previous is disconnected. The
chart) by the number of system reaction penalty is
datajacks. now -6 and the computer
will automatically assign
Math SPU: those points as -2, -2, -2
After assigning penalties unless Static was to spend
to all datajacks, reduce the next action assigning
each penalty by one if a them differently.
Math SPU is present. (note:
you cannot gain a bonus Because each process must
this way, a task running at have a minimum amount of
-0 does not become +1 with CPU time, there is a
a Math SPU) maximum penalty that you
can assign to a process.
Changing Priorities: This penalty is based on
At any time, a user may the number of datajacks
change the way his being used and the
penalties are distributed. processing power (rating)
This takes one action to of the encephalon. Consult
accomplish, and is done the table below to
exactly the same as determine this maximum
assigning the initial penalty.
penalties.
Maximum Penalties:
"Dead" Tasks: Encephalon Level
If a task goes inactive, # of Active Datajacks
whether on purpose or as 1
the result of an outside 2 3 4 5
force (i.e.: A persona gets 1 x
fried by IC, a remote drone -2 -- -- --
is destroyed, someone pulls 2 x
out one of your cords, -2 -4 -- --
etc.) then the user must re- 3 x
distribute his priorities -2 -5 -7 --
immediately to reflect the 4 x
change in the system. This -2 -6 -8 -11
will take one action.
Example:
If the user chooses, he can Splut is running four
datajacks with a level 3 very cheap, but it really
system. He must distribute pays off in the end.
12 priority points. The
maximum number of points he Deckers can also make good
could put into one process use of this system. I know
would be 7, and he would a gal who usually runs with
have to use the other 5 in three decks. Each of the
any of the other three personas has a specialty.
datajacks. One can fight real well,
one is the master data-
>>>>>{This is a classy gatherer, another sleazes
setup, let me tell you. I and scans. Remarkable
once knew a rigger who had setup. Andeach of the
three datajacks. Was able personas of course use the
to plug himself into his same memory for utilities,
car and drive, fire the dramatically cutting down
car's guns, and control a on the amount of data being
flying drone all at the moved around. Even Black
same time with very little IC have problems fighting
apparent loss of control. off three deckers at once.
It's not JUST for Really remarkable.}<<<<<
deckers.}<<<<< -- Wolf 359
-- Joyride <13:41:46/10-10-52>
<13:18:36/10-10-52>
>>>>>{Christ, Wolfie. You
>>>>>{The biggest problem I sound like you are in
see with this system is the love.}<<<<<
fact that it is not very -- Ramirez <>
essence friendly. I mean,
if you want a Level 4 >>>>>{Well, just don't tell
Encephalon, 5 level 4 anyone.}<<<<<
datajacks, 5 level 4 I/O -- Wolf 359
SPUs, a level 4 MATH SPU, <13:43:04/10-10-52>
and 200 Mp of memory, you
are looking at 5.16 points
of essence!!!!!!! Who in
their right mind would do
something like that?}<<<<
-- Splut <Look
Out Below>
>>>>>{I would.}<<<<<
-- Datajerk
<13:28:21/10-10-52>
>>>>>{Figures. Where this
really pays off is that you
can have one person working
on five computer projects
at once. I've heard of a
bunch of corps giving their
wage-slaves level 4 systems
in order to increase
productivity. It isn't
CPU Controllers
Robert Watkins
<bob@it.ntu.edu.au>
One thing that people seem check must be made every
to overlook in these days time you enter the
of smart frames, killer node.]<<<<<
ice, and GigaPulse program -- Spunk <booga booga>
sizes is the simple art of
convincing a computer to do This deception will last
something for you, as until you leave the system.
opposed to forcing it to.
3rd:
There are myriad advantages Having convinced the CPU
to this. The first and that you are a local sysop,
foremost is that it doesn't you can do damn near
set off any alarms anything. HOWEVER: Failure
(assuming you do it right). to convince the CPU (or any
However, it does have node) that you are a valid
problems, of course. user will set off a passive
Otherwise people will still alert.
be doing it.
If you've got in, you must
So how do you do this think of things to play
wonderful thing?? with. You can activate any
programs the system has on-
1st: line. You can run batch
Get to the CPU scripts, remove files, in
essence, anything a sysop
2nd: could do at his terminal.
You must deceive the CPU Most importantly, you can
into thinking you are a get it to do delayed
permitted user. This isn't actions. [Executing a
easy. [Deceiving a node has command is a Computer test,
a target number of 10, and vs. TN of 4. For really
is a resisted success test. tricky stuff, the number
The node gets dice equal to could be bumped up.]
it's rating times (it's
level + 1). An example: A Now, this would be fine if
Blue-2 node only gets 2 the computer was all there
dice (Rating = 2, Level = was. However, corps being
0). A Red-6 node gets 24 suspicious folks, often get
dice (Rating = 6, Level = people to look over things.
3).] You can actually do So, you've got to make your
this to any node, but if activity look normal. [
you do it to the CPU, it This is a Computer Theory
works for the entire test, TN the sysop's Comp.
system. Theory. It's resisted by
the sysop's Comp. Theory,
>>>>>[Natch, doing it to to which is added the
only one node only works rating of the CPU, plus
for that node. Also, until it's level. TN is your
the CPU is fooled, the Comp. Theory.] If it's not
normal-looking, the sysop
will do things like come
and have a look, all the
way up to logging you out.
This doesn't kick you out,
but it will stop the
computer thinking you
belong, and probably set
off an Active alert.
It's not easy. But if you
can pull it off, you've got
an in on the system. My all
time favorite use for this
is making other sysop
accounts.
Okay, this is a quick
sketch of how you can do
things like make a system
think you REALLY belong.
One other side effect of
making the Deception test:
You can ignore node
threshold (after all, if
you belong, it won't resist
you).
Tech
Consolidated Ammunition
J Roberson
RJR96326@vax1.utulsa.edu
>>>>>[Even the greatest Let's talk about armor,
pacifist in the modern age shall we? Today's armor is
is aware of who measured in both its
manufactures guns in the ability to stop high-speed
world. Names like Ares, kinetic damage and any sort
Colt, and Fichetti have of edged penetration. These
become synonymous with are the Ballistic and
Death by Kinetic Energy. Impact ratings of armor.
Police reports, the news,
and other media have always Ballistic armor is made of
given the manufacturer with a high-tech polymer that is
the name of the gun. But woven together to for a
who can name the maker of mesh. Imagine cloth, which
the bullets themselves? consists of a number of
Without bullets, those big strings woven together. You
names would be so much dead can't poke a whole through
weight on dead meat. Today it very easily with a
we've put together a report pencil eraser, not unless
on Consolidated Ammo, Inc, you poke very hard. But a
supplier of small arms knife will slip through
munitions the world over with little pressure.
and considered a leader in Ballistic armor is the same
the industry and the way; only very powerful
standard against which all bullets can smash their way
others are compared.. Our through the weave, but
guide is Wesley Neville sharp objects like knives
Smith. and arrows will slip
through with no trouble.
"Call me Wes"
That's why they add Impact
Very well. Could you armor. This is hardened
describe your ammunition to plates that work like
us? traditional armor; they
offer a solid barrier that
"Certainly. Here's a copy cannot be penetrated
of our pamphlet, See Dick easily. It's weakness is
Die." its rigidity; at a certain
point, it will shatter or
Odd title. fail. Bullets tend to have
the speed to punch holes
"It's meant for through this stuff, which
kindergartners, to is why you have ballistic
introduce them to the armor to spread their
wonderful and colorful energy out over the
world of handguns. It's surface, resulting in less
quite successful." force per square inch.
Armor Standard round
List Damage
The standard round is made
of lead. It can be cased or
caseless.
General Armor-Piercing
-2 Ballistic
This is different from APDS
(described below). Instead
of firing a saboted sub-
caliber round, the bullet
is made of denser materials
(Tungsten or Depleted
Uranium) and given a sharp
point. It does not splatter
as easy as lead bullets.
resulting in less of its
force being spread out by
ballistic armor.
Armor-Piercing Discarding
Sabot (APDS)
Goes against Impact
rather than Ballistic
This is a sub-caliber
round. Imagine a tungsten-
carbide nail held in place
by plastic that flies away
in flight. It flies like a
small high- speed arrow,
thin and pointed to go
right through ballistic
armor. It is resisted with
Impact armor. Similar to
Needle rounds in NAGRL, but
effective against up to 5
points of Impact. Useless
vs. vehicles.
+1 wound level on explosive at all. If you
unarmored targets; stage it to nothing using
Resist with higher of body dice, you take the
Ballistic or double Impact. external (4M) explosion
Exactly like in the using body, remaining
rules. combat pool, and external
This is a number of tiny bioware such as dermal
flechettes, like pellets armor and orthoskin to.
from a shotgun. Unlike Impact armor protects. If
APDS, they do not have you take damage from the
penetrate armor efficiently ballistic round, you must
because they have a very resist the internal 4S
erratic trajectory and explosion with nothing but
little individual mass. Body Dice; Bone Lacing and
They shred unarmored other internal 'ware will
people, but who doesn't help, but not Dermal Armor,
wear armor these days? Orthoskin, or armor worn.
Additionally, Flechettes Attacker's successes do NOT
don't fly as far as normal stage explosive damage.
bullets. Treat them as
having a choke setting This round is prohibited by
equal to the Power of the most conventions on modern
standard round. (SR2 p 95). warfare but is still in use
by violent revolutionaries,
AP Flechette terrorists, and smaller
+1 wound level; resist nations, as well as
with Impact. clandestine operations for
These work exactly like more advanced nations and
flechettes, but are corporations.
stabilized in flight and
made of denser materials. High-Explosive Armor
They don't lose power as Piercing (HEAP)
easily and consequently Special
don't have as difficult a The explosive is placed
time with penetrating behind a more stable
armor. penetrator, negating the -2
Power for the initial
Explosive attack. It is otherwise the
-2 Power; Special same as the regular HE
An explosive warhead is round.
mounted in the bullet. It
detonates on contact, Hollow Point
adding slightly to the +1 wound level vs.
power of the bullet. If it people only, +2
detonates in meat, woe be Ballistic Armor
the casualty of war. There is a myth that Hollow
Point is the standard round
A clean miss is a clean of our century. Given that
miss. If you can stage the they are relatively
ballistic damage to nothing ineffective against armor,
with Combat Pool alone, you that is simply not the
are not affected by the case. When they hit, air is
compressed in the bullet each round, roll Body dice
tip, which then expands the (no combat pool) against a
round, increasing the 6L attack.
surface and resulting in
greater damage. However, AP Incendiary Rounds
the wider surface's kinetic Special
energy is more easily As above, but no penalty
absorbed by armor. vs armor.
Tungsten/Depleted Uranium Silver Bullets
Core Double Ballistic;
+1/+2 power Silver Allergy
This option is already Very popular with
assumed for AP and APDS, paranormal hunters and
and would be counter- certain magical groups.
productive on exploding and
hollow point rounds. The
size of Flechette makes Well, that's certainly a
their material moot. good-sized array in your
However, standard bullets arsenal of democracy.
can be forged of Tungsten
or DU for a general "Capitalism. We defend the
increase in power. Unlike free market now, not free
AP, they are not brought to government."
a point. Tungsten is +1,
DUC is +2. "Of course."]<<<<
--Guns 'n' Ammo
Teflon coating Electronic Edition
Halve Ballistic, -1 Aug 2054
wound level.
This coating keeps the
bullet from losing it's
shape, making ballistic
armor much easier to
penetrate. However,it also
tends to continue
traveling in a straight
line, meaning it doesn't
tumble and spin as much,
which is what causes so
much of a bullet's damage.
It goes right on through.
It may only be applied to
standard, Tungsten and DUC
rounds.
Incendiary Rounds
+2 Ballistic; Special
Theses contain a hot
chemical that continues to
burn, even after
penetrating the body. The
effect continues for 3
rounds. At the start of
All legal except:
General AP 4-
L
APDS 3-
L
AP Flechette 5-
L
Explosive 2-
L
HEAP 2-
L
DUC 4-
L
Teflon 3-
L
Incendiary 4-
L
AP Incendiary 3-L
Ammunition (10 rnds) Conc Damage Wt Avail
Cost SI
Standard 8 Weapon .5
2/24h 20 .75
Gen AP 8 -2 Bal .75
4/4d 50 2
APDS 8 Impact .25
14/14d 70 4
Flechette 8 See rules .5
3/36h 100 .8
AP Flech 8 Impact .5
6/3d 150 3.5
Explosive 8 Special 1
16/21d 150 4
HEAP 8 Special 1
18/21d 200 5
Hollow Point 8 +1 wound .5
3/24 30 1
Tungsten 8 +1 Power .6
6/6d 50 1.5
DUC 8 +2 Power .75
8/12d 75 2
Teflon 8 Halve Bal Rnd
+2 +25 3
Incendiary 8 +2 Bal;Special .75
8/48h 75 2
AP Incend 8 Special .75
10/48h 100 3
Silver 8 Allergy .5
6/6d 50 2
Clustered DataJacks
Robert A. Hayden
<hayden@krypton.mankato.msus.edu>
New from Yoshida datajack.
Technologies: CLUSTERED
DATAJACKS Consult the tables below to
determine nuyen and essence
Tired of the bulky and costs for these systems.
intrusive cyberware Level indicates the level
required to operate more of all components.
than one datajack? Then
these systems are for you. Level 1:
# Datajacks I/O SPUs
Clustered Datajacks are Memory Cost
complete I/O subsystems Essence
designed specifically for 2 2
multitasking environments. 50 30,000 .35
Each system contains two to 3 3
five of our ChromeTek¬ 100 50,000 .60
shielded datajacks, a 4 4
matching number of our 150 70,000 .85
award-winning Conductor¬ 5 5
I/O processors to control 200 90,000 1.10
traffic flow, and a liberal
supply of memory to buffer Level 2:
your important data. # Datajacks I/O SPUs
Memory Cost
Designed to be less Essence
intrusive than the old 2 2
systems, each cluster is 50 40,000 .50
computer matched and 3 3
synchronized to operate in 100 65,000 .80
perfect harmony with any 4 4
one of our state-of-the-art 150 85,000 1.10
Encephalons. 5 5
200 110,000 1.40
Clustered Datajacks are Level 3:
just that, a cluster of # Datajacks I/O SPUs
matched datajacks. Memory Cost
Installing a clustered Essence
system yields a savings of 2 2
approximately 33% on 50 55,000 .65
essence costs over the 3 3
installation of the 100 87,500 1.00
separate pieces alone. The 4 4
cost is approximately 50% 150 120,000 1.40
more, though. 5 5
200 155,000 1.75
Each system includes the
datajacks, I/O SPUs, and Level 4:
memory required to # Datajacks I/O SPUs
multitask more that one Memory Cost
E
2 2
50 90,000 .75
3 3
100 140,500 1.20
4 4
150 190,000 1.65
5 5
200 240,000 2.00
-- Splut apparently. Computer
<01:48:16/10-21-52> processors don't work well
together unless they are
>>>>>[Depends on what you synced up correctly, and
need it for. Any person even then it is a pretty
using 5 datajacks will most uneasy working
likely have the money for relationship. Our
it, or the corporate subsystems get the
backing. Of course, for a processors to "be friendly"
complete level 4 system, by having a less than
you are looking at about .00003% data clash rate.
350k or so.]<<<<< Unfortunately, when we add
-- Trog the Gnome in the processors for the
<01:51:10/10-21-52> encephalon expert system,
it fights like hell to
>>>>>[Don't forget to get a dominate the other
Math SPU. Multitasking can processors, raising data
slow down system response, clashes to .0074%. While
which can be deadly if you this is well below typical
are decking. A Math SPU multitasking operation
helps to alleviate some of levels, it doesn't meet our
that system delay.]<<<<< purposes of making it easy
-- Fiddler on the human mind.
<01:55:43/10-21-52> Research continues and I
think we will have a viable
>>>>>[Correction. A product on the market
complete level 4 system within about six to eight
will cost you about months.
380k.]<<<<<
-- Trog the Gnome The other problem is in
<01:58:58/10-21-92> manufacturing. Right now
we have sixteen different
>>>>>[Any truth to the clustered systems
rumors that Yoshida Tech is available. If we offer
trying to match up the every level of encephalon
encephalon processor into with every level of I/O
the same essence friendly subsystem, we will be
system? looking at manufacturing 64
different products, which
This would be mint because would probably make the
you could drop in a costs prohibitive. But
complete multiport setup then again, that isn't my
with completely matched department. I just get the
components.]<<<<< stuff made, it is up to
-- Slipspeed someone else in the company
<02:03:41/10-21-52> to sell the damn
things.]<<<<
>>>>>[Yes we are. We have -- Lincoln Howe
encountered two major Vice President
problems though. First, of Cybertronics and
the encephalon base
processor doesn't like to Matrix Research
be very friendly, Yoshida
Technolo
<02:17:06/10-21-
52>
Expert Systems
Robert A. Hayden
<hayden@krypton.mankato.msus.edu>
The dream of any computer
programmer is to develop an All expert systems consist
artificially intelligent of four parts. These parts
computer. Well, Yoshida are:
technologies is proud to The Expert System
announce that it has taken firmware
the first step into the A Knowsoft for the
world of AI with its new Technical,
line of expert systems. Knowledge or B/R Skill
Configured for use with A Datasoft for the
present skillsofts, these same skill
systems provide maximum A personal computer to
flexibility and usefulness. provide an
interface (requires memory
equal to the Mp of the
An Expert System is datasoft plus the Mp of the
sometimes considered to be knowsoft times .5)
a rudimentary form of
artificial intelligence. Expert System Firmware
Single minded in task, it The Firmware is really just
is able to conduct a handful of computer
research many hundreds of processors designed
times faster than a human specifically to work with
could. data and make decisions.
Each firmware is unique to
An expert system is a the type of data it works
research system and does with, so, for example, an
just that, research. The Electronics system will not
system uses current work with Physical Science
information to make logical Know- and Datasofts.
"guesses" and
extrapolations about Level Intelligence
something unknown. First Price
appearing in the 1 1 Int
engineering field and other 18,000
physical sciences, these 2 2 Int
computer systems 35,000
dramatically decreased the 3 3 Int
time required to take a 70,000
product or idea from 4 4 Int
concept to execution by 105,000
running simulations within
itself, locating problems, Knowsofts:
refining the model, and A Knowsoft will be used to
repeating these steps, synthesize the simulations
gradually working the for the expert system.
"bugs" out of the system. These are the same
Knowsofts utilized in a
chipjack.
WHAT IS NEEDED
Datasofts: a research oriented expert
These provide the raw system can be given the
library of information for tasks and will dramatically
the system. Sizes and reduce the time involved.
prices of this library can
vary, but a good base is as The maximum rating of that
follows: being researched cannot
exceed the level of the
Type Size Knowsoft.
Price
General 10 To determine the amount of
times the size Mp x 20 time it will take for the
of the Knowsoft expert system to perform
in Mp its task, multiply its
rating by 50 and divide the
Concentration 7 times base time required by this
the size Mp x 50 number. A level 4 system
of the Knowsoft could perform a 200 day
in Mp task in a mere day, for
example.
Specialization 4 times
the size Mp x 100 Once the computer has
of the Knowsoft finished its computations,
in Mp the GM should secretly roll
a success test. The target
NOTE: These prices are number will vary with the
only guidelines and can complexity of the task, but
vary usually the rating of that
with the data. A Hermetic being researched is used.
library (required for spell Roll the number of dice
re equal to the Intelligence
search) costs 100/Mp for of the computer. If the
example. check succeeds, the
computer has produced a
Personal Computer: correct answer (but
Provides the interface remember, the player
between the user and the doesn't know this.)
expert system along with
working memory and If the check fails, it must
additional processing be determined if the
power. Must have memory computer realizes it has
equal to 1/2 the sum of the failed. Subtract the
MPs of the Knowsoft and the computer's intelligence
Datasoft. from the previous target
number. Roll the
computer's intelligence in
HOW TO USE dice against this new
target number. If you
Any time a character succeed, the computer knows
chooses to do something it fails and informs the
that can take a great deal player. If the computer
of time, such as writing a fails this check, it
program or researching a believes it has a working
hermetic spell for example, answer and gives it to the
player. If the computer
rolls all ones, use of the
solution should have some
kind of disastrous effect
on the player.
If a computer fails, and
knows it has failed, it can
keep working. Allow the
same amount of time to pass
as previous and make the
checks again, but lower
the target numbers by one.
A computer can continue on
a problem a number of times
equal to its intelligence.
Example:
A decker is going to
utilize his expert system
to write himself a new
level 6 MPCP program. He
has a level 3 expert system
with Computer Theory-6.
The base time to program
the MPCP is 288 days,
divided by 150, yielding
1.92 days (round it to two
days). The decker starts
the program and walks away.
Two days later he comes
back. The GM rolls three
dice with a target number
of six and gets a 2,3 and
5. The computer has
failed. The GM then rolls
to see if the computer
knows it. Subtract 3 from
the target number of 6 and
roll three dice, getting a
2,5, and 11. The computer
knows it failed and tells
the player, asking "Would
you like me to keep working
on it?"
If the player says yes, he
can come back in two days
and see if it is done
right. If so, the program
is completed and ready for
cooking.
Signal Router
J Roberson
<RJR96326@vax1.utulsa.edu>
The signal router sends and is time. A decker can
receives signals. It can be continue to operate while
plugged into any commline the IC tries to nail him.
and functions as a node, of The disadvantage is that
sorts. Cyberdecks, phones, the router slows down the
Trid broadcasts, virtually decker's speed, equal to
anything that can be rating. For instance, a
transmitted over the Matrix rating 6 router would
can send their signal to subtract 6 from a decker's
the LTG# of the router, Initiative.
which will then send the
signal on to final A number of routers may be
destination. In the case of used, but the effects for
two-way transmission, the both IC and the decker are
router also routes the cumulative.
return signal back to the
source (i.e., when BUYING A ROUTER
decking). These are illegal. They are
used only by government and
When used, the signal corporate deckers to crack
router serves to confuse illegal systems; the police
the Trace. Its primary vs. the Mafia, the
application is in government vs. another
decking.The Trace will go government, corp vs.
to the router before it whoever has the most geld.
finds the decker. The Trace But they are also
will get past the router, relatively easy to make, so
but it takes time: a request for one usually
won't take more than three
a number of actions weeks.
equal to the rating of
the router, divided by the Cost: 5000xRating
number of successes Availability:
determined by rolling the 4+Rating/12+Rating in days
Trace's dice against the
router's rating. BUILDING A ROUTER
The parts are available in
Routers also serve to slow most repair kits and at
down any IC which must Radio Hut. The knowledge to
affect the intruder's deck; build them is easy to
Killer, Blaster, Tar Baby figure out but not
and similar programs follow generally taught below the
the same procedure as college level. The
above, unless another expensive part of the list
program has already price is the LTG ID codes
succeeded in and numbers; these are
getting past the router. difficult to obtain and
make Routers expensive.
The advantage, obviously,
Parts Cost: 1500xRating
Note: Cost not lowered
by # of successes.
Base Time: 6+Rating in
days
Target #: 2+Rating
Notes: You probably
don't want the parts
cost to be lowered by # of
successes because either
you have
the parts or you
don't. Most of cost
covers the LTG hardware
anyway.
Low-Altitude Vectored Thrust Vehicles
Todd Montgomery
<tmont@cerc.wvu.edu>
Direct article from Magnus is logged in the police
BBS of Chicago records as speeding and a
Date: February 23, 2054 ticket is sent to the
Time: 03:23:57CST offenders bank and a draft
is taken directly from
TSCS - Traffic Speed their account. This system
Control System was further upgraded in
2041 by the addition of a
The UCAS Traffic Speed transmitter in all licensed
Control System (TSCS) vehicles for the UCAS.
was put online on This transmitter which
December 18th., 2038. connects to either the
This system, contracted to autopilot or replaces the
Fuchi Industries, controls license plate itself,
the traffic lights and eliminates the need for
speed monitors across a the speed monitor
city, or district. With optical system. Although
this advance the need for some systems still use the
police monitoring of optical system to pinpoint
traffic speed under the fleeing criminals and
Federal Transportation Act the identify stolen
was eliminated. The speed cars. This contract, the
monitors contain sensors largest UCAS civil contract
to monitor a vehicles to go to Fuchi,
speed and optics to reportedly has raised City,
identify the vehicle by State, and Federal revenues
its license plate. Once by 500%. "The system more
a vehicle is identified as than procures enough
exceeding the posted speed funds to supplement
and identified by the itself.", said Arthur
optical system, the vehicle Cronner, Assistant
Treasurer for the City of report is sent to the
New York. Since the regional security agency.
implementation of this Needless to say with all
system, many other North the Go-Gang activity,
American nations have these systems log a LOT
adopted the system as part of unregistered vehicles.
of their own highway The only things to worry
systems. about are the systems with
optics. They log a scan
>>>>[ We are certainly all of all unregistered
familiar with the TSCS. vehicles and the vehicle
But what is not known very is marked stolen.
well is the fact that Fortunately, the optical
the system is as corrupt systems are very few now
as everything else because of their expense.
political. There are a lot But they still do pose a
of extra fees tacked onto threat to the rigger
these tickets and a lot community. Although very
of tickets given to slight.]<<<<
people with multiple --Quiktek<03:22:47/02-
licensed vehicles. Since 23-54>
this is a Federal Highway
System (FHS) component, a
collection of what was SOME NEW FORMS OF VEHICLES
seperate states Department An Excerpt from the
of Motor Vehicles WorldNet NewsFAX,
departments, all the funds February 23, 2054; 03:23:43
go directly to the Fed. GMT
Nice! The cities or the
security agencies that Ford, Saab, and Mitsubishi
patrol don't get a dime Release
directly. But they LAVTs for Public Use
suppliment their incomes
by issuing tickets from LAVTs,Low-Altitude Vector
security patrols. The Thrust vehicles, were put
system really is low tech on the public market
in the telecommunications today all over the UCAS,
department. The system is CAS, and NAN. Ford
drone to intrusion and released its Aerodyne¬
doesn't really put up much series of LAVTs by
of a fight. For releasing the Jayhawk.
unlicensed vehicles, this Saab has released its
system is the great Ultra'. And Mitsubishi
loophole. Anyone with a released its Vector and
little skill can dump a Artemis models. The first
fake ID connection to their day sales figures are
license and make some estimated to be 10M, 8M,
poor fool take the money and 12M for the three
draft. When these system manufacturers
spot an unregistered respectively. In
vehicle, they log the accordance with Federal
vehicle and a report is Transportation Act, FTA-
sent to the local FHS 4563, the LAVT owners are
department and another required to pass federal
tests in order to receive by the year 2055, Ford,
their license, as well Saab, and Mitsubishi.
as, their vehicles. All These vehicles were to be
three of the designed for low altitude
manufacturers provide (less than 150 meters)
training classes and transports of people and
practice vehicles for their cargo. The laws passed by
customers. The price of UCAS are very stringent
LAVTs depends very heavily with regard to emissions,
on the manufacturer and noise level, and economy.
model. But with all three So stringent in fact that
manufacturers offering 36 it was assumed that most
to 60 month payment plans manufacturers would abandon
with APRs of 12.0% and the LAVT concept for a
less, a growing number of while. But the
upper middle and lower researchers pushed on to
high class families are meet the laws and make
thinking of LAVTs as civilian LAVTs a reality
their solution to growing to traffic congested
traffic threats and metroplexes, like New
problems. Several large York. and LA. The
corporations, Fuchi, Ares, research has paid off,
MCT, etc. , are planning This year (2054) all four
to purchase LAVTs for use manufacturers plan to
by regional executives and introduce their lines of
visiting officials. And in LAVTs. And in accord with
accordance with FTA-4564, government regulations,
Ford, Saab, and Mitsubishi security configured LAVTs
have already provided are to be distributed to
public security forces Security agencies that are
[Lone Star in Seattle to enforce the government
areas] with security level regulations.
LAVTs.
Direct article from Magnus
BBS of Chicago
Date: February 23, 2054
Time: 03:25:46 CST
Low Altitude Vectored
Thrust
(LAVT) Vehicles
In 2051, UCAS Government
and several other
governments made provisions
for laws to govern the use
of Low Altitude Vectored
Thrust vehicles (LAVTs),
STD-17-LAVT001 through STD-
17-LAVT298. Such vehicles
were planned to be
introduced by three of the
major auto. manufacturers
--Quiktek<03:27:18/02-
23-54> >>>>[ The Rolls Pegasus
IIIc is a great engine. The
The propulsion plants compression is its real
used in these craft are selling point. And since it
very complex for civilian is patented tens ways to
vehicles. The detailed Sunday, it is one of a
design varies from kind. The way that the
manufacturer and model, but thrust is channeled to
the basic design is taken the different thrust
from the Rolls Royce controllers is pretty T-
Pegasus IIIc Micro-Turbofan Bird like in function.
used in some racing "Rocket But the amount of thrust
Cars". This engine uses a being channeled is a
basic Turbine design, but lot less than any
the intakes use a special T-Bird.]<<<<
compression system --Cooper<03:26:14/02-
to compress the air as it 23-54>
is forced into the
combustion chamber. This
system can produce LAWS APPLICABLE FOR LAVTs
incredible amounts of
thrust than would be LAVTs must follow the same
expected from an engine the roadways as land craft.
size of a V12 block. The But at altitude levels
Pegasus IIIc was just the between 20 meters and 150
start though. The economy meters. Speed of LAVTs
and noise of these engines are not to exceed limits
would have to be adjusted determined by zone
to the point were they descriptions. Speeds are
were feasible for public to be
use. Currently, patents enforced with specially
are held by all three LAVT modified TSCS systems.
manufacturers for their
specific engine Zone Description
improvements. Generally the Max Speed
support systems, Noise 1 Suburban Areas
Reduction, Emissions 140
Control, and Control 2 Buildings < 100m
Service Control, are 110
slightly more complex 3 Buildings > 100m
than would be found 90
onboard commercial jet
aircraft. These power No LAVT shall exceed the
plants were also required 150 meter ceiling. If a
to provide electricity to craft does so then it will
the LAVT electric systems. be considered an aircraft
and MUST contact air * Autopilots of
traffic control or be civilian rating 3 are
considered unidentified and REQUIRED on all
be under investigation. LAVTs. The
autopilot, in addition
It is permissible for a to performing
craft to request its usual duties,
permission from air will not allow
traffic control to exceed the above standards to
150 meters. But a flight be broken.
plan must be filed on-line
and the craft must * All LAVTs must be
thereafter conform to all capable of
air traffic regulations. attaining an altitude
of 5 meters in
In accordance with STD-17- HV Mode at 60 kph for
LAVT003, all commercial use in engaging LAVT
LAVTs are to have three mode.
modes of operation, Hover
Vehicle (HV), Wheeled * WV and HV Mode must
Vehicle (WV), and Low be propelled by the
Altitude Vector Thrust propulsion system at a
Vehicle (LAVT). HV Mode level that is not harmful
conforms to STD-06- to pedestrians.
HOVER015, the standard
in use for Hovercraft >>>>[ The HV mode was the
vehicles worldwide. WV hardest to meet. WV mode
Mode conforms to STD-03- was fairly easy to
WHEELED027, the new engineer. Use the turbine
international standard for at idle, connect up a small
Wheeled Vehicles. LAVT Mode set of electric
must conform to the generators. Power the
standards below: wheels by electric. Same
* LAVT Mode is technique used in some
illegal under altitudes early planes to generate
of 4 meters from earth onboard electric. HV mode
ground unless government was different. The feds
provisions have been made. made the restrictions so
that the LAVTs had to be
* LAVT Mode must able to operate in traffic
conform to STD-10- with a hover mode. I have
HELI248 and STD-10- HELI249 heard that Saab pulled it
which determine location off by using a very
for Helicopter class sophisticated combination
vehicle to land and of micro control thrust
takeoff. ports that are used ONLY
for HV mode. The main force
* Ceilings of 1000 to get the thing in the air
meters are to be is still the same power
minimum for LAVT mode. plant, but the level of
And 5000 meters are to be thrust output is supposedly
maximum for 1st. safe.]<<<<
generation LAVTs. --Cooper<03:29:39/02-
23-54>
LAVTs are to use the ramp
at the same time. This
LAVT Takeoff and Landing control is to be done
Procedures directly by the autopilot
which will not allow the
LAVTs may use Helicopter LAVT to perform a
Pads of Class M or better. disastrous action.
Under the UCAS LAVT These LAVT ramps are to
Transportation laws STD-17- assist LAVTs in gaining the
LAVT049, LAVTs are required altitude for
limited to ground use until activation of the Vector
regional governments pass Thrust engines. LAVTs
local laws to control LAVT can activate the engine
takeoff and landing upon entering the ramp
constraints. It is the section. A Speed of 60
local governments kph must be attained before
responsibility to use the the Level Top Platform of
set aside government the ramp is reached. It is
funding for LAVTs to here that the vehicle may
determine local laws fully engage the vector
governing LAVT takeoff and thrust engine and lift off
landing. in a VSTOL manner. From
there the LAVT must reach
In Seattle: As well as Los 20 meters. Vehicles may
Angeles and parts of land on the Level Top
Chicago. In NAN Territory Platform of the ramp in
this is a national either VTOL or VSTOL
standard. manners and use the
descending ramp to join
LAVT takeoff ramps are to with traffic in either HV
be constructed on major or WV modes.
highways. These ramps will
be in their own special Until these ramps are
lanes and will have constructed, LAVTs may use
these dimensions: fast lanes to attain speeds
of greater than 60 kph so
Length of Rise: greater that an altitude of 5
than 100 meters meters may be reached. Upon
Height of Rise: greater reaching this altitude an
than 5 meters LAVT must engage LAVT mode
Length of Level Top and proceed to 20 meters.
Platform: greater than 50 After the ramps are
meters constructed, LAVTs must use
Width of Ramp: greater than them for attaining LAVT
4 meters mode.
Length of Descending Ramp:
greater than 100 meters In New York: As well as
parts of Chicago. Japan has
Each ramp will have a adopted this as a national
small communications system standard. And in Downtown
which LAVTs must contact Seattle and other congested
before takeoff and landing. areas.
This ensures that no two
LAVT Pads are to be an LAVTs may be finalized.
constructed. These pads With the prices of this
which may be placed in 1st. generation batch
parking lots, top of being upwards of 300KY,
buildings, or placed with the likelihood of our
special permission. Pads skies becoming filled with
are to be of no less than LAVTs is small. Supposedly
40 feet in diameter and the UCAS is supplying up
provide limited to 1.5 Billion Nuyen for
communications to LAVT support. With Japan
LAVTs Autopilots supplying almost twice that
requesting Landing/Takeoff for its cities. It seems
clearance. The LAVT to me that both governments
autopilots will disallow want to make LAVTs usable
any Landing/Takeoff which by the public in a hurry.
puts the LAVT in danger of ]<<<<
collision. --Quiktek<03:43:30/02-
23-54>
LAVT Pads are to allow
LAVTs in HV or WV Mode to >>>>[ Hey Dandy Eater, I am
join traffic. gonna make a term link so
that what I says will be
LAVTs require a separate legible to ya non-Cajun
governmental license to terms. ]<<<<
operate. LAVT skill is --Mickey<03:45:13/02-
another concentration under 23-54>
Vectored Thrust Skill.
***** Terminal Link
>>>>[ What a confusing Established
bunch of drek. Basically >>>>[ LAVTs are pretty
it boils down to is that sweet. I love them! I used
LAVTs can operate like to run a T-Bird in the
cars and hovercraft in CAS Territory. All a LAVT
traffic. And can only is a scaled down T-Bird
takeoff or land in with civilian control
specific places and ways. systems. ... Well, add in
I assume that the Hover a few other niceties and
Mode is much better you're really close... I
handled than regular am in the middle of
hovercraft. If it wasn't swinging a Saab deal right
then how did it make it to now. Don't believe all the
being legal to use in hype about autopilots and
traffic. And don't forget laws. I know of a buddy who
that these things can get "confiscated" a NYPD Inc.
up to 5 meters in altitude LAVT and has done some
at 60 kph in Hover Mode. minor mods to disable all
This is a minimum by LAW! the autopilot overrides and
In order to get an LAVT the altitude governors. It
license, a person must go may not make the security
through a lot of classes people happy when a rigger
and testing. Right now the blasts on the Vector
LAVT manufacturers are engine in traffic, but it
making these classes sure do make the perfect
required before purchase of getting away vehicle.
Without the governers, the
LAVT will be able to VTOL
from anywhere. Just
remember that the VTOL
takeoff capability still
burns a drek load of fuel.
]<<<<
--Mickey<03:45:57/02-
23-54>
Price of Fuel: 1D6 x
30Y/liter, or 30Y to 180Y
per liter.
Economy: 0.8 km
Ford AeroDyne¬ Jayhawk per liter
Price: Fuel: IC/160
$400,000 liters
Handling: 4 Storage: 2 CF
(LAVT)/ 4/8 (WV)/ 4 trunk
(HV) Accessories: APPS
Speed: 140/300 (tm), Rollbars, Anti-
(LAVT): 30/90 (WV): Theft System (4)
40/120 (HV)
B/A: 2/0 Landing/Takeoff
Signature: 2 Protocol: VTOL/VSTOL
(LAVT)/ 4 (WV)/ 3 (HV) Availability: 26/20 dys
Autopilot: 3 Street Index: 4
Seating: Twin
bucket seats + bench
Access: 2
standard
Economy: 1 km
per liter
Fuel: IC/120
liters
Storage: 2 CF
trunk
Accessories: APPS
(tm), Rollbars, Anti-
Theft System (3)
Landing/Takeoff
Protocol: VTOL/VSTOL
Availability:: 24/18 dys
Street Index: 4
Mitsubishi Vector
Price:
$600,000
Handling: 3
(LAVT)/ 4/10 (WV)/ 3
(HV)
Speed: 160/320
(LAVT): 30/90 (WV):
60/180 (HV)
B/A: 2/0
Signature: 2
(LAVT)/ 4 (WV)/ 4 (HV)
Autopilot: 4
Seating: Twin
bucket seats
Access: 2 Gull
Wing
Very similar in appearance None/Security I (1)
to the Ford Jayhawk. This Availability: NA
Security LAVT fills a Street Index: NA
needed role in Helicopter
support and riot control.
Currently in use by Lone
Star, NYPD Inc, and Knight
Errant, these LAVTs will
become even more prominent
in the future.
Price:
$800,000
Handling: 4
(LAVT)/ 4/10 (WV)/
3(HV)
Speed: 160/320
(LAVT): 30/90 (WV):
60/180 (HV)
B/A: 2/3
Signature: 3
(LAVT)/ 4 (WV)/ 4 (HV)
Autopilot: 3
Seating: Twin
bucket seats + bench
Access: 2
standard
Economy: 0.8 km
per liter
Fuel: IC/250
liters
Storage: 2 CF
trunk
Accessories: APPS
(tm), Rollbars, Anti-
Theft System (4)
1 Firmpoint
(Front), Remote
Control Gear, Rigger
Control Gear
Landing/Takeoff
Protocol: VTOL/VSTOL
Armaments: Grenade
Launcher or
Missile Launcher. Some
have sacrificed trunk space
for ammo in of front
mounted LMG.
Sensors:
Security I (4)
ECM/ECCM:
Gadgets
Spetsdod truly become proficient in
Ethan Court the use of the spetsdod
<jek5313@zeus.tamu.edu> (i.e., specialized) one
stands a good chance of
The spetsdod is a very firing unintentionally.
sophisticated weapon, For game purposes this
consisting of a semi- means that if any arm
adhesive block of plastic, motion occurs, the GM has
a 6" barrel, and a the option to ask for a
reloading port for Willpower test -target
magazines of various sorts. number based on the
The plastic adheres to the difficulty of resisting
flesh of the wielder when a consciously an unconscious
chemical is added to the habit - to see if the
mixture to make it pliant. wielder shoots himself, a
The barrel is then braced comrade, Mr. Johnson, etc.
in the material, behind the
index finger on the hand, Also, due to the fact that
and a second chemical is this is a dart weapon, it
added to the is ineffective when hitting
plastic, causing it to impact armor greater than
become firm and fixed in 1. To reflect the fact that
position - for the duration the majority of shots are
of its use, a part of the called shots, and that
wielder. firing is no more difficult
than pointing, the Target
It is this very facility Number modifier for Called
with which this weapon can Shot is halved, making it
be used that makes it so +2. Also reflecting the
dangerous. Should a person facility of firing the
who is not fully proficient weapon is the fact that a
with the weapon attempt to specialized wielder suffers
wield it, he more often no off-hand penalty.
than not ends up shooting
either himself of his This is a military variant
comrades. The reason for of the Narcoject weapon,
this are simple; to fire and as such is only
the spetsdod, one merely available to those
points. A self- functioning in that
regenerating chemical capacity. This is a
compound exists at the very prototypical weapon, only
tip of the barrel which now finding use in the UCAS
reacts to the fingernail of Special Forces. Rumors
the wielder. This reaction abound of similar devices
causes the weapon to fire. in use by the security
It is the very simplicity forces of Aztlan, Japan,
of this trigger which makes Renraku, CAS, and
the weapon so deadly, elsewhere. The spetsdod,
either to the wielder or to meaning "point death," is
his foes. Until one has just now being touted in
CFS as the "natural way,"
and thus has seen a Military Darts
dramatic surge in its use DTox: Deadly
by CFS security forces. venom. 3D damage.
Eaten or injected.
The spetsdod is capable of Neurotoxin. No
fully-automatic fire, side effects if
though seldom necessary. resisted.
Because the spetsdod is gas- SPAZM: No
powered, there is no damage. Target resists
appreciable recoil. Each 6D. If failed, all
dart in the burst is voluntary muscles knot
treated as an individual up
shot, for purposes of uncontrollably.
targeting and resistance Approximately 6 months of
tests. The power of the physical therapy
damage code is cumulative, will be required to
however, for burst fire and restore use to
full auto, adding +1 to the patient.
power for each shot fired,
including the primary. This is a
genengineered virus,
Type: which mutates
Special beyond the speed
Base Price: of possible
3,600Y cures.
Conceal: 7
Legality: 4P- Dart Statistics:
E (w/o ammo) Conceal:
Ammo: 15 8
(clip) Legality / Availability:
Damage: As 10E 4/48hrs
per dart Stinger
Availability: 3F 4/48hrs.
18/21 days ShokTox
Weight: 18L 14/14days
.25 DTox
26L 14/30days
SPAZM
AMMUNITION TYPES
RANGE/Target # Table
Civilian Darts Short Med. Long
ShokTox: 6D Extreme
Stun. Touch sufficient. 0-5 6-10 11-12 13-
No side affects if 50
resisted. 200Y Target # 4 5 6 9
each.
Stinger: No
damage unless dart hits Taser / Hand Razor
a vulnerable Combination
area. Treat at Michael Crowley
nuisance allergy <mcrowley@lwcnet.lwc.edu>
otherwise. 100Y
each This item is a new device
for those scrupulous Each additional dart fired
razorguys and gals out at one time is affected
there who need to bring just the same as a shot
somebody down quick, and would be affected by
discreetly, and didn't recoil, (i.e. +1 TN
bring a Panther Cannon to modifier), and is rolled
do it with. It is for separately as if it was
basically hand razors, a totally different shot,
modified to a shape that which it is. Regardless of
allows good aerodynamics, whether the dart(s) hit or
as well as being slightly not, a charge goes down the
detachable. Attached to wire to the tip of the
the tips of the hand dart(s) upon contact. If
razors, which can be they hit their intended
installed in any or all target, the victim must
fingers (excluding the defend against 10S2 (stun)
thumb) of either hand damage, adjusted by
without much room being whatever extra successes
taken up, are spools of the attacker might have.
very thin conductive wire If the victim takes deadly
that run back to a tiny, stun damage from this
high-voltage battery. weapon alone, he/she is
paralyzed for 2D6 turns.
The entire setup is After discharging, if the
separately insulated. Due option is bought, the darts
to the need for such may be rolled back into
insulation, however, these place, but this action
devices cannot be installed makes the hand inactive for
without at the very least a 2 turns, in order for the
cybernetic hand tiny internal motor to do
replacement. The battery its work.
is in its own small
compartment, with an access Due to the fact that they
door optional for quick conceal so well, and have a
replacement. If more than very good take-down factor,
one finger is set up to these weapons are highly
hold a dart, all of the illegal, unless you have
wires run back to the same the right pieces of paper
battery, but the battery to specify that you are
must be of a higher grade permitted to carry them. A
(see table below). The regular Cybergun permit
battery can only be used will apply to these as
once per level before well.
needing recharging,
counting each separate dart Name/option
as a separate use. Cost
Smartgun adapters may not Taser/Razor Combo,
be used with these weapons. one dart, no battery,
no retractor
Upon firing the dart(s), 11,000
the attacker makes a Each additional dart
typical firearms success 1,000
test, just as if he/she was Grade 1 battery
firing a regular taser. 200
Grade 2 battery Colt Commando Smartlink
450
Grade 3 battery Like the Frontline but does
750 not require datajack.
Grade 4 battery Instead the gun is
1,000 connected to small special
Dart & Wire retractor plugs installed in the
1,500 wrist. Again this is aimed
at military units.
BRAND NAME EQUIPMENT Essence: 0.35
Todd Montgomery Price: 2,000
<tmont@cerc.wvu.wvnet.edu> Availability: 3/36
Lester Ward hrs
<lward@husc11.harvard.edu> Street Index: 1.1
Maintenance:
The following equipment is 4/10%(200Y)
created using the brand Damage Resistance: 6/8
name rules found earlier in Legality: 5P-CA
this tome.
Ares Stealth(tm) Smartlink
SMARTLINK OPTIONS Standard smartlink. But the
induction pad is subdermal
Colt Frontline Smartlink and nearly undetectable
This requires a datajack. A both visually and by
cord connects the gun and scanners (double Target
the users datajack. This Number). This system can be
either requires a special used with average thickness
port for the gun (for gloves. This piece comes in
smartgun variants of the all the standard Ares
weapons) or a standard lines. The base stats are
smartgun adapter. No other below.
connection with the gun
works. (No palm induction Essence: 0.5
pads..) This is a cheap Price: 10,000
system that requires a Availability: 5/14
Complex Action to hook up days
and start up. Colt markets Street Index: 1.25
this to military units, and Maintenance: As
is therefore popular among brand
mercs. Damage Resistance: As
brand
Essence: 0.2 Legality: 4-CA
Price: 1,000
Availability: 3/36
hrs DATAJACK OPTIONS
Street Index: 1.1
Maintenance: Ares Stealth¬ Induction
6/10%(100Y) Datajacks
Damage Resistance: 5/6 These function just like
Legality: 5P-CA there standard counterpart.
The difference is that the
port is inductive in nature
allowing the jack to be all levels, that are mounted
but invisible to sight and entirely within the head.
scanners double Target This makes them unreachable
Numbers). For these jacks except through surgery.
to be used a special cable This makes them
(20Y) must be used. A undetectable by visible
special gel (10 uses, 1Y) searches and scanners are
must be used to reduce the all but defeated (double
motion artifact of the Target Numbers).
inductive connection. These
come in all the standard Essence: -0.05
Ares lines. Price: x3
Availability: 3/72
Level Essence hrs
Price Street Index: 1.0
1 0.15 Legality: Legal
2,000
2 0.20 4,000
3 0.30 16,000 REFLEX ENHANCERS OPTIONS
Availability: Always
Street Index: 1.0 Ares React¬ System
Legality: Legal This state-of-the art Wired
Reflex(tm) System offers a
more Essence friendly
Fuchi Bodyjacks package for less money than
Standard datajacks, standard systems. The
available in all levels, reason for the less essence
that can be mounted in cost is because the users
optional places. The common reaction is set and
locations are top of the consistent every time. No
shoulders, the wrists, and more quick then slow just
under the armpits. Fuchi because of whim of
carries these in all there cyberware. The patented
lines of datajacks. adrenaline release system
provides an even flow of
Essence: +0.05 adrenaline to all body
Price: +300 parts and heightens those
Availability: Legal areas that need it the
Street Index: 0.9 most. The user still only
Legality: Legal gets the standard 1D6 for
Initiative. Ares currently
>>>>[ The armpits are offers this piece in all of
perfect for connecting its lines.
enough storage to capture
what your vid link is These systems CAN NOT be
picking up without dangling combined with other reflex
cords giving you away.]<<<< enhancements.
-Wordman<09:48:46
GMT/02-13-53> Level React. Essence
Price
1 +2
MCT Permanent Softlink 1.2 29,000
Standard softlink chip 2 +4
holders, available in all 2.8 87,000
3 +6 Level Index
3.0 153,000 Availability Legality
1 1.0 4/3 days
Level Index 8P-CB
Availability Legality 2 1.25 4/6 days 5P-
1 1.0 5/14 days CB
8P-CB 3 1.5 6/10 days 3-
2 1.25 5/14 days 5P- CC
CB
3 1.5 8/14 days 3- Maintenance: 2/10%
CC Damage Resistance: 8/10
>>>>[ This piece is a mixed >>>>[ This chrome is
blessing. Typically the rapidly getting into vogue
users react to this little with gangers of all stripes
jewel in much the same way and colors. Cheaper than
as the users of a Wired Reflex¬ and not as
suprathyroid gland (i.e. permanent as Boosted¬. This
FOOD). Except the system will assure that the
is always ON. These people streets will stay
generally act as if they mean.]<<<<
are in fast mode. When -Black
someone asked Ares about Chain<07:14:55/10-02-52>
this affect they flatly
denied it. Of course that
point is not advertised Ares Reflex Controller
along with the This controller attaches to
product.]<<<< existing Reflex Enhancement
-Quiktek<10:51:26 Cyberware, except Boosted,
GMT/01-18-53> and provides a convenient
ON/OFF Switch for
preservation of system
Raineer Crossman Heightened usage. Activation of the
Reflex System system is by mere thought
John Modica and takes a Free Action to
accomplish. While the
This system uses a secret system is dormant, the user
design to provide the user does not acquire the
with that needed speed systems bonuses to his
boost. These systems are reflexes. When activated
incompatible with other the system does provide its
reflex enhancement systems, bonuses. The long term
including synaptic effect of this controller
accelerators. is x6 to the maintenance
frequency and division of
Level Init. Essence maintenance cost per year
Price by a remarkable factor of 4
1 +1D6 (i.e. 10% -> 2.5%). Of
1.4 27,000 course these effects are
2 +2D6 entirely dependent on the
2.1 75,000 reduction in usage time of
3 +3D6 the cyber system. This
3.5 185,000 controller is carried by
all Ares lines.
Essence: 0.1
Price: 500
Availability: 3/36
hrs
Street Index: 0.9
Maintenance:
6/5%(25Y)
Damage Resistance: 8/10
Legality: As
Reflex System
controlled
This revolutionary system items especially designed
relies totally on the to be a homogeneous item,
bodies natural andrenal such as the clustered
gland to produce some hefty datajacks earlier. Some
results. A small "sack" additional examples are
collects adrenaline at a below.
constant SLOW rate. When
the user activates the The total, unmodified,
system (like the Ares essence and price are given
Controller above) the in parenthesis.
adrenaline is released at a
constant proscribed level
into the users system. The Optical, Audial and Other
only components are the Packages
"sack" and the control These packages were
circuitry wired as an provided by Wordman. Thanx.
interface module. The I took his idea and
adrenal "boost" lasts for expanded on it and included
only a short time as the some more rules. The only
adrenaline supply is disadvantages are that the
depleted. This jewel acts packages are ONE unit and
much like the adrenal pump can not be modified or
but without the spontaneous upgraded without taking the
triggering from anger and whole thing out.
such. The effects of
overexertion with the heart
that is common to the
adrenal pump is still a
problem. The pump can only
be activated by the control
circuitry.
Level Essence Price
1 1.30
29,000
2 2.60
87,000
Level Index
Availability Legality
1 3.5 12/70 days
5P-CB
2 4.0 12/70 days
5P-CB
Maintenance: 4/10%
Damage Resistance: 8/10
PACKAGE DEALS
Sometimes manufacturers
produce packages of cyber
Cybereyes with Electronic Mag. 1, 90 Mp
Thermographic, Low-Light, Memory (FIFF), Recorder
and Flare Compensation
Essence: 0.6
Essence: 0.2 Cost: 22,000Y
Cost: 10,000Y (27,500Y)
(13,000Y) Availability: 6/24hrs
Availability: 5/48 Maintenance: 3/10%
hrs. Street Index: 1.2
Maintenance: 4/7.5% Damage Resistance: 12/15
Street Index: 1.1
Damage Resistance: 10/12
Nikkon ProSystem
Cybereyes with Camera,
Colt Scout Optical Mag. 3, Low-Light,
Cybereyes with Low-Light, Flare Compensation,
Flare Compensation, Optical Datajack Level 4, 300 Mp
Mag. 2, and Rangefinder Memory (FIFF)
Essence: 0.25 (0.3) Essence: 1.7 (1.85)
Cost: 12,800Y Cost: 55,000Y
(16,000Y) (70,000Y)
Availability: 8/48 Availability: 6/24hr
hrs Maintenance: 3/10%
Maintenance: 3/12% Street Index: 1.2
Street Index: 1.0 Damage Resistance: 12/15
Damage Resistance: 12/15
>>>>[ Used by every fashion
photographer and news fax
Colt Sniper writer worth their salt.
Cybereyes with ]<<<<
Thermographic, Low-Light, -Quiktek<10:18:43/01-
Flare Compensation, Optical 19-53>
Mag. 3, and Rangefinder
Essence: 0.4 (0.5) RCA Vidpack
Cost: 17,500Y Cybereyes with Video Link,
(21,000Y) Datajack Level 1, 90 Mp
Availability: 8/48hrs Memory (FIFF), Recorder
Maintenance: 3/12%
Street Index: 1.0 Essence: 0.9
Damage Resistance: 12/15 Cost: 38,000Y
(48,000Y)
>>>>[ I hear that this Availability: 6/24hrs
package is STANDARD issue Maintenance: 2/10%
to the UCAS Armed Forces Street Index: 1.0
Sharp Shooting units. ]<<<< Damage Resistance: 12/15
-Quiktek<10:10:54/01-
19-53>
Sony XB5000
Cybereyes with Video Link,
Nikkon Tourister Optical Mag. 3, Datajack
Cybereyes with Camera, Level 4, 90 Mp Memory
(FIFF), Cyberears with
Select Sound Filter Level 5
Essence: 1.25
Cost: 80,000Y
(104,500Y)
Availability: 6/24hrs
Maintenance: 2/10%
Street Index: 1.0
Damage Resistance: 12/15
Fuchi VI300
Cybereyes with Video Link,
Optical Mag. 3, Low-Light,
Flare Compensation,
Thermographic, Datajack
Level 4, 90 Mp Memory
(FIFF), Cyberears with
Select Sound Filter Level
5, Hearing Amp., Damper
This package is part of the
Fuchi-Synth line.
Cost: 96,000Y Bose Voxx System
(119,500Y) Voice Modulator (Rating 6),
Availability: 8/48hrs Increased Volume, Playback,
Maintenance: 3/10% Tonal Shift
Street Index: 1.1
Damage Resistance: 12/15 Essence: 0.4
Cost:
165,000Y (220,000Y)
RCA Tridpack Availability: 6/24hrs
Eyecrafters Opticam, Maintenance: 3/12%
Datajack Level 1, 90 Mp Street Index: 1.0
Memory (FIFF), Recorder Damage Resistance: 10/12
Essence: 0.9
Cost: 36,000Y Shiawase Filter Suite
(46,000Y) Air Filter 5, Blood Filters
Availability: 6/24hrs 5, Toxin Filter 5
Maintenance: 3/10%
Street Index: 1.0 Essence: 2.3 (2.5)
Damage Resistance: 12/15 Cost:
140,000Y (175,000Y)
Availability: 6/4
Fuchi FullTrid days
Eyecrafters Opticam with Maintenance: 3/10%
Optical Mag. 3 instead of Street Index: 1.1
Electronic Mag. 1, Dr. Damage Resistance: 12/15
Spott Smartcam Implant, Low-
Light, Flare Compensation,
Thermographic, Datajack Sony Skillman
Level 4, 90 Mp Memory Skillwires Plus Rating 3,
(FIFF), Cyberears with Softlink Rating 3
Select Sound Filter Level
5, Hearing Amp., Damper Essence: 0.55
Cost: 40,000Y
This package is part of the (49,000Y)
Fuchi-Synth line. Availability: 4/10
days
Essence: 2.1 (2.25) Maintenance: As
Cost: brand
103,000Y (127,500Y) Street Index: 1.0
Availability: 10/7 Damage Resistance: As
days brand
Maintenance: 3/10%
Street Index: 1.2 Ares Skillmaster
Damage Resistance: 12/15 Skillwires Plus Rating 6,
Softlink Rating 4,
>>>>[ Awe... Watch out for Encephalon Rating 4, SPU:
those Cybersnoops. This is I/O Rating 4
their deal. ]<<<<
-Quiktek<10:36:23/01- Essence: 3.5
19-53> Cost:
720,000Y (895,500Y)
Availability: 5/10
day
Maintenance: As
brand
Street Index: 1.0
Damage Resistance: As
brand
>>>>[ A chummer told me
that some of Ares' Company
Men are wired with these
babies. BURRRRRRR......
Scary thought.]<<<<
-Quiktek<10:47:25/01-
19-53>
Ares Stealth(tm) Radio
Suite
Radio, Commlink-IV, Crypto
Circuit HD Level 6
Essence: 0.8 (0.9)
Cost:
110,000Y (142,000Y)
Availability: 6/36hrs
Maintenance: As
brand
Street Index: 1.2
Damage Resistance: As
brand
Telephone, Commlink-VIII,
Crypto Circuit HD Level 6
Essence: 0.6 (0.65)
Cost:
122,000Y (163,700Y)
Availability: 6/36hrs
Maintenance: As
brand
Street Index: 1.2
Damage Resistance: As
brand
Ares BattleLink
Radio, Commlink-X, Crypto
Circuit HD Level 6,
Scramble Breaker HD Level 6
Essence: 1.0
Cost:
340,000Y (442,000Y)
Availability: 6/36hrs
Maintenance: As
brand
Street Index: 1.2
Damage Resistance: As
brand
Behind the Scenes
Matador Files
Steve Wilcoxon
<wilcoxon@cis.udel.edu>
[Based on the Matador weapon is used,
series by Steve Perry.] the participant is
instantly
disqualified - losing their
Musashi Flex: entrance
A loose collection of fee)
fighters who constantly
test themselves against one 2) there can be only
another. It is usually one winner (alliances
done one on one. The are allowed, but must be
opponents decide on armed "broken" to determine a
or unarmed (unarmed being winner)
more common), but sometimes
resort to using hidden 3) there is a one week
weapons in the event that time limit (if more than
they start to lose (the one entrant is left at that
honor is in surviving). point, there is no
The fights can be to any winner). The rules, such
extent - to the death, as they are, are strictly
"blood and bones" (first enforced.
blood or broken bone),
submission, or some other A combatant is considered
basis for winning. "out" when incapacitated
(unconscious, severely
The Musashi Flex is illegal wounded, or dead). There
in most areas as it tends is excellent medical staff
to leave dead bodies around standing by so it is
after encounters between uncommon for someone to
"players". die.
One of the most dangerous
The Maze: parts of the Maze is
One of the few legally getting food. There are
sanctioned events for the only 10 feeding stations
Musashi Flex, it is held which make prime sites for
periodically [however often ambushes.
the GM feels like making
it] in a large section of
abandoned buildings in Fugue:
[insert city]. With the advent of improved
technology and magic to
There are 100 entrants and help in determining the
each must pay the 10,000Y truth of statements, it
entrance fee. The winner became harder and harder to
gets 500,000Y [it was 100% lie. Fugue is the skill of
in the books]. The rules giving half-truths and
are as follows: undetectable mis-
1) no weapons (if a directions.
Legality: 1-M4 [this
Fugue is a social skill. is highly
The number of dice used in restricted - anyone caught
a fugue test can not be using or in possession of
higher than the language this will be
skill being used. If the fined and jailed
questioner has 2 or more (treat as upper part of M3
levels in excess of the for sentencing)]
questionee, then fugue will Availability: 24/30 days
do no good (the questioner Cost: variable
knows what questions to ask [price is whatever
to force a full answer, but the fixer/doc/whatever
he must still have a way of wants to charge]
verifying the truth).
Otherwise, an opposed
success test is made Reflex:
between the two with a This is a drug that boosts
target number of the reflexes and heightens
intelligence of the other. perceptions for short
amounts of time (1D6 x 10
Fugue is useful against any minutes). This drug has
form of mechanical lie two side effects: 1) it is
detection short of a full addictive [Willpower test
brain scan (i.e. thoughts, with target number of 4 + #
memories, etc) [if this of doses in last week to
even exists in your game] avoid addiction], and 2) it
and "simple" spells (like causes the user to "crash"
Detect Lie), but not more after the effects wear off
thorough spells (like Mind (8S Stun).
Probe).
Effects: +1D6 Initiative
Legality: 3-M1
Bacterial Augmentation: Availability: 6/5d
This is a military Cost: 200Y
treatment which involves
injecting a short lived
culture (6 months) into the Parker Carbine:
patient's blood stream. This is a .177 caliber
The colony is self- assault rifle firing
replicating and will cause caseless high-explosive
an extreme itching rounds mainly used by
sensation until it is fully military units in war
in place (2-3 days). The zones.
culture has the effect of
greatly increasing reaction Conceal: 3
time. Ammo: 500(c) [HE only]
Mode: FA
Effects: +2 Reaction Damage: 6M (not adjusted
+1D6 Initiative for HE mods)
Body Cost: .25 [one- Weight: 3.6kg empty,
time cost (i.e. when 5.1kg loaded
re-injected in 6 months no Availability: 12/7d
further loss of Body Legality: 1-G
occurs)] Cost: 2,500Y
extras: gas-vent 2,
recoil penalties
are halved due to small
round
Toxin Exposure
Hal Mangold
<hmangold@muselab.ac.runet.edu>
These rules were originally number of dice rolled to
design to simulate the determine the power number
pollution of the cities of of a toxic attack.
2053, but work equally well
for toxic waste, and Example:
radiation exposure as well. The Austin Biotech Waste
For as much emphasis as the Processing and Disposal
SR game puts on how screwed Facility (read "big hole in
the environment is there the ground") has a Toxic
need to be a few more rating of 3. This means
concrete consequences of that the Power of a toxic
this. To wit, these rules attack can vary anywhere
from 3 to 18.
EXPOSURE This variable Powered
attack represents the
Toxic environments are a shifting winds, etc., all
fairly common feature to the factors that are
the SII world, whether they variable around a toxic
be the East Anglian site.
Stinkfens, or just the
average suffocating The Wound Level of a toxic
pollution of Seattle. The attack is also determined
consequences for those by the Rating, as follows:
exposed to these substances
can be severe, especially Rating Wound Level
if a allergy is present. 1 L(stun)
2 M(stun)
To simulate these effects 3 S(stun)
in areas of variable 4 D(stun)
exposure, first rate the
level of toxic exposure "Aha!" you cry. "Its only
from 1-4. A rating 1 area stun damage, and I have a
would be a city on an trauma damper."
average day, while rating 4
would be a huge chemical Yeah, well then you're safe
dumping ground, just oozing until you hit the physical
toxins. overflow point. After stun
damage gets to Deadly, it
This rating is not treated starts overflowing onto the
as a normal rating for physical chart.
damage purposes. Instead Additionally this damage
the rating equals the does not heal until the
person is no longer exposed cyberware/bioware. The
to the toxic environment. masks are very common on
Magical Healing is an the streets of polluted
exception, of course. Keep cities like LA, New York,
in mind, though, that a And Seattle.
piece of land so blighted
as to be toxic will Insulasted protection comes
probably have a background in the form of sealed suits
count, so all you mages, (like todays EPA workers
don't get cocky. wear).
As a rule of thumb, make Radioactivity can only be
checks every two hours or screened by a radiation
so, although particularly suit.
deadly environments may
require checks every hour, All of these protective
or even 1/2 hour. Another forms can be bought in
tactic for really toxic varying ratings. The rating
environments is to make the of the protective device is
damage physical to begin subtracted from the Power
with (i.e. corrosives in of the toxic attack, like
the air etc), instead of armor in fire combat.
stun. Unlike fire combat, if the
Power of the toxic attack
Now this is for areas that is reduced to 0, no check
have a fluctuating toxic is needed.
level. In an area of
constant exposure things
are easier. Just set the HOW IT ALL COMES TOGETHER
Power and Wound Level at
fixed numbers and require a Brutus the Samurai is on
check every so often (see the run, and stumbles upon
above). a toxic dump area. The dump
gives off airborne toxic
Keep in mind that any PC vapors with a rating of 2,
with a pollutant allergy and Brutus is wearing a
should have to deal with rating 5 filter mask. The
that on top of these GM rolls 2 dice and gets a
effects. result of 11. Since the
rating for the site is 2,
the initial Wound Level
PROTECTION will be M(stun). The toxic
attack will be at
Protection against toxic 11M(stun), and Brutus will
exposure can be worn, but get to treat his rating 5
the protection must be mask as 5 points of
appropriate for the type. "armor", making the final
Exposure can be divide up attack 6M(stun). Keep in
into inhaled, insulated and mind that if the toxins had
radioactive types. been insinuative instead of
inhaled, Brutus' mask would
Proper protection for have been useless.
inhaled toxins is a filter Furthermore, the longer
mask or similar Brutus stays in this
environment, the more
checks he will have to
make.
Two-Weapon Combat
Jason J Carter
<Carter@UPS.EDU>
Using two weapons in melee The dual attack style is
combat increases a used to attack one opponent
characters ability to with both weapons. To
attack and defend himself. attack with both weapons
When fighting with two against one target apply +2
weapons there are two to the target number of
styles. The first is the both attacks with an
parry/attack method while additional +2 for the off-
the second is the dual hand weapon. For each
attack method. attack treat the weapon as
if it had and additional +1
When the character is using reach and use that weapons
the parry/ attack method he Skill Rating. Combat Pool
gains the following Dice are applied
advantages. The reach the separately. The character
character uses to determine gets to use the increased
melee combat target numbers reach of the longer weapon
is that of the longer to defend, but he must use
weapon + 1. Defensive the lower of the two skill
Melee Combat Test are made ratings.
using the highest Skill
Rating for those two
weapons. The character can
attack with either weapon,
but must use his Skill
Rating for that weapon.
Example:
Ginsu is fighting with a
katana in one hand and a
survival knife in the
other. His skill ratings
are Armed Combat 4, Edged
Weapons 6, Katana 8.
Ginsu's effective reach is
+2 (+1 for Katana +1 for
two parry/attack style).
When making defensive melee
combat test he rolls 8 dice
(the higher of the 6 for
edged weapons and the 8 for
Katana). If he attacks with
the Katana he rolls 8 dice,
but if he attacks with the
knife he rolls 6 dice.
Use normal rules for
attacking multiple targets
with the increased reach.
Ginsu is still fighting attacking with two weapons
with his katana and by one.
survival knife. However
this action he decides to
attack with both weapons. Optional Rule:
For the katana, which is in Game masters who think that
his favored hand, Ginsu has these rules make it too
a reach of +2, rolls 8 easy or too advantageous to
dice, and suffers a +2 use two weapon combat
penalty to his Skill Test. styles can make the Two
For the survival knife, in Weapon Style skill
his off-hand, Ginsu has a mandatory and make all
reach of +1, rolls 6 dice, combat rolls equal to the
and suffers a +4 penalty to average of the skill listed
his Skill Test. To defend in the rules and the
Ginsu uses a reach of +2, characters Two Weapon
but only rolls 6 dice. Style, but never greater
than the base weapon skill
rating.
New Skill
Two Weapon Style
(Parry/Attack (SWs), Dual
Attack (SWs))
This skill is the practice
of using two weapons in
melee combat. It can be
used in enhance both the
parry/attack style and the
dual attack style of
fighting.
When used with the
parry/attack style, the
character can use the level
of this skill instead of
that of his weapons to
defend only.
When used with the dual
attack style this skill
allows the character to
reduce the negative effects
of using the dual weapon
attack style. To use it
the character uses a Free
Action and makes a skill
test verses a target number
equal to 4 + total length
of weapons. For every two
successes the character
reduces the penalty for
Unarmed Combat
Jason J Carter
<Carter@UPS.EDU>
Note: These rules target. It includes
eliminate the Subduing punches, elbow smashes,
Combat Concentration of chops, and even headbutts.
Unarmed Combat, but the A Strike does (Strength)M
Cyber- Implant Weapons Stun Damage.
Concentration
still exists and Kick:
should be used Kick is any attack that
normally. uses a part of the lower
body to do damage to the
Definitions: target. It includes all
Unarmed Combat - The foot, leg, and knee
ability to fight without strikes. A Kick does
using weapons. Unarmed (Strength)M Stun Damage.
Combat Skill includes
techniques gained from Note: Kick and Strike
informal and formal do the same damage, but
sources that are combined depending upon role-
to produces the best playing circumstances, it
possible effects. can be possible to
Martial Arts Style - Formal perform one while the
or informal training in other is impossible. The
a particular method of two forms of attack
unarmed combat that are also emphasized to
stresses certain types of different degrees in most
attacks and defenses. A martial arts forms. When
student of a particular a physical adept uses
Martial Arts style is more killing hands, he replaces
skilled in the the damage for strike or
maneuvers stressed in that kick with his killing
skill by neglecting hands damage code.
other maneuvers.
Maneuver Specialization - Throw:
Highly stressed A throw is any attack that
concentration one tries to force the target
particular facet to the ground in a manner
of a martial art that causes damage. If the
style. target counterattacks but
the attacker still receives
These are the Maneuvers for positive net successes in
Unarmed Combat and their the Opposed Unarmed Combat
game rules: Skill test, the target is
knocked Prone and takes
(Strength)L Stun damage.
OFFENSIVE MANEUVERS If the target dodges and
achieves a Clean Miss, than
Strike: he remains standing,
Strike is any attack that otherwise he is knocked
uses a part of the upper prone and takes (Strength)L
body to do damage to the Stun damage.
Sweep:
A Sweep is any maneuver SUBDUING COMBAT MANEUVERS
that tries to force the
target to the ground, not Hold:
to harm him but to throw A hold is an attempt to
off his combat rythm. It grab and subdue a target
could be the classic hook with the hands. It can be
the leg and push attack just plain manhandling or
done on playgrounds painful but non-damaging
everyday or more elaborate joint locks. Hold is the
leg sweeps used in martial offensive half of Subduing
arts. To avoid being Combat and uses those
thrown to the ground the rules.
target of a sweep must
achieve a clean miss with Escape:
the Power of the attack Escape is the other half of
being the One-Half the Subduing Combat, avoiding
attacker's Strength or being Subdued. It use the
Quickness, whichever is Subduing Combat rules, but
higher. only to defend.
DEFENSIVE MANEUVERS THE MARTIAL ARTS
Counterattack: This section is a list of
Counterattack is the Martial Arts styles and the
aggressive way to respond maneuvers that may use the
to an attack, to attempt Martial Art Style
hit the attacker while concentration level for
avoiding his blow. When that art.
counterattacking the
character can add Combat Aikido Throw,
Pool dice to his defensive Sweep, Counterattack,
Unarmed Combat Skill test, Dodge, Hold, Escape.
but not his Damage Animal Kung Fu Strike,
Resistance test. Note that Kick, Sweep,
this is the standard melee Counterattack.
combat defense test. Boxing Strike,
Damage for Counterattack is Counterattack, Dodge.
(Strength)M Stun. Capeoria Strike, Kick,
Sweep,
Dodge: Counterattack, Dodge.
To attempt to avoid being Choi Li Fut Strike,
hit by an attack or Kick, Throw, Sweep,
minimize the damage that Counterattack, Dodge.
attack causes. When dodging Judo Throw, Sweep,
the character can add Dodge, Hold, Escape.
Combat Pool dice to his Karate Strike,
Damage Resistance test, but Kick, Counterattack,
not his defensive Unarmed Sweep.
Combat Skill test. This is Savate Kick,
the melee combat Full Counterattack, Dodge.
Defense option. Tae Kwon Do Strike,
Kick, Counterattack,
Dodge.
Thai Kick Boxing Strike,
Kick, Counterattack,
Dodge.
Wrestling Throw, Sweep,
Hold, Escape.
Contacts / Archetypes
PRIORITIES
FORMER ESPIONAGE AGENT A= Tech
J Roberson B= Skills (30)
<RJR96326@VAX1.UTULSA.EDU> C= Attributes (20)
D= Human
"Don't Ask. My story, my E= Magic
past employer, and the
means by which I found ATTRIBUTES
myself here can be Body: 4
considered. ..classified. Strength: 3(4)
Suffice it to say that I am Willpower: 4
well-trained and well- Intelligence 3(6)
equipped to obtain any data Charisma 3
you desire, even that which Quickness: 3(4)
is not found in the Matrix. Reaction 3(5)
I can also conduct Magic: Nil
surveillance, tracking, and Essence: .05
other activities which
involve the procuring of SKILLS
information. Data is the Firearms/Pistol 4/6
cash of the New Age, and Computer: 5
I'm your printing press." Stealth: 6
Athletics: 4 (6)
The Former Espionage Agent Interrogate: 4
was employed by a very high- Negotiate: 6
level intelligence
organization, either public CONTACTS
or private. For reasons choose 5, preferably from
best left unknown, she has "high levels" such as
left their employ and taken Johnsons, Yak bosses, and
a good amount of equipment others who may have
with her in order to use encountered the PC to an
her skills freelance. extent before running the
Highly augmented, capable shadows.
of operating on her own and
possessing the best BIOWARE
equipment money can buy, Synthacardium Heart-2 (+2
she is the best person for dice Athletics based
obtaining information on test and to resist heart
anyone, anytime, anywhere. disease)
Cerebral Boost (+2
Intelligence, +2 dice to
Knowledge and B/R skills) SKILLSOFTS
Synaptic Accelerator (+2 ACTIVE (all rating 3)
Initiative dice) Armed Combat, Unarmed
Muscle Augmentation-1 (+1 Combat, Demolitions,
Strength, +1 Quickness) Gunnery, Electronics,
Trauma Damper (shifts Electronics B/R,
damage, 1 box per wound: Computer B/R,
physical->mental; mental Bike, Car, Motorboat,
>nil) Rotorcraft, Winged
CYBERWARE KNOWSOFTS (etiquette are 4,
Smartlink,Datajack- all others are 3)
4,Hi-freq/lo- freq Corp etiquette, Matrix
hearing, Audio Damper, etiquette, Media
Hearingamplification, Flare etiquette, Street
Comp, Camera Eyes, etiquette, Tribal
Display Link, Voice etiquette,Biology, Computer
Modulator, Tonal Shift, Theory, Software, Magical
Second Pattern, Theory,
Telephone, Secure HD Military, Psychology,
Encrypt-6, Encephalon-2 (+1 Sociology
Int; allows use of
skillsofts uploaded to EQUIPMENT
headware memory) I/O SPU-3 Smart Manhunter
(Reduces SLD and SSLD by w/Silencer, Smart
4), Softlink-4 (allows use Narcojet pistol, Smart
of 4 skillsoft Crusader Mp w/Gasvent-2
simultaneously), Skillwires Smart Defiance T-250,
Plus 3 (allows total of Form-Fitting Armor-3,
6 active skill levels to Secure Jacket, Secure
be used), 120 Mp headware Vest,Binoculars,
memory, Data Management SPU- Codebreaker-6, Dataline Tap-
4 (effectively doubles 6, Laser Mic-6, Shotgun
headware memory) Mic-6, 5xTracking
signals-6, Signal Locater-
SLD (for Encephalon, 6, Dataline Scanner-6, Bug
headware) max=240/250. If a Scanner- 6, Data Encrypt-
skillsoft is run through 6, Jammer-6, White Noise
the datajack, multiply its Generator-6, 2 months
Mpx2.5 and add to headware Middle Lifestyle
memory used before prepaid(includes feeble
calculation. Up to 300 Mp commuter car), Retinal
may thus be used via Scanlock-6 at home, 1000
skillsoft through the Mp telecom, Pocket
datajack with no effect on Secretary, DocWagon Gold,
SLD. Medkit
SSLD (for Skillsoft) Total
Loaded/100. With I/O port HALFLING STREET OPERATOR
above, up to 400 Mp of non- David Altman
active skillsofts can be <izzyux2@mvs.oac.ucla.edu>
loaded without suffering
from delay. COMMENTARY
Always the smallest, he
attracted bullies that
tried to prey on him.
Fights and beatings became
as common as the chipheads
in his neighborhood. But
it didn't break him.
Instead he became tough,
ruthless, and cunning. He
came to understand the
nature of the streets. A
flying kick to the groin
and elbow to the face of
the local bully did wonders
for his rep. Pretty soon
even the ork bullies gave
him respect. But it wasn't
enough - he wanted power
too. Pretty soon he was
hustling the streets, using
gangs and lowlifes. He
found out that he had a
talent for street ops. He
decided that the local
scene was just to small, he
moved on to the Real Action
- where the major operators
were - The Shadow-world.
Body: 3 respects, that's why I take
Strength: 3 payment in triple A scrip
Willpower: 3 or triple A favors . . .
Intelligence 6 the choice is yours"
Charisma: 6
Quickness: 6
Magic: Nil OGRE ENFORCER
Essence: 6 David Altman
<izzyux2@mvs.oac.ucla.edu>
SKILLS
Unarmed Combat 5 COMMENTARY
Firearms 5 The Ogre Enforcer was
Stealth 4 always an outsider. His
Street Etiquette 4 appearance and physique
Negotiation 6 made smaller people shy
away from him, either out
EQUIPMENT of fear or contempt -
Secure Jacket sometimes both. Even the
Colt Manhunter Ork and Trolls derided him
Uzi III because of his differences.
4 spare clips He learned to be a
Concealibility Holster loner.The Ogre Enforcer was
Ordinary Clothing resolved to being alone,
Pocket Secretary deeply scarred by the
Armor Clothing universal dislike he faced.
Low Lifestyle He took odd jobs that
utilized his great size,
QUOTES: often working for employers
"Shortstuff huh, you won't that were abusive and
be laughin' with your guts thought him to be subhuman.
splattered across the Once while he was working
wall." as a bouncer in a club he
noticed a group of suits
" I'm a pro, I got the coming towards him. He got
skills and contacts you ready for a fight. Suits
need . . . If I didn't, I always tried to make him
wouldn't be talkin' to you feel bad, and he could
right now" never stand that. But this
time it was different. One
"Hoi chummer, I gotta a of the suits, an old guy,
sweetdeal for you. Easy started talking to him.
payen for null persp" After a short conversation
"The Boss", as the Ogre
"My job is to know who and Enforcer came to know the
whats moving on the street" old guy, offered him a job.
He could even join "The
"Chummer, I would love to Family". He'd start at the
sell you the paydata, but bottom, but he could work
you gotta be reasonable on his way up.
price . . . "
The Ogre Enforcer liked
"Money and Power, that's working with his family,
the only thing the street they treated him nice,
talked to him, went out OUTCAST TIR NOBLE I
with him, trained him. It David Altman
was good to be part of the <izzyux2@mvs.oac.ucla.edu>
family. He rose up through
the organization, but when COMMENTARY
"The Boss" died, and a new The Outcast Tir Noble was
boss took over the family, raised in luxury, trained
his heart wasn't in it by the most exclusive
anymore. He decided to go instructors in all the
freelance. skills he would need to
become a leader of the
ATTRIBUTES Elven Nation.
Body: 8 Unfortunately, he
Strength: 9 associated with people that
Willpower: 3 were on the loosing side of
Intelligence 6 a internal power struggle.
Charisma: 1 His "friends" blithely
Quickness: 4 scapegoated him. Ruined
Magic: Nil politically and socially he
Essence: 5.5 had to become an outcast.
He is disenchanted with the
SKILLS Tir, but hopes to regain
Firearms 6 his rightful place.
Unarmed Combat 6
Stealth 4 ATTRIBUTES
Street Etiquette 4 Body: 3
Interrogation 4 Strength: 3
Willpower: 4
CYBER Intelligence 5
Smartgun Link Charisma: 3
Quickness: 5
EQUIPMENT Magic: 6
Ruger Super Warhawk Essence: 6
Secure Jacket Reaction: (5+3d6)
Armor Clothing
Colt Manhunter SKILLS
Various ammo Increased Reflexes 2*
Combat Sense 1*
ALLERGIES Armed Combat 6
Pick your own Negotiation 4
Firearms 6
QUOTES Sperethriel 3
"Da Boss says I gotta . . . Leadership 6
" Stealth 5
* Physical Adept
"Waz dat s'pposed to hurt Skills
?"
QUOTES
"Oops, I hit im too hard" "You should not be afraid
of my sword or gun, but
"Don' fragg wid me . . youz rather my intellect and
goin' to looze" skills"
"Why am I shadowrunning
instead of living the life
of a noble in Tir
Tairngire? It is better
for you not to know . . . .
but if you must, I can sum
it up in one word -
Betrayal"
"My skills are those of
warrior and general - I was
trained by tutors mere
money could not hire. You
can hire me, though, for an
appropriately dear price"
OUTCAST TIR NOBLE II
(Sorcerer Adept)
David Altman
<izzyux2@mvs.oac.ucla.edu>
ATTRIBUTES
Body: 2
Strength: 2
Willpower: 4
Intelligence 5
Charisma: 3
Quickness: 3
Magic: 6
Essence: 6
Reaction: 4
SKILLS
Sorcery 6
Magical Theory 6
Armed Combat 5
Stealth 4
SPELLS
Fireball 6
ManaBolt 6
Heal 6
Combat Sense 6
Increase Reflex (+2d6) 6
Improved Invisibility 5
GEAR
400,000 to spend
ALLERGIES
Pick your own
David Altman FINAL NOTE:
<izzyux2@mvs.oac.ucla.edu> With Essence 2 and less
than half the Body Index
"The streets have only used up, the samurai has
gotten worse, Mr. Johnson, plenty of room for further
and I and my brethren have upgrades. Also, there are
grown tougher to three variations listed
accommodate it. I'm the hot below; feel free to come up
new meat on the market: with your own.
Quicker, tougher, and
meaner than my predecessor. ATTRIBUTES
My style? I don't just Body: 6(7)
spray and pray no more Strength: 6(7)
neither; I don't cut loose Willpower: 5
ten bullets for the price Intelligence 5
of one-keeps your costs Charisma: 2
down, neh? Guns too loud? Quickness: 6(7)
Well, I'm much more Magic: Nil
efficient at slicing meat Essence: 2
too. Whatever you want, I Reaction: 5(9)
can do it better than
anyone you're familiar SKILLS
with." Armed Combat 4
Street Etiquette 4
COMMENTARY Unarmed Combat 6
The Street Samurai II is an Firearms 4
attempt to incorpoarte the Bike 2
advances of Shadowtech and Stealth 4
the SSC into the character
generation ystem. Also, in CYBERWARE
reverse-engineering the Wired Reflexes-2,
original sam, I noticed he Smartlink, Cybereyes
deserved 2 more attribute w/Lowlight, Thermo, Flare
points. comp, Retractable Cyberspur
The Street Sam is basically BIOWARE
a thug or punk who managed Trauma Damper, Aluminum
to keep the right 'ware Bone Lacing (+1 Body vs.
installed to rise above the damage, +1 Impact armor,
rest and earn a living as STR+2M damage), Muscle
pure brawn. Where other Augmentation-1
archetypes invest their
Essence in skillwires, CONTACTS & MONEY
higher intelligence, and Choose 5
other exotic subsystems, 3d6x1000 +1025
the street samurai chooses
only that which directly EQUPMENT
enhances his combat 100 Mp Data Display, Armor
effectiveness, particularly Jacket (5/3), Platinum
in melee. Not a tactician, DocWagon, Rapier
not a scout, the samurai is Motorcycle, Stun Baton,
brawn, muscle, and power. Predator w/external
smartlink, 50 Explosive
rounds, Ingram Smartgun,
100 normal rounds,
Wristphone w/flip-up screen
STREET SAMURAI IIb
As above, with the
following changes:
Drop the DocWagon from
Platinum to Gold.
Add Stealth Reflex
Recorder
Add SMG Reflex
Recorder
Roll 3d6x1000 +25 for
starting money
This adds .25 to Body
cost
STREET SAMURAI IIc
Drop DocWagon from
Platinum to Gold
Take only 3 contacts
Remove Cyber spur
Upgrade Bone Lacing to
Titanium B:6(8), +1
Impact, +1 Ballistic.
Essence is now 1.2
Roll for 3d6x1000 +175
for starting cash
Drop DocWagon from
Platinum to Gold
Take only 3 contacts
Add 2 months Low
Lifestyle
prepaid
Upgrade Muscle
Augmentation to
level 2 (S:6(8), Q:6(8))
Body Cost is now 3.25
Roll 3d6x1000 +325 for
money.