Shadowrun X.07
The time is 50 years in the future. Cities have become
megaplexes, satellites are all around us, and much of humanity
lives with half of their mind in the matrix, connected by the
cyberware inside their brains. The Owners -- old families,
immortal elves, great dragons -- live lavishly on the last
remaining pristine places on Earth. They control the
megacorporations and the media, and influence the governments
which are tasked with keeping the people in check.
In this world, you are either part of the economic value chain, a
valued citizen with a SIN (system identification number):
Managing, researching, producing and marketing the consumer
experiences and products of tomorrow. Or a less valued citizen
tangential to the value chain but still with a SIN, cleaning,
grooming, repairing, reporting, entertaining and selling to the
more valued citizens. But if you are outside the corporate world,
there is no SIN, no voting and no voice. Should you show aptitude,
you can recruit with the megacorps and leave your old life behind
-- and if you cannot, there is still crime, for the valued
citizens have wants and needs not within official doctrine.
And there is one equalizer: Magic has returned to the world, and
it seems to come more easily to those wild at heart. All around
the world, native tribes and mystic communities have taken back
their land, aided by the spirits who live there and who have
revealed themselves to the shamans. The megacorps have recruited
as many magicians as possible but mostly manage only to retain a
few hermetics, whose orderly thinking fits the corporate culture
at least a little bit. Megacorporate money still controls much,
but the fight for the human soul seems far from over.
With magic, metahumans have come back: First elves and dwarves,
then orks and trolls. Apart from a shift from skin-based racism
towards metatype-based racism, it has not made much difference: If
you are a corporate-born troll, augmentations and cosmetic surgery
will make you fit in just fine -- and if you are a gutter-punk
elf, all you got is a glamorous look to complement your
dejectedness. And there are more arrivals on the streets: Ghouls,
devil rats and the occasional vampire or shapeshifter also live
here, trying to survive just like you.
Who You Are
There are a lot of ways to be useful as a SIN-less person.
You could be a:
- Street samurai, mercenary or adept, a killing machine
desperately trying to keep a bit of humanity
- Shaman, Hermetic or some other kind of magician, slinging
spells and talking to spirits
- Decker, streaming the matrix through your head and shaping the
augmented reality most people choose to perceive
- Rigger, a scout with drones and vehicles as enhanced body
... or really any job that involves the expertise outlined above
and more. A detective, negotiator/face, bounty hunter, aspiring
simsense star, gang member or just a starting "hazardous material"
courier.
A combateer trains much of her time in all aspects of warfare. To
cope with the psychological effects, most adopt a code like the
samurai Bushido, religious guidance or just professionalism with
humanistic ideals. Physical superiority is either reached with
cyberware enhancements or with its magical equivalent, adept
powers. A life of warfare requires strong focus and anyone
indulging too many vices quickly burns out.
A mage can see the astral plane, a parallel dimension full of
emotions and mana. In shaping the mana using his willpower, a mage
builds and casts spells whose effect can range from invisibility
to fireballs and super-fast healing. Shamanic magicians can also
talk to the spirits of a place, negotiating favors in exchange for
good deeds, while hermetics can conjure powerful but comparatively
simple-minded elemental spirits who excel in combat.
A decker sees all airwaves and in them, the underlying code of
the matrix as it streams through the cyberdeck in her skull. As
naturally as thinking aloud, she uses a wide array of exploits to
intercept communications, change camera images, find hidden
information, and alter what a person with an active simlink sees
and feels.
A rigger has enhanced his consciousness with tiny drones that
live on his shoulder or under his long coat. With the same
effortlessness as a decker, he sends them out as if they were his
natural limbs. And the drone does not have to be tiny. After all,
a tank is just a really big drone.
All this raises a big question: If you are so useful, why don't
you work for the megacorps and make a nice salary and comfortable
living? And the answer is either that you have not the least bit
of culture in you, or more likely that you have some ideals. Of
course you still work indirectly for The Owners, but you get to
keep a part of your dignity... or at least that is what you are
telling yourself.
Attributes
You have three physical and three mental attributes, all ranging
from 1..6 for humans.
- Body (B):
- Strength (Str): How much you can lift, how hard you
hit, but also how tough you are. Rugby players and wrestlers
are strong.
- Quickness (Qui): Speed, grace and balance. Gymnasts,
fencers and soccer players are quick.
- Dexterity (Dex): Hand-eye coordination and manual
finesse. Shooters and Billard player are dextrous.
- Mind (M):
- Charisma (Cha): How much people (and spirits) are
inclined to like, believe and follow you.
- Intelligence (Int): Quick thinking, intuition and
logical aptitude.
- Willpower (Wil): The ability to concentrate and
persevere, but also how tough you are against spells.
NPCs are described with B/M only, and spirits have
a Force (F) encompassing both. Vehicles have Str/Qui
only, translating to stability and speed.
Core attributes are:
- Combateer: Str, Dex, Wil
- Magicians: Cha, Wil
- Decker: Int
- Rigger: Dex
- Everyone: Qui
Metahumans have the following modifications.
- Elf: Qui +1, Cha +2; lowlight sight
- Dwarf: Str +2, Dex +1; infrared sight, +1 harder to detect
- Ork: Str +3; lowlight sight
- Troll: Str +5, Qui -1, Dex -1; infrared sight, +1 close combat
reach, +1 dermal plating, -1 easier to detect
- Human: Edge +2, more money
Attributes serve two purposes: They are rolled together with
skills, or they form pseudo-skills.
- Dodge: Qui+Wil, to see whether you can get to cover in
time.
- Perception: Int+Wil, to literally see. And hear and
smell. Includes astral and matrix perception.
- Defiance: Cha+Wil, to withstand social manipulation.
And then there are three special attributes:
- Essence: Holistic integrity, reduced by
cyberware. Starts with 6.
- Edge: Story armor, allows re-rolling and other cheats.
Starts with 1.
- Initiation: Higher secrets, both magic and worldly.
Starts with 0.
Character creation attribute levels depend on
your campaign:
- Gang level: Default at 3, two at 4 and one at 2. Welcome to
the real life, street scum.
- Syndicate level: Default at 4, two at 5 and one at 2. You
graduated from the streets and start in the big leagues.
- Ex-Elite level: Default at 4, one at 6, one at 5 and one at 3.
You were corporate elite, but dropped out for some reason.
SR1-5 balancing note: Body was removed because Bod/Str always
felt interlinked. Magic is replaced by Wil. Dex is probably close
to SR4-5 Agi. Qui encompasses SR4-5 Rea. Perception has no
business being a skill. Initiative is 4+1D6, no fucking around
with Qui or Int anymore. Choices restricted for more well-rounded
characters.
Skills
Skills range from 0..6 and are rolled together with an attribute,
where each 5 or 6 on a die counts as one success. More than half
of the dice being 1 is a glitch; when no successes are in, it is a
critical glitch.
- Str:
- Athletics: Running, climbing, swimming and all other
sports that are decided by physical prowess.
- Close Combat: Killing and subduing with fists, blades
and clubs. The best technique is being strong.
- Qui:
- Stealth: Infiltration, tracking and shadowing,
disguise, escape and palming.
- Projectiles: Archery and throwing weapons in one.
- Heavy Weapons: Firearms you wield with your entire
body, not just your hands.
- Dex:
- Firearms: From pistol to assault rifle, any shooting
of "normal" weapons.
- Demolitions: Blowing shit up in a long-prepared
manner.
- Driving: Cars, bikes, ships and aircraft, anything
steered by instinct.
- Survival: Navigation, orientation, shelter,
safehouses. What the aspiring squatter needs.
- Cha:
- Etiquette (Subculture): Always specialized, the
ability to blend in. Everyone has one at 3.
- Talking: Negotiation, con and seduction as well as
intimidation and interrogation.
- Animal handling: Cats, dogs and the occasional
hellhound. More common in NPCs than PCs.
- Int:
- Computer: Device detection, decking, matrix combat,
software manipulation, and data search.
- Mechatronics: One step towards the physical world:
wiring, bricking, locksmithing, vehicle repair and weapon
construction.
- Biotech: First aid and medicine, including chemistry.
Cybertech requires Mechatronics too.
- Wil:
- Sorcery: Casting spells and rituals, and enchanting.
- Conjuring: Calling spirits in a manner that they
like, to be followed by Talking.
Core skills are:
- Combateer: Athletics, Heavy Weapons and at least one of
Firearms or Close Combat.
- Magician: Sorcery and Conjuring.
- Decker: Computer.
- Rigger: Driving, and probably Mechatronics.
- Everyone: Stealth.
Then there are knowledge skills with the classic
smart-ass effect: Know everything, cannot do anything. Rolls with
Int. Use for flavor, because any active skill above already
includes the relevant knowledge, including build and repair.
- Academic knowledge: Vampirism, Experimental Cybertech, Urban
Warfare, History of Seattle.
- Contemporary knowledge: Club scene, Gangs of Seattle,
Combatbiking leagues, Mangas.
- Languages: Any language except mother tongue.
You get the following amount of skill points, depending on your
campaign:
- Gang level: One at 4, 3 and 2 respectively, and three at 1.
- Syndicate level: One each from 2..5, and two at 1.
- Ex-Elite level: One each from 1..6.
Regardless of campaign, there are freebies:
- One Etiquette (Subculture) 3. Typical subcultures are street,
tribal, gang, organized crime, corporate, military, academic and
socialite.
- Survival 1.
- Six knowledge skills at 4.
- Magicians get 5 spells, mundanes more money. Adepts get their
powers.
SR1-5 balancing note: Bring back broad skills like SR1 to ease
the SR4-5 focus on attributes. Magic brought to Wil as in
Shadowrun Returns (SRR)
games. Uncluttering of Int, with Survival and Demolitions moved to
Dex. Close Combat moved to Str so that characters do not need to
max Str AND Qui; punching a Troll becomes as dangerous as it
should. Enchanting in Sorcery because nobody had Enchanting
anyway. Electronics and Mechanics merged because of less
importance in the wireless world.
Qualities, Handicaps and Rumors
There are certain innate qualities you can have, and handicaps in
other areas. The qualities should lead to "I can't believe she is
that good at this" moments, and the handicaps to embarrassing and
funny situations. You get +3 quality points and -3 handicap points
(or less of both, at your choice).
Qualities:
- Adept (+2): You can use adept powers. Cannot be
combined with Magician.
- Ambidextrous (+1): Can use both hands equally well,
saving on weapon switch time.
- Blandness (+1): Nobody can remember the character well.
- Catlike (+2): Elegance for non-Elves. +1D6 for Stealth
(Infiltration or Stalking) tests.
- Codeslinger (+2): Can deck one thing (comlinks, cars,
cameras) exceptionally well, yielding +1D6 on Computer
(Decking into That).
- Double jointed (+1): Unusually flexible, can go into
tight spaces, and +2D6 for Stealth (Escape artist).
- Extra cyberware (+1): Can have one piece of cyberware
with +1 Availability, except the big three: wired reflexes,
cyberdeck or riggercontrol.
- First Impression (+1): Likeable on first sight. +2D6
for Talking at the first meeting, afterwards no effect.
- Gearhead (+2): Can drive one specific vehicle
exceptionally well, yielding +2D6 on Driving (That).
- Goddamn Fast (+1): Natural runner: +2D6 for Athletics
(Running).
- Guts (+1): Not easily intimidated. +2D6 to Defiance.
- Home Ground (+2): Within one block or large building,
knows every place and every person.
- Juryrigger (+1): Can make any mechanical device work
for one last time, if not always at full capacity.
- Magician (+2): You can use Sorcery and Conjuring.
Shamans also get a totem with specific advantages and
requirements.
- Natural immunity (+1): One specific toxin (alcohol,
tear gas, neurostun, narcoject) has no effect.
- Photographic Memory (+1): Can remember everything, and
ask the GM for what happened.
- Spirit affinity (+1): A specific type of nature or
elemental spirits is unusually friendly to the character. Only
for mundanes.
- Spirit walker (+2): Nature spirits of places often
spontaneously appear and converse with you. Only for mundanes.
- Unburned (+1): Somehow repels flames. Additional fire
damage is halved, rounded down.
Handicaps:
- Addiction (-2): Must get a fix of wine, BTL, gambling
or other vice every day, or +1 harder on all skill tests.
- Allergy (-1): While in contact to wood, crustaceans or
gold, +1 harder on all skill tests.
- Allergy to everyday substance (-2): While in contact to
sunlight, plastic or metal, +1 harder on all skill tests.
- Astral beacon (-2): Any hostile magic will somehow turn
to the character, unless deliberately planned elsewhere.
- Bumbling (-1): The opposite of Catlike, incurring -1D6
on Stealth (Infiltration or Stalking) tests. Unpopular
with runners.
- Bushido (-2): Always fight exceptionally fair, e.g. no
guns in a knife fight.
- Couch Potato (-1): Must properly stretch and warm up
over several minutes, or +1 harder on all Athletics
tests.
- Distinctive Style (-1): The opposite of Blandness,
people will remember you.
- Experimental Cyberware (-1): One piece of cyber is
bugged, GM should use this for story hooks.
- Gremlins (-1): Electronic devices are prone to stop
working. A glitch will deactivate vehicles and devices until
repair.
- Insomnia (-2): Must sleep 10 hours a day, or +1 harder
on all skill tests. Sleep regulator does not work.
- Low pain tolerance (-2): Incurs +1 harder per two
damage boxes, not per three. Pain editor does not work.
- Sensitive to toxin (-1): One specific toxin (alcohol to
narcoject) does double damage. Toxin extractor does not work.
- Scorched (-2): Only available to Deckers. Fears neuro
IC, yielding -1 action per turn while in matrix combat against
them.
- Social anxiety (-1): The opposite of First Impression,
incurring +1 harder on Talking at the first meeting.
- Spirit bane (-2): A specific type of elemental spirit
always attacks this character first, including trash talk.
- Sunday driver (-1): The opposite of Gearhead, with -1D6
on Driving.
- Tachometer for Eyes (-1): Slightly oblivious, incurring
-1D6 on Perception.
- Uncouth (-1): Bad manners, yielding -1D6 on Etiquette
(Subculture). Enemies will hit you first for being rude.
And then, there are rumors about you:
- Choose one rumor that everybody believes and that is true.
- Choose one rumor that everybody believes and that is false.
SR1-5 balancing note: No enhancing attributes or full skills. No
handicaps that hinder gameplay too much. Added rumors for flavor.
Dice reduction only when permanent, otherwise threshold
adjustment.
Augmentations
You can have cyberware and the more expensive bioware to boost
attributes and skills. Like all gear, they have an availability
from 0..6:
- 0: Can be legally obtained. Think heavy pistols.
- 1: Not really legal, but easily obtained on the street or with
the right license. Think SMGs.
- 2: Gangs and street criminals including politicians have
access to this. Think hand grenades and assault rifles.
- 3: Organised crime, Police, medium companies. Think
helicopters, grenade launchers and LMGs.
- 4: Corporations, SWAT, top crime. Think aircraft, rocket
launchers and HMGs.
- 5: Corporate military. Think light vector tanks and
continental missiles.
- 6: Government military. Think heavy vector tanks, airship
carriers and intercontinental missiles.
You might think that corporations could always wipe you out. This
may be true from a pure availability perspective but is not even
remotely cost effective. It is also the rationale behind the
megacorps making governments or more precisely the citizens pay
for the most ridiculous firepower.
Depending on your campaign, you have access to the following
availability levels:
- Gang level: 2. Mundanes get 20K, adepts and magicians 2K.
Double the amount if you are human.
- Syndicate level: 3. Mundanes get 60K, adepts and magicians 6K.
Double for humans.
- Ex-Elite level: 4. Mundanes get 180K, adepts and magicians
18K. Double for humans.
- 5 and 6 should always be out of reach. Only The Owners can
make organizations purchase this kind of stuff.
Cyberware and bioware cost Essence and money. We start with
character-defining cyberware. This cyberware covers brain and
spine, and is the only one that cannot be removed without killing
you; it can be upgraded though by paying the difference.
- Wired reflexes: Every combateer needs this. Available
in Levels 1-3, each conferring +2 and +1D6 Initiative.
- Level 1: +1D6 and +2 Initiative, Essence 1.6, Cost 40K,
Avail 3.
- Level 2: +2D6 and +4 Initiative, Essence 3.0, Cost 80K,
Avail 4.
- Level 3: +3D6 and +6 Initiative, Essence 4.5, Cost 200K,
Avail 5.
- Cyberdeck: Every decker needs this. Available in
Levels 1-3, each conferring one extra matrix action each
combat round, making physical and matrix actions concurrent.
Also +L*2 Computer and matrix perception. Includes
simlink and L 2 comlink functionality. Incompatible to
riggercontrol.
- Level 1: +1 matrix actions and +2 Computer, Essence 0.8,
Cost 10K, Avail 2.
- Level 2: +2 matrix actions and +4 Computer, Essence 1.6,
Cost 40K, Avail 3.
- Level 3: +3 matrix actions and +6 Computer, Essence 2.4,
Cost 80K, Avail 4.
- Riggercontrol: Every rigger needs this. Available in
Levels 1-3, each enabling one drone running concurrently and
giving one extra drone action for it each combat round.
Also +L*2 Driving. Simlink included. Incompatible to
cyberdeck.
- Level 1: 1 drone and +2 Driving, Essence 0.8, Cost 10K,
Avail 2.
- Level 2: 2 drones and +4 Driving, Essence 1.6, Cost 40K,
Avail 3.
- Level 3: 3 drones and +6 Driving, Essence 2.4, Cost 80K,
Avail 4.
Bodyware is cybernetics and bioware
outside your head. Bioware is grown instead of built, Essence
friendly but also much more expensive.
- Cyberware (B):
- Reaction Enhancer: The poor person's wired reflexes and not
compatible with any other Initative improvement. L1-3. +L
Initiative. Essence L*0.3, Cost L*5K, Avail 2. Can be
upgraded to Wired Reflexes.
- Cyberspurs: For aspiring close combateers. A retractable knife
of your choice with damage (Str+2)P within your arm;
can also come in threes for style. Adds +1 Close Combat.
Essence 0.3, Cost 5K, Avail 2.
- Smartlink: For aspiring shooters. An induction pad in your
hand leads to your brain, using the gun camera to feed a
realtime target computer. Adds +2 Firearms, Heavy
Weapons and Projectiles (Bows). Essence 0.6,
Cost 10K, Avail 3.
- Dermal Plating: Skin fortifications that confer armor
without the need for cyberlimbs. L1-2, each conferring +1
Armor. Essence L*0.3, Cost L*5K, Avail 2.
- Bone Lacing: Structural reinforcement around all major
bones, increasing toughness as well as stability during heavy
lifting. Incompatible to cyberlimbs. Confers +1 Str.
Essence 0.5, Cost 10K, Avail 4.
- Joint Articulation: Replaces joints, tendons and ligaments
with more performant materials, confering +1 Athletics
and an Elf-like grace. Essence 0.3, Cost 5K, Avail 4.
- Cyberskull: Protects headware and your brain against
headshots. +1 Armor. Essence 0.3, Cost 5K, Avail 0.
- Cybertorso: Replaces complete torso around spine and vital
organs. Confers +3 Armor and a biomonitor. Like all
cyberlimbs below, leads to -1 easier to detect due to
mechanical whirring when moving (non-cumulative). Essence 1.0,
Cost 5K, Avail 0.
- Cyberarms: Replace complete arms including the shoulder.
Each limb confers +1 Str and +1 Armor, but
also -1 easier to detect when moving. Essence 0.8, Cost 5K,
Avail 0. Can integrate as many arm accessoires as it costs
Essence, e.g. one cyberarm can integrate arm cyberware up to
0.8 Essence. Also has the following exclusive accessoires:
- Cybergun: A heavy pistol with Ammo capacity 10. Can use an
existing smartlink. Essence 0.4, Cost 2K, Avail 2.
- Cybergyro: Reduces recoil by -1. Essence 0.3, Cost
2K, Avail 3.
- Grapple gun: Comes with 100m microwire, can lift twice the
character's weight. Essence 0.5, Cost 2K, Avail 2.
- Quickness upgrade: Adds +1 Qui. Essence 0.5, Cost
20K, Avail 3.
- Dexterity upgrade: Adds +1 Dex, incompatible to
Qui upgrade. Essence 0.5, Cost 20K, Avail 4.
- Hand Drone: When disconnected from the arm, the hand is a
ground drone with Str 1 and Qui 1. Essence 0.2, Cost
1K, Avail 1.
- Integration list: Cyberspurs, Internal Air Tank (1 L per
limb)
- Cyberlegs: Replace complete legs. Each limb confers +1
Qui and +1 Armor, but also -1 easier to detect
when moving. Essence 0.8, Cost 5K, Avail 0. Can integrate
accessoires up to cyberleg Essence cost. Exclusive
accessoires:
- Hydraulic Jacks: A normal character can leap Qui meters
and jump Qui*1/3m. Adds +10m leap and +2m jump
per leg. Essence 0.5, Cost 5K, Avail 3.
- Gun compartment: Robocop-style holster for a heavy
pistol (SMG when base Str 6+). Essence 0.3, Cost 2K, Avail
2.
- Skates: When not retracted, doubles running speed on city
surfaces. Essence 0.2, Cost 1K, Avail 2.
- Strength upgrade: Adds +1 Str. Essence 0.5, Cost
20K, Avail 3.
- Integration list: Internal Air Tank (1 L per limb), foot
version of Cyberspurs
- Partial cyberlimbs: A lower arm or leg confers no bonuses
and can only integrate cybergun, hand drone, cyberspurs, and
skates. Essence 0.4, Cost 2K, Avail 0. A cyberhand or foot
confers no bonuses and can take no accessoires. All are -1
easier to detect when moving. Essence 0.2, Cost 1K, Avail 0.
- Biomonitor: Awareness of damage status, and can load
trauma patch to apply automatically after deadly damage.
Can use comlink to call DocWagon at defined damage level.
Usually on chest. Essence 0.1, Cost 1K, Avail 0.
- Internal Air Tank: Compressed Oxygen for L hours. L1-6.
Essence L*0.1, Cost L*2K, Avail 1.
- Bioware (B):
- Synaptic Booster: The rich person's reaction enhancer, not
compatible with any other initiative improvement. L1-3. Adds +L
Initative. Essence L*0.2, Cost L*30K, Avail 2+L.
- Adrenaline Pump: Combat drugs tailored to your body. L1-2.
Works for LD6 combat rounds and inflicts L unresisted stun
damage afterwards. While active, +L Str (not
compatible with cyberlimbs) and +L Wil. Essence L*0.4,
Cost L*40K, Avail 2+L.
- Suprathyroid Gland: Supercharges your metabolism and doubles
food intake. Adds +1 Qui. Essence 0.3, Cost 40K, Avail
4. So try muscle toner first.
- Claws: Smaller and less dangerous cyberspur version
with damage (Str+1)P. Essence 0.1, Cost 15K, Avail 2.
- Orthoskin: A more inconspicuous (and incompatible)
alternative to dermal plating. L1-3. Adds +L Armor.
Essence L*0.2, Cost L*15K, Avail 1+L.
- Bone density augmentation: Toughness and stability the
almost natural way. Adds +1 Str, incompatible to bone
lacing or cyberlimbs. Essence 0.3, Cost 40K, Avail 4. So try
muscle augmentation first.
- Joint augmentation: Slightly more natural version of joint
articulation. Adds +1 Athletics with Elf-like grace.
Incompatible to joint articulation or cyberlimbs. Essence 0.2,
Cost 15K, Avail 4.
- Muscle augmentation: Replaces all major muscles with
enhanced versions optimized for strength. Compatible to muscle
toner. L1-3. Adds +L Str. Essence L*0.3, Cost L*30K,
Avail 1+L.
- Muscle toner: Fibres
optimized for quickness. L1-3. Adds +L Qui. Essence
L*0.3, Cost L*30K, Avail 1+L.
- Platelet factory: Reduces bleeding to subtract 1 physical
damage box for hits of 2+ boxes. Requires daily intake of
anticoagulants to reduce thrombosis
risk. Essence 0.2, Cost 15K, Avail 3.
- Synthacardium: An optimized heart and
vessels, conferring +1 Athletics. Essence 0.2, Cost
15K, Avail 3.
- Tailored Pheromones: Optimization to your glands for
subconscious influence. L1-3, conferring +L Charisma
when targeting metahumans. Essence L*0.3, Cost L*30K, Avail
1+L.
- Toxin Extractor: Immunity against one specific
toxin, from alcohol to narcoject. Essence 0.2, Cost 15K, Avail
4.
- Body parts: Any part of your body except brain and spine can
be vat-regrown. Essence 0.1 per limb, Cost 15K per limb
(cyberlimbs are cheaper!), Avail 0. For comparison:
Second-hand body parts require Essence 0.5, Cost 1K, Avail 1
per limb.
Headware is cybernetics and bioware inside
your head.
- Cyberware (M):
- Datajack/Simlink: Almost everyone outside native tribes has
this. Enables simsense, a cinema/gaming/porn experience with
all feelings and emotions transferred, and user input by
thought. Comes as small stylish data port on the skull, with
computing hardware underneath. Includes wireless capability,
but cabling is sometimes used for improved security. Adds +1
Computer. Essence 0.1, Cost 1K, Avail 0.
- Cybereyes: Eye replacement with built-in camera and memory.
Adds +1 Perception. L1-3, holding L*0.3 Essence in
accessoires. Essence L*0.2, Cost L*1K, Avail -1+L.
- Flare compensation: Reduces flare modifiers by two
levels. Essence 0.1, Cost 1K, Avail 2. Retinal modification
also possible.
- Infrared: Like the thermographic vision of Dwarfs
and Trolls, reduces darkness modifiers by one, or by two for
heat signatures in low ambient temperature. Essence 0.2,
Cost 2K, Avail 2.
- Lowlight: Like the night vision of Elfs and Orks.
Essence 0.2, reduces darkness modifiers by one. Cost 2K,
Avail 2.
- Optical magnification: A better set of lenses reducing range
modifiers for Perception. Also usable for magicians
because optical. L1-3, each compensating one +1 harder to
detect due to range. Essence L*0.1, Cost L*2 K, Avail 1+L.
- Cyberears: Inner ear replacement with built-in sound
recorder and memory. Adds +1 Perception. L1-3, holding
L*0.3 Essence in accessoires. Essence L*0.1, Cost L*1K, Avail
-1+L.
- Damper: Reduces noise modifiers by two levels.
Essence 0.1, Cost 1K, Avail 2. Natural hearing modification
possible.
- Balance augmenter: Adds +1 Athletics (Climbing)
and +1 Dodge (Close Combat). Essence 0.3, Cost 5K,
Avail 3.
- Select Sound Filter: Allows isolation of one sound
source, conferring -2 easier to detect for
eavesdropping. Essence 0.2, Cost 5K, Avail 2.
- Aural magnification: Directional microphones reducing range
modifiers for Perception. Should be combined with
select sound filter for best results. L1-3, each
compensating one +1 harder to detect due to range; not
cumulative to optical magnification. Essence L*0.1, Cost
L*2K, Avail 1+L.
- Ultrasound: A bat-like sonar
device, range 100m. Reduces invisibility and
smoke modifiers by two levels. Essence 0.3, Cost 5K,
Avail 4.
- Ultrasound recorder: A trideo camera for ultrasound,
with memory. Essence 0.1, Cost 2K, Avail 4.
- Voice modulator: Allows faking any voice and sound,
including ranges outside human hearing, and confers +1
Talking (Impersonation). Essence 0.2, Cost 2K, Avail 1.
- Encephalon: L1-2. Confers +L Int, incompatible to
cerebral booster. Essence L*0.5, Cost L*10K, Avail 1+L.
- Attention Coprocessor: Similar to cyberdecks and rigger
controls, confers an extra simlink action that can be
used for communication, noting enemy locations for the team,
or unlocking a car remotely. The awareness stays local though,
so you cannot drive the remote car without spending a normal
action. Incompatible to rigger control or cyberdeck. Essence
0.3, Cost 5K, Avail 1.
- Bioware (M):
- Cat Eyes: Almost natural lowlight vision. Essence
0.2, Cost 6K, Avail 0.
- Bat Ears: Ultrasound with 100m reach, voice chords
to emit and brain tissue to interpret the spatial signal.
Essence 0.2, Cost 15K, Avail 4.
- Cerebral Booster: L1-2. Confers +L Int. Essence
L*0.3, Cost L*30K, Avail 2+L.
- Mnemonic Enhancer: L1-3. Adds +L Knowledge skills.
Essence L*0.1, Cost L*10K, Avail 1+L.
- Reflex Recorder: Comes in versions for Close Combat,
Stealth, or Driving. Adds +1 Active skill.
Essence 0.2, Cost 15K, Avail 3.
- Pain Editor: L1-6. Character can ignore L stun damage.
Essence L*0.1, Cost L*10K, Avail 3.
- Sleep Regulator: Reduces sleep to 3 hours a day
without side effects. Essence 0.1, Cost 5K, Avail 1.
Essence loss has consequences. Each rounded point of Essence lost
reduces your magical abilities by one die; the rounding
means that up
to 0.5 Essence loss have no effect yet. When lost by obvious
cyberware (e.g. cybereyes/limbs/torso, dermal plating, muscle
augmentation), each rounded point confers -1 Talking
(Negotiation, Con) but also +1 Talking (Intimidation).
Cyber- and bioware count as "natural" because you paid Essence
for it, so e.g. natural, bioware and cyberware lowlight vision are
equally effective. Cyberlimbs take away from many full-body
enhancements: Each cyberarm or leg reduces the effect by 25%, but
does not reduce Essence loss. So e.g. one cyberlimb would reduce
+3 Str (e.g. by muscle augmentation 2 and suprathyroid gland) by
25% to ROUND(+2.25) Str = +2 Str, and e.g. two cyberlimbs would
reduce the same +3 Str augmentation by 50% to ROUND(+1.5) Str = +1
Str. For purposes of augmentations (and adept powers), 0.5 is
considered 0.5- and rounded to 0.0.
Augmentations come in grades. Lower
grade ware can be upgraded to higher grades by paying the
difference. Cyberlimbs must be upgraded together with all
accessoires, an expensive operation.
- Normal: As described above. The only one available at
character creation.
- Alpha: 0.8*Essence, 2*Cost, Avail +1 but at least 3.
- Beta: 0.6*Essence, 4*Cost, Avail +1 but at least 4.
- Gamma: 0.4*Essence, 10*Cost, Avail +1 but at least 5. That
means not ever available to PCs.
Cyberware generally cannot be decked into because fast-signal
wiring through the body is used. The only exception are simlinks,
cyberdecks and riggercontrols because they must send and receive
data and are thus vulnerable to malicious
data packets. Unlike external wireless devices, they can be
used directionally on a target in line of sight, and are only
vulnerable from that direction then. If used on an out-of-sight
target through the matrix, they are vulnerable from everywhere.
SR1-5 balancing note: Costs adapted to campaign levels. Datajack
encouraged. Decking and rigging completely rethought with extra
actions, preventing disconnect from the real world. Skillwires
removed because always felt odd. Eye/ear mod now often require
cyber replacements. Wireless removed, and attacking
decks/rigcontrols discouraged. No jumpiness for wired reflexes to
avoid Magicrun.
Calculation: +1 Attribute is worth 0.5 Essence (10K), +1
Armor/Initiative/Skill 0.3 Essence (5K). Cyberlimbs cost /3,
Bioware costs *3 and 60% Essence; temporary boosts have 60%
Essence and cost. When possibly overpowered through stacking, cost
up to *2 and Avail 4.
Adept Powers
If you took the Adept quality, there are powers filling
the remaining Essence with magic. All powers are intrinsic and
always on, but can be switched off at will. Maximum available
levels differ by campaign:
- Gang level: L1-2. Improves by 1 for each initiation until 6.
- Syndicate level: L1-4. Improves by 1 for each initiation until
6.
- Ex-Elite level: L1-6.
The list below uses Ex-Elite maximum levels; adjust for other
campaigns.
- Astral Perception: Can assense, and thus attack
non-manifested spirits and other astral forms. Magic 1.0.
- Enhanced Perception: L1-6. Confers +L Perception.
Magic L*0.5.
- Combat Sense: L1-6. Confers +L Dodge. Magic L*0.5.
- Mystic Armor: L1-6. Adds +L Armor and +L Astral
Armor. Magic L*0.5.
- Spell Resistance: L1-6. Adds +LD6 resisting spells,
including e.g. falling for phantasm. Magic L*0.25.
- Body Language: L1-6. Adds +L Talking and +L
Etiquette (Subculture). Magic L*0.5.
- Kinesics: L1-6. Controls visible body reactions. Adds +L
Defiance. Magic L*0.25.
- Improved Skill: L1-6, but only up to current natural skill.
Confers one of +L Athletics, Close Combat, Stealth
or Projectiles. Magic L*0.5.
- Improved Sense: One out of flare compensation, lowlight,
infrared, damper, select sound filter. Magic 0.25 per sense.
- Direction Sense: Flawless navigation. Adds +1 Survival.
Magic 0.25.
- Killing Hands: Allows physical damage in Close
Combat (Unarmed). Renders mystical armor of manifested spirits ineffective. Magic 0.5.
- Critical Strike: Adds +1 damage to Close Combat. Magic
0.5.
- Elemental Strike: Either Fire or Air (Electricity) must be
chosen permanently. Adds elemental damage to unarmed
attacks. Magic 0.5.
- Fire damage does (net successes)P damage in the next
combat round and every round after, until doused. Killing
Hands required.
- Electric damage does -5 Initiative (-5i) per net
success, cumulative over rounds until reduced to zero.
- Missile Parry: Every successfully dodged small projectile
(arrow, knife, tomahawk, hand-thrown grenade) is caught. Magic
0.5.
- Missile Mastery: Can use any small object as effectively and
damagingly as a shuriken. Thrower receives +2 Talking
(Intimidation) against witnesses. Magic 0.5.
- Light Body: L1-6. Adds +L*5 meter leap and +L*1
meter jump. Light landing unlike hydraulic jacks. Magic
L*0.25.
- Pain Resistance: L1-6. Character can ignore L physical and
L stun damage. Magic L*0.25.
- Traceless Walk: Imperceptibly small levitation, allowing
quietness and walking over snow without leaving traces. Adds +2
Stealth (Infiltration); for the full range of Stealth use
Improved Skill (Stealth) instead. Magic 1.0.
SR1-5 balancing note: Mostly like SR5. Costs slightly more than
cyber, but then again adepts can have cyber too. Removed reflexes
because that should be cyber's unique selling point. Fire more
dangerous than electricity, so has prerequisities.
Calculation: 0.5 for +1 skill/armor, 0.25 for rare uses or less
useful abilities.
Spells
If you chose the Magician quality, spells are the most
direct way to channel mana from the astral plane into the physical
world. Spells affect primarily living beings who have a presence
on the astral plane, and cannot transform objects although moving
them is possible. Like drugs, spells can only have crude
neurological effects.
You can choose the spell force F up to Essence+Initiation.
A high-force spell takes multiple actions to build: Two F
per action. So you can cast an F 2 spell immediately, an F
4 spell in the second action, an F 6 spell in the third
action, and so on. In each round, you can either pulse the spell
by casting at its current F and then building further for
another +2 F; or you can omit pulsing and just build the
spell, avoiding drain for the moment.
Before casting, you have to see the target directly by
non-magical means, e.g. Clairvoyance does not count. Glass panels
do not hinder spells but may provide armor if the spell starts at
the caster, usually applicable for area effect spells. Unlike
conjuring, spell casting is possible when using astral perception
or projection, but only astral or
dual-natured targets can be affected.
Upon casting, roll Wil+Sorcery+F. The target usually
resists with Wil+Astral Armor unless otherwise noted. A
nearby defending magician may take a -5i disruptive action to roll
Wil+Sorcery to reduce your successes further. Your net
successes can be used for two purposes: Affecting the opponent and
reducing the drain.
Drain is spell-dependent and stun damage, and always at
least 1. Any drain above Essence is physical and cannot be
healed by magic or Biotech. After the run, a hospital may
help though. That is why Essence loss is especially bad for
magicians: Less force, and more physical drain. Base drain is F/2,
rounded down; this means odd F is good for drain, but bad
for the required number of spell building actions.
A spell can affect more than one opponent or friend at once. For
each additional person, add +1 drain. Some spells need to
be sustained. As long as this is the case, the caster has
+1 harder on all skill tests. Only one spell can be sustained at a
time.
Spells come in five categories.
- Combat spells have immediate effect.
- Stunbolt: Causes stun damage of F+net successes.
Appears at opponent. Drain F/2-1.
- Manabolt: Causes physical damage of F+net successes.
Appears at opponent. Drain F/2+1.
- Stunball: A magic stun grenade with F+net successes stun
area damage in a diameter of F meters. Resisted
by Str+Armor. Appears at caster, meaning e.g. a glass barrier
between caster and target provides additional armor. Drain
F/2+1.
- Manaball: A magic frag grenade with F+net successes physical
area damage. Appears at caster, resisted by Str+Armor
and barriers. Drain F/2+3.
- Lightning Ball: A stunball causing additional electric
damage within the effect diameter. Drain F/2+2.
- Fireball: A manaball causing additional fire damage.
Drain F/2+4.
- Detection spells supply a new passive sense on a willing
subject with a range of F*100m and moving with them. The
caster must touch the subject and sustain the spell. Observed
persons can hide behind astral barriers or a nature spirit's
Concealment power, both of which are only effective if their F
is higher equal than spell F.
- Clairvoyance: Can see and hear scenes through walls in the
physical world. Drain F/2+2.
- Lie Detector: Adds net successes (up to F) D6 to Talking
(Interrogation) when detecting lies. Drain F/2.
- Detect Enemies: See persons with an active ill will against
you personally (e.g. a guard does not count). Works through
walls and ignores invisibility. Drain F/2.
- Detect Individual: See person known to the caster. Works
through walls and ignores invisibility. Drain F/2.
- Detect Life: See every living being larger than a size
chosen when casting. Works through walls and ignores
invisibility. Can be overwhelming in public or jungles. Drain
F/2.
- Detect Magic: See every magic that is not a living being:
Lodges, ritual circles, foci, spells; but not spirits, dual
beings or astrally projecting magicians. Invisible persons are
particularly noticable due to their invisibility spell. Drain
F/2.
- Healing spells have permanent effect. The caster must touch
the (non-moving) subject and can only affect one person at a
time. Essence loss of the target is bad, conferring +1 drain for
each full two
Essence points lost. Healing spells cannot be repeated on the
same damage.
- Heal: For physical wounds. Removes successes physical damage
boxes, up to F. Deadly wounded subjects are
additionally stabilized, but do not wake up unless at 9 damage
boxes or below. Drain F/2.
- Cure: For diseases and toxins. Removes successes rating from
the attack power of the disease/toxin, up to F. If
used on drugs, also removes all positive effects. Drain F/2.
- Glow: Cleans up dry skin, hangover effects, and produces a
rich and healthy physical state. Each success up to F
makes you appear one lifestyle better, from street 0, squatter
1, low lifestyle 2, middle lifestyle 3, high-life 4, luxury 5,
The Owners 6. Popular among rich people and Cat shamans. Drain
F/2.
- Oxygenate: Magical internal air tank. For successes (up to F)
minutes, you do not have to breathe. Popular with Dolphin
shamans. Drain F/2.
- Hibernate: Allows you to play dead. An observer must have
more Perception successes than the caster to see that
you are alive. The effect lasts for successes days, up to F,
and no sustenance is needed. A stim patch or attack is enough
to break the hibernation. Drain F/2.
- Illusion spells are sustained. The effect is either on a
character and moves with her, or statically in place. In the
former case, the subject must be touched.
- Invisibility: Adds successes up to F to Stealth
(Infiltration), and count as successes wireless
interference. Works on the entire electromagnetic spectrum,
including infrared and wireless, but not on ultrasound. If
friends are added under increased drain, the group can see
each other and communicate wirelessly. Drain F/2.
- Silence: Adds successes up to F to Stealth
(Infiltration), non-cumulative with invisibility. Works
on ultrasound. A group silenced by the same spell can talk to
each other. Removes successes rating from the attack power of
Barghest howl and other sound-based attacks. Also counts as
successes L white noise generator. Drain F/2.
- Mask: Creates a physical appearance. Successes up to F
are added to Talking (Impersonation). Drain F/2.
- Phantasm: Creates a realistic physical illusion of F
meters size within line of sight. Targets must roll more than
the caster's successes to see through the illusion. If used
for entertainment, adds successes dice up to F to Talking
(Performance). Drain F/2+2.
- Orgasm: The illusionist's stun bolt. Each net success up to
F adds +1 harder on any action of the target while
creating tremendous enjoyment. If there are more net successes
than the target's attribute linked to the skill, the target
cannot perform the action at all. Drain F/2-1.
- Confusion: The illusionist's lightning ball. Starts at the
caster, meaning glass can provide "armor" dice. Cybered flare
compensation and damper each provide +2D6 to resistance.
Otherwise, effect like Orgasm but far less pleasant. Drain
F/2+1.
- Manipulation spells must be sustained.
- Puppeteer: If successful, controls the target's entire body
in an awkward manner for net successes actions, up to F.
A free action can be commanded directly after taking over,
e.g. drop weapon, jump down, punch into own face. Target can
roll Wil after every action to reduce net successes
further. Drain F/2+1.
- Petrify: The manipulator's stun bolt. If net successes are
higher equal than the target's B (Str, Qui
or Dex), the target is petrified; otherwise adds +1
harder per net success to all actions, up to F. Drain
F/2+1.
- Poltergeist: The manipulator's lightning ball. Starts at the
caster, so glass provides "armor" dice. Conjures a hurricane
of small debris and tiny objects, adding +1 harder for all
actions per net success, up to F. Also reduces
visibility by one level. Useless on spotlessly clean corporate
floors. Drain F/2+3.
- Levitate: Fly slowly. Can lift successes * 200kg,
with F Qui as speed. If object or subject is
held, roll opposed test F against Str. Drain
F/2+1.
- Magic Fingers: Manually manipulate objects within
line of sight. Can lift successes * 1kg with F Dex.
Has Str 1 and Qui 1 so choking someone is
impractical. Drain F/2+1.
- Clear Corridor: Physically removes all visual obstacles like
darkness, rain, or fog in a corridor of successes meters
diameter (up to F) coming from the caster to up to F*100
meters in a chosen direction. Essentially a super flash
light. Drain F/2+3.
- Shield: Glowing spherical mystic armor, providing successes
additional armor (up to F) against both mundane and
magic damage; also works on the astral plane. If friends are
added under increased drain, the sphere surrounds the entire
group. Drain F/2+1.
- Barrier: A glowing wall of up to F*F meters, with F+successes
barrier Str and damage boxes. Anyone breaking through
must fill all damage boxes e.g. by a Driving (Ram) or
Close Combat (Ram) roll; bullet holes heal
automatically. Smashing through means taking barrier (Str)S
damage, resisted by Str+Armor. Drain F/2+3.
- Shapechange: Transforms into a non-magical critter within
+-2 Str, retaining consciousness but taking on mental impulses
of the animal, which has successes Dex (up to F;
hello Rocket).
Subject must be touched and willing, and clothing must be shed
beforehand. A favourite of shamans following an animal totem.
Drain F/2.
- Rat: Str 1, Qui 9*1 (micro)
- Raven, Eagle: Str 2, Qui 9*2 (mini)
- Cat, Raccoon: Str 3, Qui 8*3 (small)
- Wolf, Dog: Str 4, Qui 8*4 (medium)
- Jaguar, Boar: Str 6, Qui 7*4 (large)
- Bear, Tiger: Str 9, Qui 6*4 (huge)
- Rhino, Hippo: Str 13, Qui 6*3 (van)
- Elephant: Str 17, Qui 6*2 (truck)
All magic including spells can be felt in the physical world and
outright seen on the astral plane. On the worldly plane raised
hair, an electric feeling, or the impression of something heavy
whooshing by are common. On the astral plane magical threads glow
visibly, depending on size which in turn depends on force.
- An F 1 spirit or spell is micro sized and +4 harder to
feel or see, just like a jack knife in the mundane world.
- An F 2 spirit or spell is mini and +3 harder to
detect, like a light pistol.
- An F 3 spirit or spell is small and +2 harder to
detect, like a gladius.
- An F 4 spirit or spell is medium and +1 harder to
detect, like an assault rifle or Dwarf.
- An F 5 spirit or spell is large and +0 normal to
detect, like a sniper rifle, Human, Elf, or Ork.
- An F 6 spirit or spell is huge and -1 easier to
detect, like a rocket launcher, motor cycle or Troll.
- Even higher F continue this trend.
Characters versed in magic theory can determine the spell from
mundane effects with Perception (Magic) and subsequent
successes in Knowledge (Magic Theory) where more successes
provide more detailed information. Seeing on the astral is much
easier, conferring -2 easier to detect. One notable exception is
that targets convinced by illusion spells always forget to look at
their feelings.
Spell mana threads exist between caster and target on the
astral plane, but only at the target in the worldly plane, with
the lone exception of area effect spells because they transition
from the astral to the real world at the caster. Shamans are also
overlayed with the shamanic mask proportional to F during
spell crafting; the totem is obvious to any observer.
SR1-5 balancing note: Spells are very powerful, but take time to
build now, adding urgency to "kill the mage first". Removed direct
effect on things. Removed mana/physical distinction. Drain/effect
balance can now be chosen by caster. All area spells are indirect.
Detection spells are always passive. No "moving zone" for area
spells because it always felt awkward. Increase attributes removed
to make cyber more valuable. Mind probe and control thoughts
removed because too involved in neuroscience, and to make Talking
more useful. Limits by F used for motivating higher F.
Calculation: Spell base drain F/2, touch -1, area +2 (starts at
caster), mental or stun -1, physical +1, elemental +1. Animal Str
micro 1, mini 2, small 3, medium 4, large 6, huge 9, van 13. Drone
Str micro 1, mini 2, small 3, medium 5, large 7, huge 10, van 15.
Q: Rather Cha/Int+Wil+Sorcery instead of Wil+Sorcery+F? When
hiding from detection spells behind astral barrier/Concealment,
should both parties roll an opposed test instead of comparing F?
Q: For faster combat round resolving, abandon build-up over
actions and just roll Wil+Sorcery, to split between F (also
affecting drain) and drain reduction?
Totems
If you are a shaman, you were chosen by a totem, a spirit guide
you meet in your dreams. As long as you follow their path, they
confer advantages to you, in the form of additional dice. Totems
are opposed to cyberware, and reduce their advantages by half if
bioware Essence loss is above 0.5, or if any cyberware is
installed. This means that shamans are usually easily identifiable
by their lack of simlink.
The following totems are known:
- Bear: +2 healing spells, requires you to not hold a
grudge and heal even enemies if they ask nicely.
- Cat: +2 illusion spells, requires you to keep clean at
all times, and play with inferior enemies even if it enrages
them.
- Dog: +2 combat spells, requires you to be nice to all
people and to be loyal to your friends, even taking bullets for
them.
- Eagle: +2 detection spells, requires you to defend
nature and reject technology. No cyber or bioware for Eagle
shamans, period.
- Raven: +2 manipulation spells, requires you to exploit
a misfortune, even those of your friends when possible in a
cheeky manner; and to never reject food.
- Rat: like Raven, but can reject food; requires you to flee
combat when possible.
- Snake: like Raven, but does not need to exploit misfortunes of
friends; requires you to learn secrets, opposing retreats when
something (outside mission objective) is to be learned.
- Wolf: like Dog, but without the niceness; requires you to be
brave at all times, and never flee combat if friends are still
in danger.
- Dolphin: like Dog, but slightly reduced loyalty; requires you
to swim often, and be extra nice to people. Slightly reduced
means that totem advantages are nullfied after the second
infraction, not the first.
- Shark or Orca: like Cat, but slightly reduced playfulness;
requires you to swim often and have floaty relax times.
- Leopard or Pantera: Like Eagle, but can have at least bioware;
requires you to climb trees, poles and towers for scouting
whenever possible, even if drones would be more practical.
- Aligator: Like bear, but slightly reduced forgiveness and lazy
lounging; requires you to swim often.
- Elephant: Like bear, but healing enemies not required;
requires you to help random people instead.
- Bison: Like Eagle, but not rejecting technology and can have
bioware; requires you to be brave at all times, and stoic in
general.
- Horse: Like Cat, but slightly reduced cleanliness; requires
you to seduce people, even enemies e.g. in hostage situations,
or at inopportune times. Requires you to have Talking at
least at 3.
Other magical traditions may have their own versions but they are
mostly variations of Bear, Cat, Dog, Eagle and Raven.
When a shaman casts a spell, her features are overlayed with the
shamanic mask, momentarily making her more similar to her Totem
and adding -1 easier to detect. This means that hermetics are less
easily identifiable and better suited to stealthy spell casting.
SR1-5 balancing note: No spirit guides for hermetics to encourage
more role-playing shamanism. No spirit advantages to keep things
simple. No spirit guides for adepts since it was always awkward to
roleplay.
Drones & Vehicles
As a rigger, drones are part of your identity, acting as extended
limbs and felt in your body. Vehicles are just very big drones.
Both have just two attributes: Str which indicates
robustness and damage if used to ram; and Qui which
determines the speed at which it can move. Vehicles can also have
armor which aids in rolling defense.
Drones and other gear come in many sizes, affecting
detectability.
- Micro is the size of a tennis ball and +4 harder to detect.
Think mouse.
- Mini is the size of a volleyball and +3 harder to detect.
Think raven.
- Small is around 50cm, +2 harder to detect, and usually the
largest size to be concealed by clothing. Think cat.
- Medium is Dwarf sized at around 1m, and +1 harder to detect.
Think wolf or big dog.
- Large is Human sized and +0 normal to detect. Think jaguar or
motorbike.
- Huge is Troll sized and -1 easier to detect. Think bear or car.
- Vans and rhinos are -2 easier to detect, Trucks and elephants -3, Trains and
Airliners -4, Warships -5.
Like cyberlimbs, drones are -1 easier to detect when moving,
unlike their quieter biological counterparts. On the other hand,
their hardness counts as armor, and from a certain size on they
are stronger too. Vehicle sprint speed at Qui*4 is the
maneuvering speed; their maximum speed during chases
is Qui*8.
When walking around, a rigger will usually hide the following
micro, mini or small drones. Micro drones can fire a single
narcoject dart and are legally restricted because they are very
hard to detect. Mini drones can hold and have the size of a light
pistol, while small drones can mount a heavy pistol or SMG and are
the last size to fit in a shoulder-slung bag. All drones come with
a camera, recorder, memory and navigation devices, and can be
fitted with infrared etc. at cyberware
cost.
- Micro drones are the size of a tennis ball and +4 harder to
detect.
- Shiawase Kanmushi: Str 1, Armor 1, Qui 4. A six-legged spy
insect. Avail 2, Cost 100Y.
- Festo Tarantula: Str 1, Armor 1, Qui 2. An eight-legged
version with gecko hair to cling to ceilings. Avail 3, Cost
150Y.
- MCT Fly-Spy: Str 1, Armor 0, Qui 4. A four-winged spy insect
with fast-flapping wings. Flies only below the tree tops where
the wind is weaker. Avail 3, Cost 200Y.
- Sikorsky-Bell Microskimmer: Str 1, Armor 2, Qui 2. A tiny
robotic manta ray. Uses air or water propulsion to dive
underwater, or hover over ground/water surface. Avail 4, Cost
300Y.
- Renraku R-1000 "defensive shoulder pad": Str 1, Armor
1, Qui 0. Can be inconspicously integrated into any armor
clothing. When activated, reveals a Narcoject barrel on a tiny
robotic arm, and fires the one dart, in one smooth action.
Great as combat entry move for a rigger. Avail 2, Cost 100Y.
- Mini drones are the size of a volleyball, +3 harder to detect,
and can mount a light pistol.
- Aztechnology Keg: Str 2, Armor 4, Qui 3. A mini tank with
all-around continous track, enabling it to climb stairs. Avail
1, Cost 500Y.
- BMW Desert Fox: Str 2, Armor 2, Qui 6. A classic ralley R/C
car. Avail 0, Cost 500Y.
- Ares Crow: Str 2, Armor 1, Qui 6. A wind-stable quadcopter
with additional vector thrusters. Avail 2, Cost 1K.
- Sikorsky-Bell SB8: Str 2, Armor 4, Qui 3. An eight-eyed
robotic manta ray with surround sight and vector thrust
propulsion for water diving and short-distance flying. Avail
3, Cost 1.5K.
- Shiawase HR-7 "re: hand bag": Str 2, Armor 2, Qui 0.
Fashionable and slimline, hoists a light pistol on a delicate
robotic arm, extending and firing in one smooth action. Can
also house a micro drone instead. Avail 2, Cost 500Y.
- Small drones are the size of a medicine ball, +2 harder to
detect, and can mount a heavy pistol.
- Aztechnology Crawler: Str 3, Armor 6, Qui 5. A slightly
larger version of the Keg, can mount an SMG. Avail 0, Cost 1K.
- Ares Raven: Str 3, Armor 2, Qui 10. A slightly larger
version of the Crow. Avail 1, Cost 2K.
- Festo Cobra: Str 3, Armor 2, Qui 3. An extra-slow,
ten-segment mechanical snake that can climb walls using gecko
hairs. Avail 2, Cost 1.5K.
- Festo Moray: Str 3, Armor 6, Qui 5. Underwater version of
the Cobra, can twine around structures. Avail 2, Cost 3K.
- Saeder-Krupp B3 "boom boom bag": Str 3, Armor 3, Qui
0. An inconspicuous shoulder-slung messenger bag, backpack or
satchel. Contains a spindly robotic arm, a heavy pistol at the
end of it and a gryo to compensate wearer movement. Extends
and fires in one smooth motion. Can also house a mini drone
instead. Avail 2, Cost 1K.
The next drone size is medium, smaller
than 1 cubic meter. They can be lifted but not carried well and
are +1 harder to detect. A sport or assault rifle can be mounted.
Medium drones are typically armored in the expectation to be shot
at. They are often used outdoors because indoor maneuvering must
be very careful. A medium drone fits in the trunk of a car, or
takes two seats.
- Medium drones are the size of a gymnastics ball, and can mount
an assault or sport rifle.
- GMC-Nissan Dobermann: Str 4, Armor 4, Qui 12. Classic remote
patrol car. Avail 2, Cost 2K.
- Gaz-Niki Snooper: Str 4, Armor 2, Qui 15. Fast six wheeler
for first-responder chases. Avail 2, Costs 2K.
- Sikorski-Bell TNK-1: Str 5, Armor 8, Qui 8: Swivel tank with
tracks at the bottom, can mount a rifle. Cannot climb stairs.
Avail 2, Cost 2.5K.
- Aerodesign Systems Condor: Str 4, Armor 2, Qui 6.
Translucent zeppelin which can stay afloat for days. Equipped
with a secondary wide-angle camera. Cannot mount automatic
weapons. When deflated, counts as small. Avail 2, Cost 4K.
- GMC-Nissan Spotter: Str 4, Armor 2, Qui 12. An oversized
quadcopter as a weapon platform. Avail 3, Cost 4K.
- MCT-Nissan Rotor Drone: Str 5, Armor 3, Qui 12. Single rotor
drone that can go fast or hover for firing. Avail 3, Cost 5K.
- CAS Wandjina: Str 5, Armor 3, Qui 24. Attack aeroplane, can
fire only on the front. Very hard to hit due to its speed.
Avail 3, Cost 5K.
- GM-Nissan Otter: Str 4, Armor 8, Qui 6. Underwater drone
with streamlined fish shape, can only mount a rifle. Avail 4,
Cost 6K.
Motorcycles and quads count as large
drones and are +0 normal to detect. They always have one seat; a
Troll would need a two seat equivalent. The seat can be replaced
by a larger ammunition repository. Large drones can fit an LMG,
sniper rifle or grenade launcher but the weapon is still obvious.
Armor protects only the vehicle, not the driver. A large drone
fits in the back of a van, or takes 4 seats.
- Motorcycles are fitted with gyroscopic systems for balance.
They can fire only front and back.
- Dodge Scoot: Str 6, Armor 3, Qui 8. Foldable and
maneuverable, a favorite of delivery drivers around the world.
Avail 0, Cost 3K.
- Yamaha Growler: Str 7, Armor 7, Qui 16. A dirt bike for
rough terrain. Avail 1, Cost 7K.
- Yamaha Rapier: Str 7, Armor 7, Qui 24. Fast combat bike.
Avail 2, Cost 11K.
- Suzuki Aurora: Str 7, Armor 7, Qui 32. Optimized for speed
and the fastest race bike on the road, a favorite of the
Ancients Elf go-gang. Avail 3, Cost 14K.
- Quads:
- Ferret RPD-VI: Str 6, Armor 6, Qui 16. Fast patrol quad.
Avail 0, Cost 6K.
- Sikorski-Bell TNK-2: Str 7, Armor 11, Qui 10. A quad-sized
version of the TNK-1. Avail 2, Cost 7K.
- Winter Systems Steel Lynx: Str 8, Armor 12, Qui 16. Armored
four-wheeler on legs. Can lay low to appear +1 harder to
detect. Avail 4, Cost 12K.
- Aircraft:
- Renraku StormCloud: Str 6, Armor 3, Qui 8. Translucent
zeppelin that can hold one sniper including rifle, or a
grenade launcher; no automatic weapons. The perfect
assassination platform. Avail 2, Cost 12K.
- Artemis Nightglider: Str 6, Armor 3, Qui 16. A
stealth-oriented foldable hang glider with one slow-moving
rotor. Cannot mount any weapons. Avail 2, Cost 12K.
- Cyberspace Designs Dalmatiner: Str 7, Armor 4, Qui 32. A
cramped single-person glider and aeroplane, with limited
vector thrust when there is no updraft. Avail 2, Cost 14K.
- Watercraft:
- Suzuki Watersport: Str 7, Armor 7, Qui 12. Superfast jet
ski, only front firing. Avail 1, Cost 11K.
- Dornier-Zeppelin Hecht: Str 8, Armor 16, Qui 8. Cramped
single-person submarine with jet propulsion. One robotic arm
that can be replaced by an LMG or similar weapon. Avail 3,
Cost 24K.
Cars are the next larger size and are -1
easier to detect, like Trolls. They have at least two seats, or
one Troll seat, and can fit a HMG or rocket launcher. When giving
up one seat, the weapon is within a retractable turret.
- Heavy bikes have one large seat or two normal ones. Armor
protects the driver only when shot at the front.
- Harley-Davidson Scorpion: Str 9, Armor 9, Qui 20: For the
aspiring highway duelist in need of armor instead of speed.
Avail 0, Cost 14K.
- Honda Viking: Str 9, Armor 12, Qui 20: Maximum stability, a
favorite of the Spikes Troll go-gang. Avail 2, Cost 17K.
- BMW Blitzen: Str 10, Armor 10, Qui 30: The fastest heavy
bike available, a Police favorite. Avail 3, Cost 23K.
- Gaz-Niki White Eagle: Str 10, Armor 10, Qui 35: And if you
need to catch a Blitzen... Avail 4, Cost 27K.
- Cars generally have four seats.
- EMC Serena: Str 9, Armor 5, Qui 10: Economic two-seater.
Avail 0, Cost 7K.
- Chrysler-Nissan Jackrabbit: Str 10, Armor 8, Qui 15: Popular
first car, light and cool looking. Avail 0, Cost 11K.
- Ford Americar: Str 10, Armor 10, Qui 20: A well rounded
everyman car. Avail 0, Cost 15K.
- Mercury Comet: Str 11, Armor 14, Qui 20: Heavier version of
the Americar. Avail 0, Cost 21K.
- Mitsubishi Runabout: Str 11, Armor 11, Qui 25: Basic sports
car. Avail 1, Cost 24K.
- Eurocar Westwind: Str 12, Armor 12, Qui 30: Optimized for
speed. Avail 2, Cost 27K.
- Saab Dynamit: Str 12, Armor 12, Qui 35: And if you want to
be even faster... Avail 3, Cost 32K.
- Aircraft:
- Dornier Intercity: Str 9, Armor 5, Qui 10. Four-person
zeppelin, can lift a quad. Avail 2, Cost 27K.
- Messerschmitt Grashüpfer: Str 9, Armor 4, Qui 16. Popular
two-seated media helicopter. Avail 2, Cost 22K.
- Northrup Wasp: Str 10, Armor 5, Qui 20. A two-seated fast
attack helicopter. Avail 3, Cost 30K.
- Northrup Yellowjacket: Str 11, Armor 6, Qui 25. A
four-seated attack helicopter with two weapon mounts. Avail 4,
Cost 42K.
- Airbus Osprey: Str 12, Armor 6, Qui 40: A four-seated plane
with two weapon mounts and support vector thrusters. Avail 4,
Cost 36K.
- Watercraft:
- Aztech Nightrunner: Str 10, Armor 15, Qui 10. Four-person
silent boat. Avail 1, Cost 23K.
- Vulkan Electronaut: Str 12, Armor 24, Qui 10. Two-person
submarine with two robotic arms and jet propulsion. Each arm
can be replaced by a weapon. Avail 3, Cost 54K.
Vans are -2 easier to detect. They have 2
seats in the front and 6 in the back, unless otherwise noted. Can
mount a retractable turret with an HMG or rocket launcher without
giving up one seat.
- Large limousines:
- Renault-Fiat Eurovan: Str 13, Armor 10, Qui 12. An economic
station wagon for 6 persons. Avail 0, Cost 20K.
- Toyota Elite: Str 11, Armor 14, Qui 20. Executive limousine
and sports car in one, for 6 persons. Avail 1, Cost 35K.
- Rolls-Royce Phaeton: Str 15, Armor 19, Qui 16: A wealthy
entrance, for 6 persons. Avail 2, Cost 40K.
- Mitsubishi Nightsky: Str 16, Armor 24, Qui 16: The last word
on luxury and security, for 6 persons. Avail 3, Cost 50K.
- Vans:
- Nissan-Holden Brumby: Str 14, Armor 11, Qui 12. An economic
van. Avail 0, Cost 21K.
- GMC Bulldog Step-Van: Str 15, Armor 15, Qui 16: Popular
choice for "dangerous goods" couriers. Avail 1, Cost 30K.
- Ford-Canada Bison: Str 16, Armor 16, Qui 20. High-speed van,
capable of outrunning limousines. Avail 2, Cost 40K.
- Gaz-Willys Nomad: Str 16, Armor 24, Qui 16. The standard
DocWagon van, built for heavy duty. Popular for prisoner
transports. Avail 3, Cost 48K.
- Aircraft:
- Airship Industries Skyswimmer: Str 13, Armor 7, Qui 8.
Eight-seated zeppelin, can lift a car. Avail 2, Cost 52K.
- Hughes WK2 Stallion: Str 14, Armor 7, Qui 16. Reliable
transport helicopter, the standard DocWagon choice. Avail 3,
Cost 56K.
- Cessna C750: Str 15, Armor 7, Qui 32. Fast transport plane
with two weapon mounts. Avail 3, Cost 60K.
- Watercraft:
- GMC Riverine: Str 14, Armor 21, Qui 8. Sleek eight-person
patrol boat. Avail 2, Cost 42K.
- Vulkan Delphin RQ7: Str 16, Armor 32, Qui 8. Eight-person
submarine with two robotic arms and jet propulsion, largest
that will fit into an underwater subway tunnel. Avail 3, Cost
96K.
Trucks are -3 easier to detect. They
have 3 seats in the front and either 12 in the back or 20 in a
trailer. They can fit two retractable turrets with heavy weapons.
- Trucks:
- Ares Roadmaster: Str 17, Armor 17, Qui 12: Riot control
vehicle. Avail 1, Cost 50K.
- Conestoga Trailblazer: Str 18, Armor 18, Qui 12:
Three-seater with trailer. Avail 2, Cost 55K.
- GMC 4201: Str 19, Armor 19, Qui 15: Three-seater with
trailer, optimized for speed. Avail 3, Cost 70K.
- Nordkapp-Conestoga Bergen: Str 20, Armor 25, Qui 12:
Heavy-duty traction unit with trailer, three seats. Avail 4,
Cost 75K.
- Aircraft:
- Airbus AL800: Str 17, Armor 9, Qui 6. Heavy-lift zeppelin
that can take a van. Avail 3, Cost 102K.
- Ares Dragon: Str 18, Armor 9, Qui 12: Two-rotor heavy lift
helicopter. Avail 4, Cost 108K.
- Federated-Boing Commuter: Str 19, Armor 10, Qui 24.
Heavy-duty plane. Avail 4, Cost 114K.
- Watercraft:
- Bloom&Voss River Commander: Str 18, Armor 27, Qui 16.
Nautic command center for 20 persons. Avail 3, Cost 81K.
- Vulkan Europa: Str 20, Armor 40, Qui 6. A deep-sea submarine
with the equivalent of 20 seats. Often the start module for a
submarine station. Avail 4, Cost 180K.
Vehicles of at least car size have the
following optional equipment:
- Retractable turret: Replaces one seat and holds any heavy
weapon; exits through the roof. Provides -2 recoil. Avail 3,
Cost 1K.
- Chameleon paint: Like the personal armor
version, allows Predator-style
camouflage by using multiple cameras and ruthenium coating,
either providing +1 harder to detect or a quick-change of paint.
Avail 3, Cost Str*500Y.
- Nitro boost: Two rocket boosters under the vehicle which allow
movement multipliers of 10 instead of 8, for 4 combat rounds.
Useful for chases,
even aerial or underwater. Avail 4, Cost Str*100Y and 200Y per
refill after use.
- Ejector seat: Shoots seat 5m sideways or up in the air, then
deploys parachute. Includes roof or door work. Avail 2, Cost 2K.
All drones have System 2 and roll
Sys*2 for navigation, perception, firing etc. when not
steered by a metahuman. They also use their Sys against
decking attempts, including forgery on their whereabouts.
All vehicles have a directional transmitter with a range
of up to Str*100m when unobstructed. The driver directs
the transmitter by a mental feedback loop via simlink, and both
only send data and receive commands from that direction in a 5° cone. A driver
must be able to see the drone, otherwise it either switches to
auto pilot or re-connects through the matrix. As long as
directional transmission is active, an enemy decker must stand
roughly between drone and cyberware to deck either.
All vehicles are legally required to be present in the matrix,
broadcasting their position and id, and providing emergency
overrides for firefighters, ambulances and police. Drivers without
simlink use the matrix per hand-held comlink to access their
vehicle. Through the matrix, vehicles can be steered from far
away, though latency adds +1 harder to drive per intermediate
matrix node, typically with 1 node per km distance.
When sitting in a vehicle, a rigger will use a wired
connection which always exists as backup solution for
everyone with a datajack/simlink. Remember that the vehicle is
still legally required to be connected to the matrix. A
non-connection is immediately obvious to any observer due to the
absence of augmented reality (AR)
information.
Vehicles and drones can come in
security (Sec) and military (Mil) variants, only
available to NPCs. Sec drones are hydrogen powered and can
have double armor without losing any speed; the tires of ground
vehicles are completely covered, and they have Sys 3. Mil
drones are fusion powered and can have triple armor without
disadvantages; they have Sys 4. Both variants are
excessively expensive and immediately obvious to an observer.
Unlike civilian vehicles, they make a mess if destroyed: Sec
drones count as grenade with 2*Str damage, and Mil drones
count as grenade with 3*Str damage, both losing 1 damage per
meter.
An example of Mil only vehicles are panzers,
vector thrust tanks that can fly fast as well as hover. Stealing
one is answered by a global corporate hunt.
- GMC Banshee: Str 20, Armor 60, Qui 200. Standard UCAS tank for
recon and light battle. Avail 5, Cost 10M.
- MCT Harpy: Str 20, Armor 50, Qui 250. The last word in terms
of speed. Avail 6, Cost 20M.
- Aztech Lobo: Str 25, Armor 75, Qui 150. Standard tank for
heavy battle. Avail 6, Cost 40M.
- CAS/GD Stonewall: Str 25, Armor 90, Qui 120. When armor is
more important than speed. Avail 6, Cost 50M.
- Ruhrmetall Behemoth: Str 30, Armor 120, Qui 100. The ultimate
battle station. Avail 6, Cost 80M.
SR1-5 balancing note: All vehicles are assumed rigged to
encourage riggers. Removed handling. Wireless for rigger controls
harder to deck. Ram damage at sprint speed (Qui*4) made comparable
to tackle damage; now related to animal attack damage.
Calculation: Str micro 1, mini 2, small 3, medium 4-5,
large 6-8, huge 9-12, van 13-16, truck 17+ (rat, eagle, cat, wolf,
jaguar, bear, rhino, elephant). Armor like Str; /2 for
climber and aircraft, *1.5 for marine, *2 for submarine. Qui
micro..truck 2-3-5-6-8-10-8-6; *2 for land or rotor, *4 for
winged. Cost micro 100Y, mini 500Y, small 1K, medium
Str*0.5K, large Str*1K, huge Str*1.5K, van Str*2K, truck Str*3K;
*1.5 for climber or marine, *2 for aircraft, *3 for submarine. Mods:
Either Armor or Qui can have multipliers 0.5..2.0, also multiplies
cost; unmanned drones can re-balance by reciprocal.
Gear
Apart from your body and head augmentations including drones, you
will use a lot of external gear. Availability ratings are the same
as for cyberware. Gear always comes with
wireless but without cable connection; this means anyone with a
simlink can scan gear using matrix perception unless wireless is
disabled. While simlinks provide directional
transmission to distant targets, equipment held near or worn
on the body must be addressed in omnidirectional mode. Gear is
usually connected to the comlink, enabling steering through the
matrix.
First up are wireless external augmentations. They have Sys
1 unless otherwise noted.
- Comlink (micro): Connected to your datajack/simlink, the
window to the matrix and augmented reality unless you have a
cyberdeck. Includes global positioning and a flashlight capable
of lowlight, as well as camera and recorder. L1-2, with Sys
equal to L. Has satellite uplink when L 2. Avail 0, Cost L*500Y.
- Trodes (micro): A headband for children and shamans without a
datajack/simlink. Every matrix action costs two actions over
trode net. There is also an emergency AR input mode, costing
three actions for one matrix action. Avail 0, Cost 100Y.
- Sight enhancements can be integrated into contact lenses,
glasses, and goggles. The enhancements cost only half of the
equivalent cyberware, but are also half
as effective, rounded down.
- Contact lenses (nano) can hold up to 0.1 "Essence". Avail 0,
Cost 300Y.
- Glasses (micro) can hold up to 0.3 "Essence". Avail 0, Cost
500Y.
- Goggles (mini) can hold up to 0.5 "Essence". Avail 1, Cost
800Y.
- Audio enhancements can be integrated into earbuds, hearing
aids or headphones. Again, enhancements cost half of the
cyberware and are half as effective, rounded down.
- Earbuds (nano) can hold to 0.1 "Essence". Avail 0, Cost
300Y.
- Hearing aids (micro) can hold up to 0.3 "Essence". Avail 0,
Cost 500Y.
- Headphones (mini) can hold up to 0.5 "Essence". Avail 1,
Cost 800Y.
- Smartlink (micro): Similar to the cyberware, but without the
hand induction pad and provides only +1 Firearms, Heavy
Weapons and Projectiles (Bows). Must be integrated
into a sight enhancement at "Essence" 0.2. Avail 3, Cost 1K.
- Biomonitor (micro): An external version of the cyberware,
usually an armband. Without trauma patch load. Avail 0, Cost
500Y.
- RFID Tracer (nano): A tiny electronic bug than can be packed
into a bullet. Harvests energy from ambient electromagnetic
waves and periodically sends its location through the matrix.
L1-3, can be detected by a Computer roll with L
successes, and overwritten with L+1 successes. Avail 1+L, Cost
L*100Y.
Security devices are a must for a
shadowrunner team. Being power-hungry, they are generally half the
size of a brief case and have an effect radius of L*5 meters. Run
by the press of a button with a Sys equal to L, and -L
easier to detect when active. Wireless connection for diagnostics.
- Magnetic Detector (small): Can scan one person, adding -L
easier to detect for all metallic devices, e.g. weapons. L1-3.
Avail 0, Cost L*500Y.
- White Noise Generator (small): Makes conversations harder to
overhear. L1-3, with +L harder to detect. Avail 1+L, Cost L*1K.
- Jammer (small): Blocks the full wireless spectrum. L1-3,
suppresses signal from and to Sys L drones or devices.
Avail 2+L, Cost L*2K.
- Sniffer (small): Continuously scans for toxins, air quality,
and radioactivity. L1-3. Roll Sys*2, where more
successes mean the substance is detected earlier. Can use
wireless for detailed description of detected substances. Avail
1+L, Cost L*3K.
Break & Enter gear is also frequently
needed. Optional wireless functionality with Sys 1.
- Lock
picking set (micro): Mechanical locks are used in places
without reliable electricity, and unlike matrix locks cannot be
decked. The lock pick sends touch information when wireless,
adding +2 Mechatronic (lock picking). Avail 1, Cost
500Y.
- Fence
clipping set (mini): Wiring that relays electricity, and
wire cutters to open a hole in the fence. Sends voltage
information when wireless, adding +2 Mechatronic (fence
cutting). Avail 2, Cost 500Y.
- Crowbar
(small): A simple door and window opener. Adds +2 to the
character's Str for purposes of opening. Adds another +1
Str when wireless, sending force and structural
information. Avail 0, Cost 100Y.
- Laser
welder (medium): A slow cutting solution. With Mechatronic
successes as base damage, adds +1S damage on a square decimeter
per combat round used, maximum cutting depth 10cm and maximum
damage modifier +10S, all while being +0 normal to detect unlike
firearms. Sends structural estimation when wireless, informing
on time required until breakthrough. Avail 0, Cost 3K.
- Climbing
gear (small): Gloves, rope and harness. Adds +2
Athletics (Climbing) but -1 easier to detect during use.
No wireless. Avail 0, Cost 300Y.
- Grapple
gun (medium): Shoots an anchor and up to 100m of microwire
using Firearms, capable of holding 500kg when moving
slowly. Needs climbing gear to be used. Sends load information
when wireless, useful during fast movements along the rope.
Avail 2, Cost 1K.
- Chemsuit
(small when folded): Since most contemporary toxins work with
skin contact, gas masks have been rendered obsolete. This suit
covers the entire body and renders airborne attacks ineffective.
If a wound is received by the wearer, the protection ends but
applying the included sealant will fix the hole within a combat
round. Includes an air tank for 1 hour. Somewhat clunky, adding
-1 easier to detect when in use. Armor 3, can only be combined
with armored underwear. No wireless. Avail 2, Cost 1K.
- Diving
gear (medium when folded): A heavy-duty variant of the
chemsuit, pressurized. Adds -2 easier to detect. Armor 6, only
compatible to armored underwear. No wireless. Avail 3, Cost 2K.
- Neurostun gas pressure cylinder (small): A skin-contact stun
gas, enough to fill a 10m³ cube for 10 combat rounds before
dissipating. Ineffective in open spaces, use stun grenades
instead. L1-3, doing L*3 stun damage per combat round, resisted
by Str. Negated by chemsuits. No wireless. Avail 1+L,
cost L*200Y.
- Nanopaste Disguise
(micro): Moldable and programmable make-up that confers +L
Talking (Impersonation). L1-3, wireless until frozen.
Holds up to 24 hours. Avail 1+L, Cost L*100Y.
- Fake
ID: An alternative to decking into the authority holder
system is to bribe someone on the inside. These IDs usually hold
a day after first use before falling apart under further
scrutiny; shorter at high-security sites with more effort on
background sweeps. L2-4 depending on site. Avail L, Cost L*100Y.
When the characters have to hold a
prisoner, or are themselves prisoners, restraints are applied. No
wireless.
- Monowire Handcuffs (micro): From deformable plasteel, fit
snugly to hand and feet and are sharp enough to cut limbs off.
Avail 2, Cost 5Y.
- Headjammer (small): Mounted on a subject's head, suppresses
all wireless signals. Avail 3, Cost 50Y.
- Cyberjammer (small): Mounted anywhere on the body, deactivates
cyberware. Inconvenient for those with cyberlimbs. Avail 3, Cost
100Y.
- Magemask (mini): Covering eyes, ears and nose and playing
distractions, the mask makes it impossible for a magician to
cast spells or summon spirits. Avail 4, 500Y.
- Tranq Patch (micro): Sedates the target by inflicting 6 stun
damage, without overflow, resisted by Str. Trolls may
take a lot of patches before going to sleep. Avail 1, Cost 20Y.
When hurt, medical gear will help.
- Medkit (small): Required for Biotech. When wireless,
sends instructions, adding +L Biotech. The size of a
brief case. L 1-3, Avail 1+L, Cost L*200Y.
- Trauma Patch (micro): Stabilizes a deadly wounded person.
Avail 0, Cost 100Y.
- DocWagon contract: Outside corporate territory, heavily
armored DocWagon personnel will med-evac
you once a defined damage level is exceeded. Requires
biomonitor. Avail 0, Cost 5K per year for a basic contract (Gang
level medics), 10K for Silver (Syndicate) and 20K for Gold
(Ex-Elite); adjusts the effort and losses DocWagen will accept
to save you.
Lastly, characters will need survival gear.
- Survival kit (mini): Light, matches, water purifier, moskito
nets, microfibre blankets, everything to survive in the wild.
Avail 0, Cost 100Y.
- Humidity filter mask (mini): Takes water out of the air and
prevents moisture from escaping through your breath. Except for
extremely sunny conditions, supplies enough water to survive.
Avail 0, Cost 500Y.
- Magnesium torch (micro): If you need light while being
underwater or in other extreme conditions. Illumination holds
for 10 minutes. Avail 1, Cost 100Y.
- Micro flare launcher (micro): If you need a lot of light and a
signal to others. Signal holds for 1 minute. Avail 1, Cost 100Y.
SR1-5 balancing note: Reduced number of items. Wireless
advantages reduced. Worse than cyber because of omnidirectional
matrix access. Fake ID "goodness" was always weird, so removed.
Armor Clothing
Now you are equipped for the job, except for when you are shot
at. That is where armor clothing comes in. Clothing can also aid
in hiding gear, adding +1 harder to detect for items up to a
specified size.
- Armored Underwear: Armor 2. Basic ballistic coverage for
everyone. Can be added to other armor. Avail 0, Cost 200Y.
- Actioneer Business Line: Armor 4. Stylish Mr. Johnson suit,
typical for the middle manager. Can hide mini gear. Out of
fashion after one year. Avail 0, Cost 2K.
- Armor Vest: Armor 6. Standard bouncer or police issue. Can
hide micro gear. Avail 1, Cost 300Y.
- Lined Coat: Armor 6. A shadowrunner favorite, still somewhat
inconspicuous. Can hide small gear. Avail 2, Cost 600Y.
- Chameleon Coat: Armor 5. Extra long coat with hoodie and face
mask, outfitted with numerous cameras and ruthenium coating,
adding +2 Stealth (Infiltration). Can hide small gear.
Avail 3, Cost 4K.
- Armor Jacket: Armor 7. Bulky and moderately intimidating,
popular among gangs. Can hide mini gear. Avail 2, Cost 900Y.
- Full Body Armor: Armor 10. Obvious SWAT-style armor, bulky and
intimidating. Suppresses fire damage. Wearer is -1 easier to
detect. Avail 3, Cost 10K.
- Military Armor: Armor 14. Actuators support all limb
movements, making you sound like Robocop.
Sealed like a chemsuit, and suppresses fire and electric damage.
Wearer is -2 easier to detect. Avail 4, Cost 20K.
Additional protective items are:
- Helmet (small): Armor +1, head: 8. Can integrate goggles and
headphones. Avail 1, Cost 200Y.
- Ballistic Shield (large): Armor +4, front: 6. Clear
shoulder-height shield for one arm, with a hole for firing.
Avail 3, Cost 1K.
- Riot Shield (large): Armor +4, front: 6. Ballistic shield with
6 stun electro shocker at the front. Avail 4, Cost 2K.
- Ruthenium Shield (large): Armor +3, front: 4. Ballistic shield
with cameras and ruthenium. +1 Stealth in display
direction. Avail 4, Cost 6K.
SR1-5 balancing note: No armor modifications anymore. Armor
values somewhere between SR4 and SR5. Heavy armor affects
perception.
Weapons
And finally, you will want to hit back. We start with Firearms.
All of them include wireless smartlink and can be outfitted with a
wired smartpad for 500Y. Like drones and gear, carried weapons have a detectability
rating. Once used, they gain two additional ones: At the target,
and at the handler. Both replace the detectability of the weapon
once used, so weapon size is only important during carry, not
during firing.
- For most cases, handler and impact detectability
are the same:
- Close Combat weapons as well as preparing Demolitions are -0
to notice.
- Projectiles generally are -1 easier to notice.
- Single shots of Firearms are -2 easier to notice.
- Single shots of Heavy weapons are -3 easier to notice.
Launched grenades count as single shots.
- Salves of Firearms or Heavy weapons are -4 easier to notice.
Rockets count as salves due to their active propellant.
- There are some exceptions though where the impact
detectability is different from the handling:
- Grenades and railguns are -5 easier to notice upon impact or
explosion.
- Rockets and Demolitions are -6 easier to notice when
detonating.
Base detectability of weapons when
carried are analogous to all other gear. Some are easier or harder
to "notice", which means the firing; the malus or bonus is added
to the total detectability. Weapons also have a given short range,
a medium range of (short*3)m, a long range of (short*10)m, and an
astronomical range of (short*20) m.
- Mini arms are +3 harder to detect. Short range 5m.
- Light Pistols are usable even as a pensioner.
- Walther PB-120: 6P damage, 10 shots. A mercenary favorite,
very reliable. Avail 1, Cost 200Y.
- Beretta 200ST: 6P damage, 10 shots. Popular choice of
security personnel, includes a laser sight that adds +1D6 to
firing at night except when
already using smartlink, and +1D6 to intimidation in smoke.
Avail 2, Cost 300Y.
- Ares Light Fire: 6P damage, 10 shots. Assassin sidearm,
includes a silencer for +1 harder to notice. Avail 2, Cost
500Y.
- Yamaha Pulsar: 10S electric damage, 4 shots. The armed
pensioner's choice. Avail 0, Cost 100Y.
- Tiffani Needler: 10S chemical damage, 10 shots. Shoots
Narcoject darts, each of which costs 10Y. Chemical attacks
always cause base damage only. Avail 0, Cost 100Y.
- Small arms are +2 harder to detect.
- Heavy Pistols require Str 2. Short range 10m.
- Remington Roomsweeper: 7P damage, 15 shots. The poor
person's choice, -1 easier to notice. Avail 1, Cost 300Y.
- Ares Predator: 7P damage, 15 shots. The standard in its
class. Avail 2, Cost 500Y.
- Colt Manhunter: 7P damage, 24 shots. If you are bad at
aiming. Avail 2, Cost 600Y.
- Browning Ultra Power: 7P damage, 15 shots. Includes a
laser sight, top competition to the Predator. Avail 2, Cost
600Y.
- Ares Viper Slivergun: 7P damage, 15 shots. Includes a
silencer for +1 harder to notice. Avail 3, Cost 700Y.
- Ruger Super Warhawk: 8P damage, 6 shots. Big-ass revolver,
-1 easier to notice. Avail 2, Cost 400Y.
- Submachine Guns (SMGs) require Str 3. Short range
10m.
- Uzi VI: 7P damage, 24 shots. Entry level. Gas vent for -1
recoil, useful when firing as secondary weapon in an action
replica. Avail 1, Cost 400Y.
- Colt Cobra TZ-120: 7P damage, 36 shots. Reliable mercenary
favorite. Gas vent. Avail 2, Cost 600Y.
- HK-227: 7P damage, 36 shots. Popular among security
personnel, with gas vent and laser sight. Avail 2, Cost
700Y.
- Ingram Smartgun: 7P damage, 36 shots. Street samurai
favorite. Gas vent and sound suppressor for +1 harder to
notice. Avail 3, Cost 900Y.
- SCK Model 100: 7P damage, 36 shots. For corporate elite
guards like the Renraku Red Samurai. Gas vent, laser sight
and sound suppressor for +1 harder to notice. Avail 4, Cost
1200Y.
- Medium arms are +1 harder to detect and cannot be concealed by
clothing anymore.
- Sport Rifles require Str 3. Short range 30m.
- Remington 950: 10P damage, 15 shots. Hunting classic with
magnification 1, giving +1D6 on firing at long and
astronomical range, to partly offset the shooting range modifier. Avail 2,
Cost 1500Y.
- Ruger 100: 10P damage, 15 shots. Assassin version, with
magnification 1 and silencer for +1 harder to notice. Avail
3, Cost 2K.
- Winchester HPR: 10S chemical damage, 15 shots. The
long-range version of the Tiffani Needler. Shoots Narcoject
long-range darts, each of which costs 20Y. Avail 3, Cost 1K.
- Assault Rifles require Str 4. Short range 30m.
- AK-97: 9P damage, 36 shots. The indestructible classic.
Gas vent. Avail 2, Cost 1K.
- Colt M223: 9P damage, 36 shots. Security version, with gas
vent and laser sight. Avail 3, Cost 2K.
- Ares Corsair: 9P damage, 36 shots. A military favorite,
with gas vent and sound suppressor for +1 harder to notice.
Avail 4, Cost 3K.
Then there are weapons that are fired
from the hip, using Heavy Weapons. When used with a bipod,
Str requirements are reduced by 1. Drone firing requires Firearm
(Gunnery).
- Medium arms are +1 harder to detect.
- Grenade Launchers require Str 4. They are typically
attached to assault rifles. Short range 10m.
- AK-98: 8 grenades. An AK-97 with GL. Avail 3, Cost 2K.
- Colt M22A2: 8 grenades. An M223 with GL. Avail 4, Cost 3K.
- Ares Alpha: 12 grenades. A Corsair with GL. Avail 5, Cost
4K.
- Shotguns require Str 4. Short range 5m.
- Defiance T250: 11P damage, 10 shots. A good entry level
shotgun. Avail 2, Cost 500.
- Enfield AS-7: 11P damage, 10 shots. With laser sight,
popular among cops. Avail 3, Cost 1K.
- Mossberg CMDT: 12P damage, 10 shots. Military field
version, comes with the attempt at sound suppression for +1
harder to notice. Avail 4, Cost 3K.
- Large arms are +0 normal to detect.
- Sniper Rifles require Str 4. Short range 200m.
- Walther MA-1200: 11P damage, 10 shots. CAS military
version, only one capable of moving quickly, but cannot be
dissambled. Magnification 2 for +1D6 on firing at long and
+2D6 at astronomical distances, and silencer for +1 harder
to notice. Avail 3, Cost 5K.
- Ranger Arms SM-3: 12P damage, 10 shots. The classic sniper
rifle, fits in a briefcase when dissassembled. Jams when
swung around quickly. Magnification 2 and silencer. Avail 3,
Cost 6K.
- Barret Model 120: 13P damage, 6 shots. Super heavy
variant, requires Str 6 and fits in a guitar case. Jams when
swung around quickly. Magnification 2 and silencer. Avail 4,
Cost 8K.
- Light Machine Guns (LMG) require Str 5. Short range
50m.
- Ingram Valiant: 10P damage, 60 shots. Popular among big
bandits. Gas vent. Avail 3, Cost 6K.
- GE M134 Vindicator: 11P damage, 60 shots. Smallest minigun
available with 6 barrels. Gas vent. Avail 4, Cost 7K.
- Huge arms are -1 easier to detect.
- Cannons require Str 7. Short range 50m.
- Krime Cannon: 14P damage, 24 shots. A super version of a
shotgun. Avail 3, Cost 14K.
- Panther Assault Canon: 15P damage, 24 shots. If you want
it deader than dead. Avail 4, Cost 18K.
- Rocket Launchers require Str 4. Missiles always cause
base damage only, and have (3-successes)m random offset, so
aim well or choose a large target. Short range 100m.
- Ballista MRL: 16P damage, 4 shot. Hardcase backpack
loading into shoulder launcher. 500Y per rocket. Avail 4,
Cost 8K.
- Aztechnology Striker: 18P damage, 1 shot. Disposable
one-shot rocket launcher, includes rocket. Avail 3, Cost
500Y.
- Renitor M790: 20P damage, 1 shot, requires Str 6.
Anti-vehicle missile, 1K per rocket. Avail 4, Cost 6K.
- Heavy Machine Guns (HMG) require Str 8. Short range
100m.
- Stoner-Ares GPHMG. 12P damage, 60 shots. "General
purpose", yeah right. Gas vent. Avail 3, Cost 10K.
- Ruhrmetall SF20: 13P damage, 60 shots. Military field
version. Gas vent. Avail 4, Cost 12K.
For more stealth, use Projectiles.
Cannot be used from drones.
- Bows adapt to any Str but may have a maximum. One size
smaller when folded down. Short range (Str*2)m.
- Ranger-X Bow (medium): +1 harder to detect, (Str+1)P damage
up to Str 6. A modern composite roller bow, popular among
sport archers. Avail 0, Cost 600Y.
- Razorback Bow (large): +0 normal to detect, (Str+2)P damage
up to Str 9. Roller bow with obvious combat implications.
Avail 2, Cost 1200Y.
- Krime Grizzly Bow (huge): -1 easier to detect, (Str+3P)
damage up to Str 12. Rare Troll version, cumbersome to handle
for anyone with Str smaller than 6. Avail 3, Cost 1600Y.
- Throwing weapons are for any Str. Short range (Str)m.
- Shuriken (micro): +4 harder to detect, (Str+0)P damage.
Avail 2, Cost 50Y.
- Throwing Knife (mini): +3 harder to detect, (Str+1)P damage.
Avail 2, Cost 50Y.
- Tomahawk (small): +2 harder to detect, (Str+2)P damage.
Avail 2, Cost 100Y.
- Javelin (large): +0 normal to detect, (Str+3)P damage. Avail
2, Cost 200Y.
- Grenades (micro) are throwing weapons with +4 harder to
detect. When wireless, grenades can be triggered at exactly the
right time; otherwise (3-successes)m random offset occurs.
Grenades always cause base damage only. Short range (Str)m.
- Flashbang grenade: For the affected, makes everything +3
harder to detect with -1/2m, so the maximum effect radius is
within 2m, and the effect fizzles out after 6m radius. Reduced
by -2 for cyberware flare compensation, or by -1 for the
external version. Avail 3, Cost 100Y.
- Riot Grenade: 8S damage, -1/m, resisted only by Str without
armor. An explosive tear gas delivery, useful for dispersing
groups. Negated by chemsuits. Avail 2, Cost 100Y.
- Neurostun grenade: 10S damage, -1/m, resisted only by Str
without armor. A short-lived Neurostun variant, popular for
solving hostage situations. Negated by chemsuits. Avail 3,
Cost 100Y.
- Frag grenade: 10P damage, -2/m but reflecting at walls,
doing double and triple damage. The classic killing grenade.
Avail 2, Cost 100Y.
- Incendiary grenade: 12P fire damage, -2/m, also reflecting.
Not nice. Avail 4, Cost 200Y.
- Smoke grenade: Adds +2 harder to detect with -1/5m, so
maximum effect within 5m radius and half effect within 10m.
Lasts for 5 combat rounds outdoors, 10 indoors. Negated by
Ultrasound. Avail 1, Cost 50Y.
And for even more sneaking, go to Close
Combat. Clubs cause stun and blades physical damage. Unlike
firearms and projectiles, close combat causes knockdowns when the
damage received is above the recipient's Str. Cannot be
used by drones.
- Micro weapons are +4 harder to detect and have reach 0.
- Knucks: (Str+0)S damage. Classic fist enhancer to
punch targets above your Str. Avail 1, Cost 100Y.
- Jack Knife: (Str+0)P damage. Foldable defense (and camping)
option for everyone. Avail 0, Cost 50Y.
- Shock Gloves: 6S electric damage, resisted only by Str; good
for 10 jolts. Avail 3, Cost 400Y.
- Mini weapons are +3 harder to detect and still have reach 0,
being below 20 cm in length.
- Telescope Baton: (Str+1)S damage if retracted, (Str+2)S
damage when extended, then only +1 harder to detect. Avail 3,
Cost 300Y.
- Combat Knife or Tanto: (Str+1)P damage. In all forms
and shapes, still deadly. Avail 1, Cost 200Y.
- Small weapons are +2 harder to detect and still have reach 0,
being about 50 cm in length.
- Escrima Stick: (Str+2)S damage. Rattan club. Avail 1, Cost
50Y.
- Gladius or Wakizashi: (Str+2)P damage. A short sword.
Avail 2, Cost 600Y.
- Stun Baton: 10S electric damage, resisted only by Str, good
for 20 jolts. A police favorite. Avail 3, Cost 800Y.
- Medium weapons are +1 harder to detect and have reach +1,
being about 1 meter in length. Impossible to hide even under a
long coat.
- Baseball Bat: (Str+2)S damage. A ganger favorite. Avail 0,
Cost 150Y.
- Sword or Katana: (Str+2)P damage. The classic blade.
Avail 2, Cost 1K.
- Morning Star Flail: (Str+2)P damage. Can go around shields,
but +1 harder to hit then. Avail 3, Cost 500Y.
- Large weapons are +0 normal to detect, have reach +2 being
longer than 1.50 meters, and are two-handed unless you have at
least Str 7. Though having massive impact, they are still not as
loud as a light pistol.
- Spear: (Str+3)S or (Str+1)P damage, depending on
which end is used. A composite long stick, nearly unbreakable.
Avail 2, Cost 200Y.
- Telescope Staff: (Str+3)S damage. If retracted, essentially
an Escrima Stick. Avail 3, Cost 600Y.
- Greatsword or No-dachi: (Str+3)P damage. This is one big
knife. Requires Str 5 to wield. Avail 3, Cost 2K.
- Huge weapons are -1 easier to detect and have reach +2.
Two-handed unless you have at least Str 10.
- Combat Hammer: (Str+4)S damage. Getting hit by a hammer.
Requires Str 6 to wield. Avail 2, Cost 1K.
- Combat Axe: (Str+4)P damage. Fearsome battle axe.
Requires Str 6 to wield. Avail 3, Cost 3K.
Lastly, explosives can be your stationary friend. Demolitions
damage is not linear, with increasing kg needed to multiply
output: 1kg produces base damage, 1+2kg to produce double damage,
1+2+3kg to produce triple damage, and so on. A character can
typically carry Str/2 kg explosives among her other
equipment; drones can too but are slowed down and are -1 easier to
detect.
- C4 explosive: Commercial building removal. 6P base damage,
meaning e.g. 1kg=6P, 3kg=12P, 6kg=18P, 10kg=24P and so on. Avail
3, Cost 100Y per kg. Can be formed for rather inconspicous carry
but will still look bulky quickly.
- C8 explosive: More potent version. 8P base damage. Avail 4,
Cost 500Y per kg.
- C12 explosive. The big boom, never for PC. 10P base damage.
Avail 5, Cost 1K per kg.
SR1-5: Rules for weapon visibility again. Minimum Str to
determine who can wield a HMG and who cannot. Detectability for
carry, firer and impact specified, so we can play stealthy
shooting. Clear stun/physical distinction for close combat
weapons.
Calculation: Mostly taking SR5 as basis and balancing weapons
against each other. Costs chosen by intuition. On both accounts,
better balancing is most probably required.
Safehouses
Armed and armored, you can now survive a fight if it comes your
way. Sometimes you will also want to fortify your position,
usually a safehouse. This is essentially the same what
corporations do. All safehouse gear communicates wirelessly,
usually with Sys L.
- Cameras: Image and sound recording. L1-3. Rolls Perception
with L*2 dice. L2 has lowlight, L3 infrared. Micro in size, so
+4 harder to detect. Avail 0, Cost L*50Y.
- Drones on autonomous mode: Like cameras, but instructed to
return to rigger or security center when noticing something with
Perception of Sys*2. Avail and cost like drone.
- Doorframe Magnetic Detector: L1-3. Rolls Perception
with -L easier to detect for all metallic devices, e.g. weapons.
Essentially the non-portable version of the Magnetic Detector.
Avail 0, Cost L*200Y.
- Matrix Lock (maglock): The standard door protector, opens on
comlink request. L1-3, need L+1 successes on Computer to
bypass. Avail 0, Cost L*100Y.
- Mechanic Lock: For places with spotty electricity; not popular
because mechanical keys are cumbersome. L1-3, no wireless, needs
lock pick set and L+1 successes on Mechatronic to
bypass; an extra success leaves the lock intact. Avail 0, Cost
L*200Y.
- Intrusion Countermeasure (IC): A specialized hardware card
with an individually trained AI
agent that detects deckers and attacks them. Attached to a
stationary node that the IC cannot move away from; not
compatible to moving devices because the AI needs a stable
environment. Sys up to node level, usually 1-6 with
Avail -1+L and cost L*500Y.
- Faraday Foil: A translucent foil that blocks all wireless
signals whose Sys is not larger than the foil Sys.
Usually wireless is then routed through a single secured device
on the roof. L1-3, not possible to bypass without breaking it. A
one-story safehouse of 20x20 meters with 10 meter height would
need 4*20x10+1*20x20=1200 m². Avail 0, Cost L*1 Y per square
meter.
- Living Tile: Different variants of translucent plants and
algae which, having a living astral aura, block any spell whose
F is not larger than the tile F. Also blocks
astral travel completely. L1-12, which is simply the thickness
of the plant layer. Avail 0, Cost L*10Y per square meter. When
built into a vehicle, takes L Armor away due to bulk;
Cost Str*L*10Y.
- Chainlink Fence: One 3m high post, one 5m long rail, 5x3m
fence with 10S electric damage. Post and rail burrow into
asphalt and earth for easy installation. Can be enlongated with
next segments nearly endlessly. Needs a control unit to
distribute electricity and notice tampering attempts; use fence
clipping set and L+1 successes on Mechatronic to cut a
hole. A 30x30m area would need (4*30)/5=24 segments and one
control unit. Avail 0, Cost 100Y per segment. Control unit L1-3,
Avail 0, Cost L*1K.
Building a prefab house is easy, with
expenses determined mostly by structural Str which
determines how hard it is to break through. Costs are per sqm of
building space and pure material prices; double for inclusion of
skilled labor. At least 1 Mechatronic (Building) success
is necessary for 1 sqm per hour, more successes accelerate the
process. Security versions have Str armor, civilian zero.
- Window
L1-3: Str L*3, Avail 0, Cost L*50Y per sqm. Sec(urity) version
L4-6, Str L*4, Avail 4, Cost L*1K per sqm.
- Door
L1-3: Str L*4. Avail 0, Cost L*200Y. Sec version L4-6, Str L*5,
Avail 4, Cost L*3K.
- Chainlink
Fence: Str 4, but can catch Str 16 damage due to
flexibility. Only half velocity damage, the other half is taken
by the fence deformation. See above on Avail and Cost.
- Drywall:
Str 4, Avail 0, Cost 20Y per m.
- Building, inner
wall: Str 8, Avail 0, Cost 50Y per m.
- Building, outer
wall or floor: Str 16, Avail 0, Cost 100Y per m.
- Bunker
walls L3-6: Str L*8, Avail 0, Cost L*200Y per m.
- Plumbing and Electricity: Damaged when walls are destroyed.
Avail 0, Cost 100Y per sqm of building space.
- Tollbar
L1-3: Str L*5, Avail 0, Cost L*500Y.
- Roadblock
L4-6: Str L*5, Avail -2+L, Cost L*2K.
Like people and drones, structures
roll Str+Armor against attacks. Also like drones,
damage locally reduces Str, and yields a ram-sized hole
when Str is reduced to zero. Bullets and other piercing
attacks do not destroy structures but make them count as armor
instead; demolitions, ramming or striking is required to produce
holes. A structure collapses with sufficiently large and numerous
holes, decided by the GM.
Renting a safehouse costs anywhere from 1K a
week for a slightly secured warehouse to 10K a week for an upper
class condo
with swimming pool and tight security, assuming space for the
entire team. Since runners usually have no permanent residence,
this counts as temporary home after a run.
Costs: Squatter 1K, low 3K, middle 6K, high-life 10K, luxury 30K
per week. Over prolonged time, the lifestyle affects the general
appearance of the characters such that NPC can tell which
lifestyle the PCs belong to.
SR1-5 balancing note: Written such that runners would want to buy
it. Each with remedy to crack it. Walls are harder than vehicles,
balanced to be destroyed by it.
Q: Instead of requiring L successes, would it be more fun (albeit
slower to play) if locks et all rolled with Sys*2? Exception for
chainlink fence too complicated?
Drugs
What would a great house party be without drugs? Chemical
compounds have short-term effects, come with the risk of
long-term addiction,
and can cause effects from trippy
experiences to combat readiness;
effect duration is some hours unless otherwise noted. Everytime a
drug dose is taken, a Str+Wil
roll determines whether you become addicted.
- Soykaf: A caffeine
supplier for much of the corporate workforce and beyond, used to
alleviate the effects of sleep
deprivation which induces up to +1 harder to do on all
skill tests. Comes back to +0 harder to do. Addiction 0, Avail
0, Cost 1Y.
- Synthahol: An alcohol
with increased potency, reducing inhibitions and amplifying an
either relaxed or aggressive mood. Together with soykaf,
synthbeer is still the most prevalent drug globally. Either Str
+1, Cha -1 or vice versa. Addiction 0, Avail 1, Cost 2Y.
- Bliss: An algae-made variant of Marijuana
smoked in cigarettes, providing a mild THC
boost without wider psychoactive effects. Users are less
receptive to pain and can ignore up to 3S and 1P damage boxes.
Addiction 0, Avail 1, Cost 10Y.
- Deepweed: A psychoactive THC variant from awakened hemp plants. A
relaxant, it induces a trippy and talkative mood and provides
forced astral perception, making the character dual-natured. Str
-1, Cha +1. Addiction 1, Avail 3, Cost 50Y.
- Cram: A study drug and popular for important meetings as well,
increasing concentration and analytic skills far beyond
caffeine. Use in academia is rampant. Qui -1, Int
+1. Addiction 1, Avail 2, Cost 30Y.
- Novacoke: An expensive party drug fine-tuned to increase mood
and rhetoric while still retaining as much mental facilities as
possible. Snorted for historical reasons. Cha +1, Wil
-1. Addiction 2, Avail 2, Cost 100Y.
- Steroids:
Synthetic hormones
for promoting muscle
growth. Unlike other drugs, they must be taken at least
weekly to have an effect, and be combined with weight
training. Steroids must be counterbalanced by clomifene
and aromatase
inhibitors to avoid wrecking the hormone system. Str
+1, Dex -1. Addiction 1, Avail 1, Cost 50Y for the full
pack.
- Jazz: A speed-like amphetamine
stimulant to increase reflexes and alertness. Unlike cyberware adrenal pumps, they are not
tailored to the body and thus have larger side effects. Works
for 1D6 combat rounds and inflicts 2S unresisted damage
afterwards. Str +1, Wil +1, Cha -1, Int
-1. Addiction 2, Avail 2, Cost 50Y.
- Kamikaze: An advanced Jazz variant originally developed for
military use. Works for 2D6 combat rounds and inflicts 3S
unresisted damage afterwards. Str +2, Wil +2, Cha
-2, Int -2. Addiction 3, Avail 3, Cost 100Y.
Escapist experiences are not created by chemicals anymore,
because BTL (Better than Life, "Beetle") chips have taken over the
role of Heroin:
Simsense experiences with deactivated limiters can induce highs
and escapes not achievable with the rather crude neurochemical
way drugs work. BTLs are slotted into the simlink, burn out after
one use, and have Addiction 4, Avail 2, and Cost 100Y. Police will
focus on them over chemical drugs because BTLs are more disruptive
to workforce productivity.
SR3-5 balancing note: Reduced drug effects and provided negatives
because SR5 enticed players too much. Worse boni compared to
cyber. BTLs have no positive effect.
Contacts & Connections
You are now fully equipped to go shadow running -- what is left
is: How do you actually get hired for a shadowrun? That is where
contacts come in, spanning a web of connections.
Contacts have a power rating from 1..6 that mirrors availability
ratings, except that there is no power 0 contact save for the
occasional squatter or BTL addict. Contacts generally have access
to gear with an availability equal to their power.
- 1: Harmless civilian that can nonetheless bring you into
something. Cleaning crews, corporate clerk, academic assistants,
organized crime or gang members.
- 2: Group leader for about 50 people. Small company boss,
corporate group manager, university professor, local gang or
organized crime boss. Also the power of a single cop, military
member, secret agent or other people with elevated privileges.
- 3: Division leader managing about 500 people on average.
Corporate middle manager, university division head, district
mayor, organized crime district boss or Ancients gang boss. Also
the power of a SWAT team member, Police department leader or
military platoon leader.
- 4: Regional leader managing over 5K people. Corporate region
manager, university head, city mayor, organized crime boss of a
city. Also Police city chief or military corps commander.
- 5: National leader managing over 50K people. Corporate
national manager, state senator, organized crime boss of a
nation. Also General or secret agency head on a national level.
- 6: Global leader managing over 500K people, up to several
million. Megacorp CEO, national president, global crime board
member.
- 7: The Owners.
At character creation, you get 4 contacts with your own power,
i.e. 2..4 depending on your campaign. Sacrificing skill points to
get more contacts is also possible: Each skill point less yields
one contact of your power. The power points can also be "split",
giving you more but less powerful contacts, so you can know a
cleaning crew member in every major megacorp main tower in
Seattle. You define a back story detailing the relation between
your contact and yourself; they may feel very loyal to you, but
this has to go both ways, should be rare, and constantly role
played.
Popular contacts include:
- Fixer: Deals in gear, contacts, information and shadowruns.
Standard contact to corporate and other Mr. and Ms. Johnsons.
Always for a percentage.
- Street doc: Disgraced, upcoming or non-academic cyber and
health professional. Can install anything.
- Mechanic: Deals in vehicles and drones as well as electronics,
but with a better eye than a fixer. Also custom jobs and
repairs.
- Talismonger: Deals in magical equipment including spell
formulae, and may help in summoning if so inclined. Also works
as a healer.
- Corrupt cop, news reporter, bartender, barber/stylist:
Information brokers and path openers, all in their own way.
- Gang or organized crime member, corporate or academic
employee, government official: The better information brokers,
and may have funds, but all have their own agenda. Beware.
Of course, neither your fixer nor street doc will directly lead a
group of 50-5000 people, but they negotiate and operate on persons
with their respective power level, and thus have access to
information, activities and gear of that level. Conversely, it is
also on that power level that contacts will want to achieve
something, and this is were you come into play.
SR1-5 balancing note: Power aligned with availability. No loyalty
rating anymore, is now based on story.
What You Do
As a runner, you go on shadowruns to earn nuyen and do good if
possible, or at least to perpetuate your legend and strike fear
into the heart of your opposition. Runs can take a number of
different shapes and forms, following a story line the game master
(GM) has envisioned for the player characters (PC), usually
involving a number of non-player characters (NPC). A typical
outline would be:
- The Big Picture: Usually only known to
the GM. A number of NPC or groups are involved in shady
activities or counteracting said activities; "transferring" key
personnel, data or prototypes from an adversarial faction, body
guarding a person from place A to B, or convincing a person or
group one way or the other.
- Obtaining a Run: One of the factions
will either hire the PC, or one of the plots will draw in at
least one PC, or a dear person will be in danger because of the
machinations. In any case, the runners navigate the Etiquette
of a scene, and have their initial meeting with their employer,
Talking on terms, and hopefully accepting their job.
- Observe and Learn: Before taking
decisive action, the next stage is usually recon: Matrix Computer
searches, astral projections and Sorcery rituals or
asking spirits with Conjuring, hiding and watching with
drone Driving or in person. Also more or less discreetly
asking around by Etiquette and Talking,
involving less or more force. Build your safe house if
necessary. After this phase, you should have a plan.
- Infiltration: Most plans are to get the
job done silently, using physical Stealth, maglock Computer
decking or Mechatronic lock picking and fence cutting, Athletic
rappeling and drone Driving. If all goes well, the next
two phases should not be necessary.
- Chase: Where would be the fun if you were
not detected? They run from you, you run from them. Lots of Athletics
for running and jumping, or lots of Driving on land, sea
and air.
- Combat: Or they shoot at you, you shoot
at them. This time with Close Combat, Projectiles,
Firearms, and Heavy Weapons. Or deck, spellcast,
drone attack, or demolish. Just long enough to make a getaway
before their reinforcement arrives.
- After the Run: Providing you survive all
this, there are wounds to heal, equipment to repair and stories
to tell, all taking plenty of time.
- Ramifications: An isolated run
usually fits into a larger narrative, and it is storytime for
the GM once again. Also Karma, which can be used for
character improvement.
One note to the GM at the beginning: Maximize character (PC or
NPC) interactions and prioritize them over technology-oriented
solutions. Even a classical break-in should have a social
component, making the run lively instead of mechanistic.
The Big Picture
As GM (game master aka the world simulation), thinking in terms
of a campaign can be useful to create epic adventures.
Think about a group of people with morally questionable goals:
Making laws that benefit them, conjuring an inspect spirit hive
for magical power, or just getting ahead in a criminal or
corporate organization by outperforming
their peers. Standard conspiracies.
These goals should take a number of runs to materialize,
giving the PCs a chance to glimpse behind the scenes, because no
secretive plan is ever foolproof -- a lot of people have to know
aspects of the plan to get things into motion. A run can be as
simple as creating a diversion, negotiating or intimidating people
preferably at seemingly secure places to unsettle them, bringing a
contested item from A to B, aiding or destroying magical rituals,
or stealing data, items or persons. Naturally this involves
interacting with opponents who also may have some glimpse of why
they are doing it.
And there will always be opposition, having partial
insight in what the perpetrators are doing. Working for the
opposition is also possible and sometimes ethically preferable.
Sometimes runners inadvertently work for both in succession,
creating interesting insights.
Runs should be tailored to the abilities of the group,
especially necessary for tables with rotating GM. There are always
many moving parts to a plan, so the characters should not get a
part they are ill equipped to solve; that would be stupid of the
fixer or Johnson too, so they would most likely choose other
people for that task.
For something smaller, random encounters with single
persons having some injustice done to them, relatives abducted,
friends threatened, or corporate behaving in a lawless manner are
also good motives to get involved. These kind of runs usually
confer a lot less money but more karma, and are good for a
starting runner team. Usually in the neighborhood, these kind of
adventures also help weaving a denser network of local connections
that might be handy later on.
Rolling dice with 5 or 6 on a die a success is tested
against a limit with default 0; any successes higher than the
limit are net successes or hits. Each +1 harder raises the
limit by one, and each -1 easier lowers the limit by one; if the
limit falls below 0, each -1 easier confers +2D6 to the roll
instead. On resisted rolls the attacker creates a +hits
limit modifier for the defender; once the defender reaches a tie
on the limit, the attack is "grazing", i.e. has not the desired
effect. On opposed rolls both sides compare their hits,
with a tie on equal hits; for maximum suspense NPCs should
roll first so that the limit is known to the player in advance.
For easier GM dice rolling, henchmen may roll 1D6 and
divide the result by two, indicating the number of successes;
round down. When a 6 is rolled, add another 1D6. Slightly more
elaborate opponents get an L of 3-6 and roll L*2
for everything, just like spirits. Gangers and civilians would get
3, trained people 4, professionals 5 and veterans 6; note that 12
dice are already quite a formidable challenge for players.
Consider optimizing all encounters for humor. Whether
eating snails in an uppity restaurant with Ms. Johnson, clients
that keep stumbling over their own feet or cannot keep their
mouths shut, knives being stuck in cybereyes due to a glitch, or
exaggerated characters having one misunderstanding after the
other, we are all here to have fun. So keep the PCs alive, strike
them with inane little misfortunes if they act out of line, and
sprinkle little success moments for everyone here and
there.
Q: Statistics of GM rolling? Is (1D6-2)/2 more appropriate?
Rather without rule of 6?
Organizational Actors
On the highest conceptual level, the characters will work both
for and against syndicates, gangs and policlubs,
but megacorporations foremost. Each megacorp is capable of
running the economy of the entire
planet alone, but they excel in different areas and have
cultural oddities. Internally, each of them consists of multiple
international companies that are bound together by a common board.
- Aztechnology: Dominates most of South
America and excels at magical services, rumored to be
using blood magic and sacrifices. CEO is Maria Hernandez, a
powerful hermetic mage and modern art
aficionado.
- Ares: Controls North
America and Australia
and is renowned for military equipment, particularly vector
tanks, and are rumored to work extensively with the mafia
worldwide to proliferate arms. CEO is Damien Knight, a native
American who is rumored to be one of The Owners.
- Evo: Holds Russia
and Eastern
Europe and is remarkably inclusive of metahumans; their
cyberware and bioware generally dominate the market. They are
rumored to rely on the Vory but with limited international
success. CEO is Svetlana Anosova,
a known adept.
- Kuumba: Covers Africa
including Arabia
and produces outstanding medical equipment. Most inclusive of
magical creatures of all kinds and most affected by extreme
heat, they partly have a climate-based
agenda. CEO is Nwabudike
Morgan, rumored to be a Houngan mage
allied with powerful free spirits.
- Renraku: Dominating Japan and most
of Southeast
Asia, their cyberdeck and matrix equipment is superb.
Rumored to be tightly integrated with the Yakuza. CEO is
Toshihiro Kanagawa, a combat biker and well-known decker.
- Saeder-Krupp: Controls most of Western
Europe and excels at drones and vehicles. CEO is Hans
Brackhaus, rumored to be a form of the great dragon Lofwyr, and
they have an extensive network of house agents all over the
planet.
- Wuxing: Dominates China and India and is
renowned for electronics and matrix infrastructure, and rumored
to have ties to the triads, with limited international success
similar to the Vory. CEO is Wenjie
Xi, an avionics
prodigy with superb musical
skills, rumored to be a spirit walker.
Characters will never meet one of the
board members directly, but their strategies affect every person
on the planet and, since space exploitation is performed by all
megacorps, even everyone
beyond Earth. Most likely, pseudonymal Mr. and Ms. Johnson,
Tanaka, Schmidt or Wang will contact the PC from a national
organization, with mostly local goals that nonetheless tie into a
global strategy, and often include local organized crime.
- Yakuza:
Polite and suited up, they consist of humans only with Japanese
domination at the highest levels. Protecting ordinary citizens
even in bad neighborhoods, they peddle performance enhancing
drugs as well as illegal cyberware, gambling and prostitution,
but shy away from BTL or copious murder for image reasons. Magic
is slightly frowned upon. Less overtly racists than the Humanis
policlub but still no metahumans in sight.
- Mafia: Truly
international, they include metahumans from all trades and use
magic as well as any tool. Utilitarian and accommodating to
runners, but less well politically integrated than the Yakuza.
No reservations about any illegal business including organ
trade.
- Vory V
Zakone: Best at assassination and welcoming of everyone
provided they are tough as nails. They shy away from metahuman
trade and prostitution, prefering protection rackets instead.
Magic in all its kinds is very welcome.
- Triads:
Known for their outlandish brutality even by criminal standards,
they excel at international trade of everything including
metahumans and organs. Magic is particularly appreciated, and
free spirits even worshipped to some degree.
At a street level, gangs often work
with organized crime and indirectly for the megacorps.
- Ancients: An Elf-only go-gang
of motorcyclists, they dominate the highways at night, often
dueling with each other, rival gangs and occasionally the
police. Good contacts to the elven nation of Tir
Tairngire mean they often go jail-free. Funding source are
protection rackets, robberies, but partly just unknown.
- Spikes: A Troll-only go-gang and mortally opposed to the
Ancients, they make up for smaller numbers with superior
motorcycle lancing
and close combat capabilities. They "protect" numerous transport
companies on the highways, and excel at paid intimidation.
- Halloweeners: A crazed clown posse, this go-gang includes
sociopathic metahumans from everywhere, their face
paint hiding the identity of many a wanted
criminal. Mostly in the drug trade and protection rackets.
- Cutters: The largest organized gang in town, they sometimes
resemble a large logistics company for illegal goods, but are
known for advanced bladed weapon skills, with almost all members
sporting cyberspurs. Trade in everything.
- Ozzies:
Unlikely as it seems, some magicians are not recruited by the
megacorps. Unemployable street kids who discover their magic end
up here, using their power for magical assassination and
intimidation of all sorts. Highly erratic, only the desperate
want to work with them.
- Tamanous: Mostly ghouls whose unlucky transformations have
made them sociopathic. Murder and organlegging, as well as
abductions for medical experiments. On the fringes, smarter
ghouls try to research nutrition without human flesh.
On the non-profit side, policlubs
have their own agenda, sometimes interfering with and sometimes
aiding runners.
- Humanis
policlub: Overtly racist, they are often use to purge metahuman
neighborhoods to clear land holdings, but random violence is
also on the menu. Well organized with strict hierarchies but
with limited objectives.
- Mothers
of Metahumans policlub: The mortal enemy of Humanis, they
formed for self protection but have sinced made inclusion of
metahumanity and magic into law and corporate culture their main
agenda. Often collaborates with Terrafirst, though their methods
are less violent. Hard to subvert by the megacorps, only low
funding and internal dissent hold them back.
- Terrafirst
policlub: With a strong environmental agenda, they destroy or
sabotage corporate sites and transports deemed as polluting,
which includes a great many of them. Often used by the corps to
attack opponent sites, they can be surprisingly well funded.
- Order
of the New Dawn: Open only to hermetic mages, they
propagate the supremacy of magic and take corporate and
political positions of power with their enhanced influencing
skills. Rumored to include vampires and other magical creatures
in their ranks. Always subtly condescending towards mundanes.
- Universal
Brotherhood: A new-age movement for lost souls, they are
rumored to have ties to insect spirts and shamans. Cult-like
separation from family and funds make infiltration challenging.
They hire runners for mostly puzzling purposes.
So while characters will always interact with individuals, the
above organizations define the framework they live within.
Individual Actors
Interactions are not always with some Ms. or Mr. Johnson: Magical
creatures are now also part of the scene and some can be
encountered in city or corporate territory, while others are rare and hidden
but immensely dangerous. Some
are frequent companions of security personnel. Creatures roll Str+Qui
or B/M unless otherwise noted.
- Devil rats
are cat-sized (small), hairless and covered in tiny scales, and
dual-natured with mystic armor and (Str+2)S electric
bite; their low-light eyes glow blue. Immune to most poisons and
diseases and skillful omnivores, they populate the sewers that
runners often use, and are the reason that sewer maintenance
crew go armed and armored. Aggressive and cunning until
obviously outgunned, they are luckily nocturnal and allergic to
sunlight. Str 3, Armor 3, Qui 8*3.
- Phoenixes
turned out to be dual-natured geese (medium) with
(Str+1)P fire bite and fire immunity. Agressive and
territorial, they make good guards but only follow the handler
they are imprinted on, making patrols problematic. Usually
covering large areas of land rather randomly, their nests are
glimming with fire which is necessary for the eggs to hatch,
and they always bring a faint hint of smoke. Str 4, Qui 8*6
when in flight.
- Hellhounds
are dual-natured Rottweiler
dogs (medium) with (Str+1)P fire bite and fire immunity;
their infrared eyes glow red. Confident and loyal, they are a
favorite of guard personnel around the world, often accompanying
lone or paired metahuman guards. In nature, they hunt in packs
but are generally friendly to humans, often protecting
tribespeople who are nice to them. Hellhounds can also cast one
F 4 fireball per day, rolled with Str+Qui
for 13 dice. Str 5, Qui 8*4.
- Barghest
are dual-natured Mastiff dogs
(large) with (Str+1)P bite and the famous paralyzing
howl, which can be used once per day and pits Str+Qui
against opponent Wil+Astral Armor, working like a
mass Petrify spell. Damper and Select Sound filter help, though.
Mastiffs can be cumbersome in closed quarters and so are often
used outdoors. In nature, barghest packs tend to be small and
seclusive. Str 6, Qui 8*3.
Further up in intelligence,
characters may meet magical NPC with their own motives.
- Vampires
are metahumans infected by a HMHVV virus which usually induces
psychological changes. Initially at zero Essence, they can gain
up to 6 by draining victims, who either experience intense fear
or lust if glamoured; Essence loss is 1 per week, meaning
fasting for 5 weeks is the maximum and reaching 0 results in a
comatose state until fed by a fellow vampire. They add Essence
to their Str, Qui and Cha, and can use
the Glamour power to turn any Talking (Seduction) into
the "inclined target person" scenario. Vampires are allergic to
sunlight and wood, but regenerate all other wounds by Essence
damage boxes per combat round, also meaning augmentations are
rejected. Dual-natured, Str 8, Qui 8*4.
- Ghouls are
less fortunate metahumans infected by a worse HMHVV variant
which induces a cannibalistic need for metahuman flesh for
Essence transfer, making them essentially fast zombies. They
have the same Essence loss as vampires but not their
regenerative nor other powers, and keep their augmentations
during infection, but often suffer from losing some Cha
and Int. Ghouls add their Essence to Str and
have a (Str+2)S electric bite which makes them
overpowering even in small groups. Allergic to sunlight and
nocturnal, they live in the sewers and cellars, and are often
associated with organ legging for syndicates. Dual-natured, Str
9, Qui 4*3.
- Shapeshifters
are various predator animals with increased Int who can
turn into metahuman form consistent with their Str,
always retaining some small hints of their animal nature.
They are sentient and can blend into metahuman society,
sometimes working as bounty hunters or assassins.
Apart from a silver allergy, they have regeneration by Essence
damage boxes per combat round, meaning augmentations are not
possible. Luckily shapeshifters are not interested in positions
of power. Known variants include wolf, jaguar, boar, bear, and
tiger.
Curiously there are no known primate shapeshifters.
Dual-natured, Str 4..10, Qui 8..6*4.
And sometimes humanity is its own worst
enemy.
- Blood mages
started out as magicians who discovered that blood from sentient
beings adds 4 F per Essence point to spells and conjured
spirits. Unfortunately blood magic use irrevocably changes the
psyche for the worse, reducing empathy and increasing power
hunger. Unwilling donors still add 2 F per Essence point
if specific rituals are observed. Blood mages often work for
illegal corporate research or covert ops to gain access to
donors, and always have "side projects". B 4, M 8.
- Toxic
shamans can be seen as a gaiasphere immune reaction to metahuman
pollution. Toxic spirits of those polluted places give
originally well-meaning shamans enormous magical powers and
corrupt their righteous rage against corporate polluters into
seething hatred for all of metahumanity. Toxics often work with
extreme policlubs and weapon suppliers to maximize kill count
and misery. Should a toxic shaman succeed, their last act would
be to kill themselves. Until then, toxicity regenerates them by
tox level damage boxes per combat round. B 6, M 9.
- Insect
shamans were called by wasp, cockroach, ant or a similar totem
that induces them to call forth insect spirits into the bodies
of willing metahumans who then add the spirit F both to
B and M attributes but fuse their personalities
in the process, creating a hive mind of semi-individuals with
the goal of further expansion. Insect totems confer inhuman
attribute increases to shamans, but corrupt their mind by tying
them to the hive; shamans often work with sects and self-help
groups, preying on metahumans in need of mental help. B 8, M 10,
natural armor 8.
Finally, some individuals are
just a number too big for the characters. As a GM, use them
sparingly and do not put them in a position to directly oppose the
PC.
- Dragons
(truck to airliner) have slept for thousand of years and need a
moderate magic level to awaken. Their intelligence is far
superior to metahumans, with M usually in the 12 range.
Initiation grades are in the dozens to hundreds, accumulated
over long lifespans. It is not known whether they have a maximum
age. All dragons hoard wealth and power, and often own
substantive shares in corporations, usually through complex shell
constructs. While it is theoretically possible to kill a
dragon, in practice they are always three steps ahead of the
game, and they have knowledge of magic not accessible to
metahumanity. The adage "... and never deal with a dragon"
refers to their more personal approach to everything. B 24..36,
M 12..16.
- Horrors
(large to warship) are the one thing even dragons fear, but
luckily the mana level is not yet ripe for them to cross to the
mundane plane. Except for small ones in corrupted places of
recent mass metahuman sacrifice... All of them gain their power
from corrupted mana generated by metahuman suffering, making
them connoisseurs compared to the rather crude method of Essence
drain. Tainted metahumans abhor all arts, making singing,
painting, knitting and other activities proof of being free of
the Horrors. F 12..120.
As a GM, you should strive to spice every encounter with either
magic, cyber or augmented reality aspects; this will make the
world of the characters feel different from today. And remember,
every creature has a life, motives and objectives, where runners
can be of help.
SR1-5 balancing note: Powers often treated like spell without
drain, but with limited repetitions. More elemental effects.
Vampires more on social powers. Earthdawn
horrors as story hook.
Obtaining a Run
A contact, most likely your fixer, calls you and sets up a meeting
with a client usually called Ms. or Mr. Johnson. This is the most
common way a shadowrun gets started, though surprise visits,
seemingly random encounters and flash abductions are also not
unheard of. The talking usually
happens on neutral or client grounds, where a specific subculture holds.
Upon arriving on the scene, social
stealth is the first order of the day: Roll +0 normal Etiquette
(Subculture). Depending on the cultural similarity
between your and the prevalent subculture, you might get bonus
dice, with typical subcultures being street, tribal, gang,
organized crime, corporate, military, academic and socialite.
- +4D6: Having the same subculture, e.g. Street to Street or
Corporate to Corporate.
- +3D6: Being somewhat similar: Street/Tribal, Gang/Crime,
Corporate/Military and Academic/Socialite are groups.
- +2D6: Being in an adjacent group, e.g. Tribal to Gang/Crime or
to Academic/Socialite.
- +1D6: Subculture a bit alien, but at least not metahuman right
activist vs human supremacists.
- +0D6: Welp, you are not going to get along just naturally.
The average number of successes within the runner team is the Perception
(Social) limit for anyone determining if you are out of
place.
- A runner team consisting of Street Samurai Sue, Rikki the Rat
shaman, Silver Skye, Hermetic Henry, Rigger Rae and Ninja Nasuke
arrive in a syndicate restaurant to eat some pasta.
- Samurai Sue, an Ork with Etiquette (Gang) and
gang-to-crime +3D6, rolls 2 successes on Cha+Etiquette.
- Rikki the Rat shaman, a Human with Etiquette (Tribal)
and tribal-to-crime +2D6, rolls 5 successes.
- Silver Skye, an Elf decker with Etiquette (Military)
and military-to-crime +2D6, rolls 4 successes.
- Hermetic Henry, a Dwarf with Etiquette (Academic) and
academic-to-crime +1D6, rolls 2 successes.
- Rigger Rae, a Human with Etiquette (Socialite) and
socialite-to-crime +1D6, rolls 3 successes.
- Ninja Nasuke, a Troll adept with Etiquette (Corporate)
and corporate-to-crime +2D6, rolls 2 successes.
- Averaged to (2+5+4+2+3+2)/6=18/6=3 successes and thus +3
harder to judge, the waiter rolls Perception (Social)
with limit 3. Not managing 4 successes, he judges them to be
just fine. With 3 successes being a tie, he would not know what
to make of them.
As soon as you want to do something, doing it in a
socially appropriate manner means holding back social dice,
up to your team successes because of group dynamics. If what you
are doing is very inappropriate, the GM might adjust your judge
modifier and NPCs can re-roll Perception to notice it, or
Defiance to not tolerate it. Forgetting to withhold dice
forfeits your judge modifier entirely, while withholding too few
dice reduces the judge modifier.
- Rigger Rae has ordered snails on a dare. The GM sets a limit 0
Dex+Cha roll to eat elegantly; Rae holds back the maximum
3 social dice for a Dex+Cha-3 roll, upholding her
+3 harder to judge. And one success is enough to conquer snail
eating.
- Samurai Sue's +2 harder to see gladius has been spotted by the
waiter with 3 Perception successes. Using nonverbal Talking
(Impersonation) while withholding 3 social dice, she gets
2 successes on her Cha+Talking-3 roll. The waiter
rolls 1 success on Defiance and relents.
- Rikki the rat shaman casually casts F 2 levitate,
holding back 3 social dice. Since magic is a touchy subject, the
GM sets -1 easier to judge, with another -1 easier to judge for
the shamanic mask, for a total reduction from +3 to +1 harder to
judge. The waiter re-rolls Perception (Social) and gets
1 success, a tie: Thought he saw something but probably erred.
- Hermetic Henry, not to be outdone, casually casts F 2
magic fingers with 3 fewer dice, with the GM again setting -1
easier to judge for magic. Unfortunately, Henry forgets to
withhold the dice, landing at (0-1)=-1 easier to judge. The
waiter re-rolls Perception (Social) with +2D6 and gets a
success. Henry is in trouble.
- Skye and Nasuke sigh. Sorcerers and their one-up-manship.
Invisible actions like decking and rigging still require
withholding social dice to not act unnatural all of a sudden.
Social stealth does not work on the astral plane or in the
matrix.
- Silver Skye withholds the 3 social dice on Computer
(Decking) into the restaurant mainframe, wirelessly
accessible because she is inside and the server room has not
been secured with additional Faraday foil.
- If she would encounter IC and go full dice, the waiter could
re-roll Perception (Social) with limit 0 requiring just
1 success to out her.
- If she would meet an enemy decker, Skye would still need to
withhold dice to act natural in the real-world, but this would
not affect the other decker's Perception (Matrix) roll.
- Rigger Rae withholds 3 social dice for a
Dex+Driving-3 roll to fly her micro Fly-Spy into
the nearest open ventilation duct. While her behavior is still
on point, the +4 harder to detect Fly-Spy with moving -1 easier
can still be detected by a +3 Perception with 4
successes for 1 hit.
- A spirit watching Rikki's and Henry's F 2 mini +3
harder to detect spells on the -2 easier astral plane, for
+(3-2)=+1 harder to detect would need 2 successes on Perception
(Astral), with social stealth useless there.
Talking in all its forms
requires withholding dice only if you want to pretend you belong
to a subculture as part of impersonation
or con, otherwise it does not affect
either the opposed rolls of negotiation
or seduction, nor the more
one-sided intimidation or
interrogation rolls which are resisted by Defiance.
If unsure on how to approach a social situation, use social
stealth succcesses as learning effect: Successes gives
characters insight from the GM telling the players how best to
proceed. Each success should increase the quality of advice given
by the GM; a glitch should lead to the GM giving bad advice and
the characters believing it to be the right course of action.
Heeding said advice should always be extensively role played.
- Mr. Johnson arrives at the table. With the team having 3 social
stealth successes on average, the GM can give some advice
to them.
- For the first success, the GM hints that flattery might be the
right way to go.
- For the second success, the GM suggests flattery on fashion
sense, something Mr. Johnson seems to be proud of.
- For the third success, the GM advises flattering him on a
specific fashion item that Mr. Johnson is apparently dying to
receive praise on.
- Rikki approaches Mr. Johnson with some good banter and subtle
flattering, and the GM confers -1 easier to sway on subsequent Talking
rolls.
Negotiation
is a friendly chat with the goal of making both parties happy (or
at least equally unhappy) about the result. It is used on
Johnsons, business partners and connections, and is just an opposed
Talking roll, with limit modifiers the larger the goal gets.
The winning party may dictate the terms to some extent but will
usually concede smaller things (e.g. the characters agree to give
up all paydata to the Johnson for free in exchange for a higher
base rate; or the Johnson lowering the price but agreeing to pay
damages up to some extent). A tie means the status quo is accepted
by everyone. If there is no status quo, it ends in "let's agree to
disagree"; in some cases this means negotiations are called off,
but the parties are still friendly towards each other.
- Somewhere in the conversation with Mr. Johnson, Rikki wants to
negotiate for a 5K pay raise. The GM sets a +2 harder to sway on
Talking (Negotiation), reduced to +1 harder to sway based
on Rikki's charming opener.
- On the opposed Talking roll, Mr. Johnson goes first
and rolls 1 success, which together with the +1 harder to sway
modifier is limit 2 for Rikki. Rikki rolls 3 successes resulting
in 1 hit, and the team can look forward to a 5K pay raise,
conceding any research paydata they come across free of charge.
- Had the Johnson had 2 successes, Rikki's limit would have been
3 and it would have been a tie: The pay is neither increased nor
decreased, or both pay and scope would have risen
proportionally.
- Had the Johnson had 3 successes, Rikki would have stayed below
the limit 4 by -1 hits; Mr. Johnson could then e.g. have given
only a small pay increase and asked disproportionate favors in
exchange, and Rikki and team would have to agree.
Con is
used for reaching short-term goals at the expense of long-term
happiness. Unlike negotiation, your target may get suspicious
about what you are doing, leading to a break-off and possible
retaliation. Roll Talking (Con), adding limit modifiers
for extra outragous proposals or for asking for very sensitive
information; the target resists with Defiance. More hits
mean the target does not regret helping or telling you for a
slightly longer time. A tie means you do not achieve your
objective, but the target is not suspicous either.
- At a university, Rikki has rolled Cha+Etiquette
(Tribal) +2D6 for tribal-academic and gotten 4 successes,
so anyone at the institute must roll 5 Perception (Social)
hits to uncover him as not belonging.
- Meeting a professor he knows has gotten fresh funding, Rikki
wants to con a rather moderate 10K out of him by pretending to
be an auditor doing some testing on the accounting system, a
task the GM sets +1 harder to sway.
- For suspense, the professor rolls Defiance first and
gets 2 successes, so Rikki has limit 2+1=3.
- Rikki rolls Cha+Talking (Con)-4, holding back
his 4 social dice to stay in-role, and gets 3 successes for a
tie. The professor agrees but watches so closely that Rikki is
forced to book back the 10K.
- With just one more success, Rikki could have faked a financial
malfunction, with "system-approved" assurances that the amount
will be booked back. But that one hit would probably not hold
forever, so time for a speedy exit "to fix the bug in a rush".
- More hits would mean the professor not caring much and
allowing Rikki a more relaxed exit.
- With just one less success, the professor would have seen
through the deception and Rikki would have to flee from the
decidedly not-so-fearsome university security.
Impersonation
is the apex of con work, challenging due to faking relationship as
well as conversation subjects: +0..3 harder to sway depending on
how good the target knows the impersonated person, with +3 close
friends/lovers/relatives, +2 friends/distant relatives/close
colleagues, +1 in the same group, +0 almost unknown; and +0..3
harder to sway depending on how intimate the conversation is, with
+3 shared secrets, +2 personal matters, +1 business matters, +0
administrative or other side matters. However once you succeed,
any subsequent Talking (Con) becomes -1 easier to sway for
each modifier.
- In an alternate world, Rikki the Rat shaman goes to meet the
freshly funded professor as Dr. Tanaka, a rather eccentric
hermetic thaumaturgist in an adjacent institute who shares a lot
of appearance with Rikki.
- To prepare, Rikki watches a lot of tape on Tanaka that Silver
Skye conveniently liberated, and buys appropriate clothing and a
wig. Without those, impersonation would simply not be possible.
Rikki also applies nanopaste disguise and Hermetic Henry casts
Mask, giving him a combined +5D6 on Talking (Impersonation).
- With the same 4 successes on academic etiquette as above,
everyone at the institute has limit 4 on Perception (Social)
to expose him early.
- Encountering the professor, Rikki rolls Cha+Talking
(Impersonation)+5-4 with social dice withheld, and gets 5
successes. The professor knows Tanaka pretty well as a close
colleague for +2 harder to sway, but the subject matter is just
+0 banter, so the limit is 2 and Rikki has 3 hits, which in turn
translates to limit 3 for the professor.
- The professor rolls Defiance for 2 successes and
accepts "Dr. Tanaka" as real, so Rikki's limit of 2 turns into
-2 easier to sway on matters unrelated to institute business,
e.g. badgering to go fishing with him. Or to repeat the 10K
accounting scam from above, which as a +0 administrative matter
gets the same -2 easier modifier.
- Would the conversation (or con) turn to institute travel
plans, the subject would go to +1 harder to sway, Rikki's limit
to 3 and his hits to 5-3=2, and the professor could re-roll Defiance
against limit 2. Rikki does not re-roll Talking
(Impersonation) though: He has to live with his
performance now. Should the professor remain oblivious, Rikki
would get -3 easier to sway though.
- In the worst case, the professor and Tanaka would be close
friends and discuss their secret plans, for a total +6 harder to
sway and reducing Rikki's 5 successes to 5-6=-1, leading to a Defiance
limit 0 with +2D6. One must be truly distracted to fall for this
kind of impersonation. But if Rikki could pull that off, he
would get -6 easier to sway.
- While the impersonation works possibly indefinitely, the
subsequent con needs extra successes to hold for longer.
Intimidation
and interrogation
both definitely evoke a hostile response. Roll Talking
resisted by Defiance. The roll may be extended
cumulatively by adding to the threat level; roll only the new
bonus dice determined by the GM, and otherwise pretend that the
same test is still going on. For intimidation, certain characters
gain advantages: Each full two points of Str superiority
confers +1D6, so a Str 11 troll intimidating a Str
5 ganger gets +(11-5)/2=+3D6 on Talking (Interrogation or
Intimidation). This might be on top of dice advantages due
to obvious cyberware.
- Though wary of the cliche, Ninja Nasuke's physical presence
makes him a good candidate to interrogate an abducted military
commander.
- Nasuke outweights the commander by +4 Str, conferring
+2D6 on interrogation. If he had obvious cyberlimbs or similar,
there might be even more bonus dice.
- For suspense, the commander rolls Defiance first for 2
successes and limit 2.
- Rolling Cha+Talking (Interrogation) with +2D6,
Ninja Nasuke gets 2 successes, a tie. Although nervously
sweating, the commander stays quiet.
- Silver Skye has decked into the commander's comlink in the
meantime, and there are some military secrets that could be
leaked. The GM awards +2D6 for that threat and Nasuke rolls the
additional 2 Talking dice for 1 additional success,
totalling 3 and getting 1 hit.
- Fearing damage to his reputation, the commander re-rolls his Defiance,
only getting 1 success this time. He starts talking.
Being a magician or adept with the astral perception
power can be useful for interrogation while on the parallel
dimension called the astral plane. Here, living beings are bright
and reflect feelings and health, making emotions -2 easier to
read; while objects are dull and largely bland, confering +2
harder to detect. The core reason is mana, the magic that is
imbued in all things living, including plants and natural earth
itself, comprising the gaiasphere. Higher in the atmosphere, mana
becomes thinner just like the atmosphere, and vanishes above the
stratosphere, making astral perception above 10km height lethal.
- Back on earth, Hermetic Henry switches his sight to the astral
plane to determine whether the commander is lying.
- He rolls Perception (Astral) against -2 easier to
detect plus whatever the commander can do on a Talking (Con)
roll. The latter roll is one the GM will want to keep secret in
order to keep the suspense.
- Would the commander try to cajole Henry into revealing or
doing something, Henry could also roll Defiance.
Seduction is
a special case of negotiation that is heavily dependent on the
situation and on Cha differences. For the Talking
(Seduction) roll, the less charismatic partner adds +1
harder to charm for each 2 points of charisma difference. If you
do not care about political correctness, add another +1 harder to
charm for men when initiating. All this makes seduction very much
a game of luck. Now if the target person is principally willing,
just roll an opposed Talking test. Any (non-glitch) result
leads to both parties being amiable, and the winning party has the
other one more "around her/his finger". If the target person is
neutral or has some minor objections, roll Talking
resisted by Defiance to win the other party over. A target
person with major objections (e.g. not sexually attracted to your
gender; your sworn enemy) cannot be seduced; you have to be in the
mood at least a little bit.
- Samurai Sue is smitten by that cute Elf samurai Sindbad in a
combat biking bar. With him being reserved and 3 points of Cha
difference for +1 harder to charm, Sue is glad that at least
they have some common topics to talk about.
- For suspense, Sindbad rolls Defiance first for 2
successes, meaning limit 2+1=3 for Sue.
- Sue rolls 3 successes on Cha+Talking (Seduction)
on a reluctant target, the tie meaning neither success nor
rejection, but Sindbad now appears more inclined towards her.
One success less would have meant an embarassing exit, one
success more a successful invitation.
- Sue tries again with Cha+Talking (Seduction) on
a now willing target with 2 successes for 1 hit. Sindbad rolls
too with 3 successes that are also hits. Seems Samurai Sindbad
is in the lead, but Sue and him are probably both going to enjoy
this.
Asking around for restricted information is negotiation if the
other party is complicit, and con if the other party is oblivious.
Forceful asking is intimidation, turning to interrogation if the
target is abducted and placed in a prison situation.
In summary:
- Negotiation is an opposed Talking roll.
- Con is rolling Talking vs Defiance, possibly under
social stealth; Impersonation the perfect pre-suasion.
- Intimidation/Interrogation is Talking vs
Defiance, possibly aided by Str superiority and obvious
cyberware.
- Seduction is opposed Talking (willing) or vs Defiance
(neutral), possible hampered by Cha inferiority.
With the initial meet complete, the characters can start planning
the run.
SR1-5 balancing note: Etiquette and subculture use finally
formalized with cultural similarity and social stealth. Talking
mostly without social stealth because cumbersome. Group successes
and dynamics for easier handling and including all players.
Observe and Learn
After navigating the sometimes treacherous first meeting, usually a retreat to a safehouse is in order to plan the run.
Most often this entails first matrix searches to get an overview,
followed by on-site physical, drone, astral
and matrix observation to get a
familiarity with the target region and its creatures.
Almost every coarse information about the world is represented in
the matrix. Finding them is a +0 normal Computer roll
unless very specific information is required. Maps and satellite
imagery, public appearances, canalization or electric grid layout,
opening times and official purpose of each building is limit 0
information. Coarse means that only the approximate location but
no details are known. Sometimes finer details can be retrieved
with 2..4 or more hits.
Semi-public information such as location of city-run cameras,
police patrol intervals and planned repairs of municipal
infrastructure are +2 harder to find, with more details for
additional hits. Corporate territory is notably exempt: Such
information is never public and requires decking to get a hold of.
While presumably the decker rolls Computer, each PC can
supportively roll 1D6 and pile on successes with more or less
helpful advice.
An example would be preparing to extract willing corporate key
personnel.
- Silver Skye wants to get a map of the city around the
corporate site, rolling Int+Computer against
limit 0. The map includes canalization access and electric grid,
but stops at the corporate site itself; the latter has only
satellite imagery unless public visitation is common. You know
where the entrances and canalization entries are, but know
little about the corporate territory.
- Determining the size of the canalization tubes is limit 2+,
depending on how secure the district is. The crew surrounds her,
everyone pitching in a 1D6, getting on her nerves but
occasionally providing good intution.
- Finding out who patrols the city area, how often, and in which
force is a Computer test against limit 3+.
- A +0 normal Computer roll will also yield the
publications and video of official appearances of the target
person. More successes can mean incriminating evidence from his
past or less than official appearances, e.g. as a face in a
club.
Learning about the corporate site itself
will require a personal visit. In a bad neighborhood, finding an
observation spot is easy, in more posh areas more difficult. Most
corporations and the police have a floating blimp, so use Stealth
to stay hidden and Perception to observe the routines of
the place and its people. In the case of an extraction, maybe
learn what car the target uses, at which time he arrives and
leaves, and when following him, which restaurants or clubs he
frequents.
Stealth and Perception works similar to social stealth in
that characters roll Stealth against a limit adjusted by
metatype and cyberlimbs, then hold back stealth dice to perform
actions as silently as possible, while opponents roll Perception
with +hits harder to detect. Medium visibility, movement and
distance is assumed as default; perception limit modifiers include
-1 easier to detect for near distance, mechanical or fast
movement; and +1 harder to detect for being distracted or far
away, target being in a crowd or standing perfectly still while
hidden, and darkness or heavy rain/snow. Exaggerated conditions
like in front of your eyes may warrant -2 easier; and being
distracted by a slap or a km away, target in a dense concert
crowd, pitch black or storm conditions +2 harder to detect.
- Samurai Sue scouts a rooftop to observe the corporate site
from. Not wanting to be seen in the neighborhood, she rolls Qui+Stealth
for 4 successes and hits; coming at night gives her another +1
harder to detect except for those with lowlight or infrared
eyes. Neighborhood goons and surveillance blimps roll Perception
with limit 4 or 5 depending on visual equipment.
- Holding back 4 dice, she uses Str+Athletics
(Climbing)-4 to scout an abandoned building without
disturbing the squatters.
- Ninja Nasuke joins her, rolling 6 Qui+Stealth
successes against his own -1 easier to detect for 5 hits, so the
perception limit for onlookers is 5. Holding back 5 dice for Str+Athletics
(Climbing)-5, they cover more area to discover a rooftop
section more quickly.
- Nasuke almost forgot to withhold his dice. That would have
taken him to his basic -1 easier to detect, giving onlookers
+2D6 on a Perception roll with limit 0 unless far away,
foggy or the like. Quite a way to cause a ruckus.
Sometimes characters are seen and try to re-hide, confering -3
easier to detect if opponents know you are there. Another -1
easier results from someone pointing in the right direction, -2
for being marked on a comlink by someone else, and -3 for being
able to track you the entire time. And spending some more minutes
searching repeatedly gives -1 easier to detect, depending on the
area to search.
- Though unlikely, a squatter with ancient infrared cybereyes
has spotted Ninja Nasuke and casually follows his movements to
see whether she might be able to sell the information later
(it's a tough life, chummer!)
- With -3 easier to detect due to being spotted for a total of
+5-3=+2 harder to detect, Nasuke quickly gets around a corner to
stand perfectly still for +1 harder to detect for a total of
+5-3+1=+3 harder to detect.
- Should the squatter decide to follow Nasuke around the corner,
she would still have to roll Perception against limit 3
to find him again.
- If she would snoop around for some more minutes, the limit
would go to 3-1=2, with even more time spend searching to 3-2=1
and so on. Luckily for Nasuke, a squatter has to conserve
energy...
When learning of people connected to the target person, you can
also try asking around as in obtaining a run
to tap into restricted information. However this might draw
attention to your plans, so characters are advised to be careful
and not raise any attention.
- Hermetic Henry wants to enter a bar, hiding a small Predator
under his long coat for +2+1=+3 harder to detect.
- The bouncer conducts a routine search, confering -2 easier to
detect for being very near, and uses an L3 magnetic detector for
another -3 easier to detect, bringing the total to +3-2-3=-2
easier to detect.
- Rolling Perception with +4D6, the bouncer gets a
success. Henry has to put his gun into the door safe and the
bouncer sends a silent comlink warning to the barkeeper that
Henry might be a potential trouble maker.
- While the bouncer is distracted by Henry, in the background
Ninja Nasuke goes from a -1 easier to detect Troll to +0 normal
to detect. If Henry would cause a scene for a larger
distraction, it might even suffice to make Nasuke +1 harder to
detect for the bouncer. Best time to stealthly climb the roof of
the bar for backup.
- Inside, Henry uses social stealth
and Talking (Negotiation) to spend an evening and see
which bits of information fall out.
The three other kinds of recon you can use are drones, decking
and astral recon.
SR1-5 balancing note: Matrix searches remain basically the same.
Stealth formalized as holding back dice, with re-hide option
given. Asking around still not really formalized but should depend
on leads anyway.
Drone Observation
The smallest of drones are exceptionally
hard to detect, particularly by a corporate blimp with Sys
2, giving it 4 dice on a Perception roll. However, all
corps routinely scan the airspace for signals, so a rigger needs
to use directional transmission
which requires the drone to stay within line of sight, which is
usually rather restricted in an urban environment.
Every camera, usually with Sys 1 or 2, rolls Perception
(Matrix) once per minute to detect drone signals. Similar to
mundane stealth, a rigger can roll Stealth
and withhold dice for +hits harder to scan as illegitimate, making
sleeved drones much stealthier than normal ones. Unless
directional transmission is off, the camera must also be between
rigger and drone to have any chance at all.
- Rigger Rae sits on the roof scouted earlier by Sue and Nasuke,
hiding with 3 Stealth successes. She rolls
Dex+Driving-3, withholding 3 dice to start her
+4 harder to detect MCT Fly-Spy (micro), with -1 easier due to
mechanical movement, and the +3 stealth for a total of
+4-1+3=+6 harder to detect in the mundane world.
- Drone signals do not depend on size nor on mechanical
movement, so in the airwaves Rae's drone is +0+3=+3 harder to
scan, with the 3 withheld stealth dice used to make the drone
appear legitimate.
- All cameras in a 5° cone between Rae and her sleeved drone
roll 4 Perception (Matrix) dice with a limit of 3,
making catching the signal unlikely, particularly if it starts
to rain heavily or distances become large. They might also roll
visual perception but a limit of 6 makes success even more
unlikely.
- Rae steers her drone onto a window sill, so she can look
inside, using her own Perception with 3 dice withheld to
see the target person and colleagues leaving for lunch at 11:30.
Being considerably windy up there, the GM makes Rae roll Driving
again with +2 harder to steer given that the micro drone is not
really stable against wind.
- After nailing the Driving test against limit 2, Rae's
drone tries to scan for signals, but the window and the entire
building is sealed with Faraday foil like a safehouse, so all she gets from a Perception
(Matrix)
roll is a signal of the outside cameras, which are +0 normal to
detect plus distance and heavy rain modifiers.
Faraday foil implies that all employee signals are routed through
an official telco gateway that everyone can use, but that is
probably watched. For a rigger, the most immediate effect is that
directional transmission must be switched off.
- Rae could steer the Fly-Spy through one of the doors if
someone opens it, switching from directional to matrix
transmission. Signal detectability would stay at +3 harder to
scan, but now for everyone in range. Visual identification stays
at +6 harder to detect.
- For the camera by the door, the distance shrinks to -1 easier
to scan, resulting in the signal being +3-1=+2 harder to scan.
Visual identification becomes +6-1=+5 harder to detect.
- If there is a magnetic detector in the doorframe, e.g. L
3 for a high-security site, the Fly-Spy is now visually
+6-1-3=+2 harder to detect. Signal identification is not
affected, staying at +2 harder to scan.
- Should someone with a simlink come near the drone, a Perception
(Matrix) roll against +2 harder to scan does not sound
that improbable.
- Additionally, the most perceptive matrix node on the path
between Rae and her drone could roll matrix perception to
recognize her signal as illegitimate; most likely that would be
the telco gateway on the roof.
- Given these odds, Rae decides to retreat.
Or the story could continue like this.
- If someone would detect the drone, a security decker could be
called within a few combat rounds to deck into the drone, and
from there into Rae's riggercontrol. Once there, the decker
would automatically learn of Rae's location.
- A decker with write access to the drone could block all
signals to Rae, and order the drone to stand down.
- Alternatively a jammer security
device could be used. Should the jammer L be equal
or above the drone Sys 2, the drone would be unable to
receive further commands, nor relay any info outside.
- For cases like this, riggers usually program an autonomous
response beforehand, e.g. to self-destruct or try to flee, using
no-signal mode. But with the typical drone having Sys 2,
fleeing with 4 dice is quite a challenge.
- If only jammed and neither being decked nor shot down, the
Fly-Spy rolls Sys*2 Driving dice to flee at
sprint speed Qui 4. Marvelously, no faster metahuman or
drone is nearby, so it escapes behind a Str 4 cupboard.
Signal identification is impossible in no-signal mode, and
visual identification is at +4 for micro size, +1 for the
cupboard, +1 for standing perfectly still, but -3 for having
previously been seen, resulting in +4+1+1-3=+3 harder to detect.
- Like any metahuman, the drone can also roll Stealth,
using Sys*2 dice. The Fly-Spy gets 1 success and
witholds it, becoming +3+1=+4 harder to detect. Detection is
unlikely now unless someone spends some minutes searching for
successive -1 easier to detects; the room is not too large,
after all.
- Getting out is almost impossible, but maybe Rae can retrieve
the drone during the infiltration phase.
In general, flying drones into a target environment should be
quite feasible for low-level runs and hard for high-security
sites.
SR1-5 balancing note: Finally a typical rigger advance with
drones. Line of sight to keep rigger with team, routing through
matrix made dangerous to avoid solo runs. Re-hiding more difficult
in close spaces.
Astral Observation
Shamans and hermetics have an additional set
of options including astral projection
and spirits. Where mundanes use binoculars,
riggers drones and deckers signal detection, the first choice for
magicians is detection spells, which can be
counter-acted by astral barries like living tiles in safehouses. Spells can be detected quite
easily so using astral stealth is advised, holding back Stealth
dice as usual.
- Rikki the Rat shaman hides with Samurai Sue, Ninja Nasuke and
Rigger Rae on the roof, also with 3 Stealth successes.
- Holding back 3 dice, he casts Clairvoyance with F 4,
giving him a range of 400m. The target room has living tiles but
luckily with L 3 only, so he gets through. This makes him count
as standing inside the room, making e.g. overhearing a
conversation +0 normal to detect.
- If the target person is known to Rikki, Detect Individual
would be a good choice to analyze movement patterns even through
walls.
- To get a general idea of how many metahuman-sized living
beings are in the building, casting Detect Life is always
useful.
- If magic shenanigans are going on in the target building,
Detect Magic might also help.
- Assuming F 4 (medium) being +1 harder to detect, the 3
withheld stealth dice make the spell on the mundane plane
+1+3=+4 harder to sense, while the -2 easier astral plane lands
the spell at +1+3-2=+2 harder to detect.
The second, somewhat riskier choice is
to astrally project, leaving your hibernating physical
body behind and becoming a purely astral being. Your attributes
remain the same, as does movement speed. The big difference is
that flying and moving through objects is possible, except for
earth which is considered part of the gaiasphere. Movement through
water is also slowed down to diving speeds, 1km/h.
While distance to the physical body is no concern, there is
always a mana link trailing from the astral body to the physical
body location, which is +3 harder to feel (mini) on the worldly
plane and +3-2=+1 harder to detect in the astral. You can stay on
the astral plane for up to Essence minutes before being violently
snapped back into your body. Snapping back as opposed to peaceful
re-entry yields (Essence)P damage which cannot be resisted; so
dont get trapped!
Cyberware is not translated to the the astral plane, so e.g.
having a cyberleg makes you appear as amputee there. With emotions
being obvious and very much visible in the astral, sociopathy and
corrupted psyches produce a "smell" to other astral beings, most
noticable in blood spirits, insect spirits or Horrors, who also
induce a strong feeling of "wrongness" on the mundane plane.
Lastly, various magical creatures such as ghouls, vampires and
the corporate-friendly hellhound are dual-natured, meaning
they perceive both astrally and normally at all times and cannot
switch any of it off. When astrally perceiving, characters also
become dual-natured and therefore vulnerable both from the astral
and mundane.
- Rikki the Rat shaman decides to project astrally, leaving his
limp physical body behind. With Essence 6, he has 6 minutes to
gather some information, while being -2 easier to detect in the
astral, or when witholding 3 stealth dice, -2+3=+1 harder to
detect.
- A lone F 4 fire spirit hovers over the corporate
territory, occasionally checking into the target building. It
would roll F*2=8 Perception dice against limit 1, so
Rikki waits until it vanishes into the building before flying
over with Qui*4 km/h at sprinting speed.
- On the worldly plane, astral Rikki is +3 harder to feel for
withholding the 3 stealth dice, and a living being is needed,
not just a camera.
- He cannot go through the living tiles in the building wall but
quickly flies through an open door when an employee goes
through. The employee rolls Perception (Feel) but does
not get 4 successes to beat the limit of 3.
- A patrol comes around the corner, two guards and a hell hound.
The dual natured hellhound can either perceive Rikki at +3
harder to detect on the worldly plane or at +1 harder to detect
in the astral. Unsurprisingly, it sees him and warns his
handler. Rikki flees -- being grabbed by the hellhound would
mean he cannot return to his body.
- Luckily, the door is still being closed and he squeezes
through and up, and the hellhound cannot fly. Hopefully Rikki is
gone by the time they have alerted the fire spirit. Of his 6
minutes, 5 are gone anyway so a fast return is crucial.
The third option is spirits. Every place has
one or more spirits who live there and
can be conjured by shamans, but not by hermetics who can conjure elemental spirits instead.
Sometimes, powerful spirits of places also manifest spontaneously,
but usually they either roam the astral plane or are at home in
their respective meta plane which is normally inaccessible to
magicians.
Like any other person, a spirit of a place has a life, opinions,
and sometimes its own agenda. Luckily for shadowrunners, spirits
tend to not appreciate the typical actions of corporations, which
rarely improve on living in a natural manner. Being conjured is
appreciated by many spirits, because crossing to the material
plane is difficult for them. Spirits have to vanish to their
metaplane at sunrise and sundown.
A shaman conjuring a spirit of a place must prepare a ritual
circle of F meters diameter with tokens that fit the
spirit, taking F minutes, with an F up to Essence+Initiation.
Afterwards, the shaman sings, intones and dances for another F
minutes, and rolls Wil+Conjuring+F dice
afterwards, with F/2 drain. Up to F successes can
be used for spirit L; or successes can reduce the drain
which is always based on the intended F, not the resulting
one. A glitch means that the spirit will be hostile.
- Sneaking from the roof into the dumpster area of the shopping
mall opposite the target building, Rikki the Rat shaman gathers
emptied soykaf cups, litter and dust balls for a 4 meter
diameter ritual circle, planning for an F 4 city spirit
and costing him 4 minutes.
- Softly chanting and dancing for another 4 minutes while Rigger
Rae watches his back, Rikki rolls Wil+Conjuring+4
and has 5 successes, splitting it into 4 level and 1 drain
successes. The city spirit manifests in L 4 form
(medium), and Rikki takes 1 stun damage.
A shaman uses Talking on the spirit just like any other
person. Since shamanic cultures tend to respect the spirit world,
negotiation should be the main method of interaction.
- The manifested city spirit, vaguely looking like a dwarf made
from asphalt, introduces herself as Robin of the Evening, asking
Rikki for news of the city where it does not travel, and Rikki
complies on re-iterating the latest happenings known to him.
- Robin of the Evening mentions that she knows the hearth spirit
of the corporate building, and how it would be easier for her to
contact the hearth spirit if she had some small wall parts of
that building.
- Rikki rolls an opposed Talking (Negotiation) and the
spirit offers to conceal them upon approach, and cause an
opportune accident for any pursuers on exit, while Rikki
promises some wall tokens and a greeting to the hearth spirit
should they meet.
- Robin also volunteers the observation that the Fire spirit
seems to be absent between 14:10 and 14:40 each day, in addition
to pauses at dusk and dawn where corporate hermetics have to
re-conjure it.
Spirits of places have various powers,
but can only use them within their domain, which they rarely
leave. A domain is usually around 100m in diameter, e.g. an
extended building or river section, and never larger than a city
block. Spirit of places' powers are:
- Concealment: The spirit rolls F*2 Stealth
dice, adding successes to those of up to F people; the
spirit witholds the dice. Concealed persons can appear as
translucent or simply as lucky. A concealed vehicle counts with
the number of seats or equivalent size as persons. As secondary
effect, hides persons from spells with F lower than the
spirit F. Unlike spells also concealed on the astral
plane.
- Accident: Rolling F*2 dice, the successes are
limit modifiers for a Driving or Athletics test
on up to F persons. Anyone not succeeding crashes or
falls, usually taking ram damage from the nearest wall up to
their own (Str)S. Again, vehicles count with their seats.
- Movement: Rolling F*2 dice, each success is
added to up to F persons's walking and running Qui.
Once more, a moved vehicle can only have up to F seats
or be below equivalent size.
- Search: A spirit can roam through its place
exceptionally well, needing just F minutes to find
someone or something. It rolls F*2 Perception
dice, ignoring range modifiers, looking both in the astral and
the mundane world. However since spirits generally do not
understand technology, it only works on persons or tribes-level
objects.
Hermetics can conjure elemental spirits, that is fire, earth,
water or air spirits. The element must be nearby, so water spirits
require at least a sink full of water, earth spirits being on
street level, air spirits being outside at height, and fire
spirits some burning like the after effects of a fireball. The
size of the element determines the maximum F of the
spirit.
Unlike spirits of places, elemental spirits are not bound to a
domain, but they also lack knowledge of any domain. Once conjured,
they prefer to stay in the physical world just like spirits of
places, often being playful on every occasion.
- Hermetic Henry joins Rigger Rae and Rikki the Rat shaman on
the roof. Being in a lot of air, the potential F for an
air spirit is nearly limitless, up to Henry's Essence+Initiation.
- Henry goes for F 5, first spending 5 minutes preparing
a ritual circle of 5m diameter, then rolling
Wil+Conjuring+5 and splitting his successes
between spirit F and drain reduction.
With 4 successes, he chooses two for F and two for
drain, resulting in an F 2 air spirit (mini)
manifesting and no drain left from ROUND(5/2)=2.
- Not knowing anything about the area, the air spirit cannot
volunteer much information. Should trouble erupt, it would be a
willing combat participant, though. Until then, producing tiny
tornados seems like a fun activity to pass the time.
- Henry rolls an opposed Talking (Negotiation) and the
spirit offers help should any combat erupt on the roof within
the next hour, asking only for an hour in front of the
ventilator in Henry's living room as compensation. And maybe
folding paper planes with Henry would also be nice.
Elemental spirit powers are rather
combat oriented. Like spirits of
places, only one power can be active at a time.
- Engulf: An F*2 Closed Combat (Grappling)
attack. While engulfed, each combat round confers L
elemental damage, with fire for fire spirits and electricity for
air spirits, and resisted by Str+Armor. Earth spirits and water
spirits cause drowning-induced knockdowns. Fire and earth damage
is physical, while air and water damage is stun. Only one target
can be engulfed at any time.
- Barrier: An F*F*10cm meter wall which
causes F damage to anyone trying to step through;
elemental damage for fire and air spirits. Only one barrier can
be upheld at any time, and it cannot be moved.
- Intimidation: The spirit rolls F*2 dice and any
successes are added to the conjurer's Talking (Intimidation,
Interrogation) when the spirit is present. Alternatively,
the spirit can also terrorize a target with F*2 dice by
itself.
- Shell: Normally spirits have armor F, but this
power increases it to F*2, so damage resistance is
F*3 in total, on top of F*2 Dodge.
Using shell is pure self-preservation and cannot be transferred
to others; spirits use it as last measure before vanishing.
Unlike normal spirit armor, shell is also effective against
killing hands.
When the area or element is heavily polluted, spirits can turn
toxic. Toxic spirits add the toxicity, usually 1-3, to
their F. All Talking attempts are +1 harder per
level of toxicity, so good luck with getting a toxic spirit to
cooperate. Also, the things they ask for in return might be
disturbing.
For each area, only one spirit can be conjured per magician.
Spirits can stay in our world until next sunrise or sundown, but
usually leave earlier because they have lives too. What on Earth
did they promise the fire spirit to guard this forsaken corporate
place?
Vastly more powerful spirits exist too, but they cannot be
conjured and can cross to the mundane plane at will. Rumors say
they can open astral gates such that mundane characters
can project as well, and prolong the time spent there
considerably. They would probably provide big advantages but ask
for great sacrifices in return.
SR1-5 balancing note: Wards replaced by living tiles. Spirits
with greater agenda than before. No Int for magicians necessary
anymore. Spirits have no direct link to their creator (this should
be reserved for ally spirits). No watchers. No number of services
anymore, treating spirits more as NPC than as beings to be
commanded. No funky rituals anymore because boring mage-only
activity.
Q: Make +(living tiles - successes) harder to detect? Or require
living tiles L successes to see through?
Matrix Observation
Like a technological pendant of the astral plane, the matrix is
a crafted parallel dimension accessible through simlink cyberware
and a comlink, or alternatively through a cyberdeck. Every person
and every company, every vehicle,
road sign and street segment provides augmented reality (AR),
creating a brand and providing information and advertisement.
Going without AR is possible but highly suspicious and, in the
case of vehicles, even illegal. From such an entry point, you hop from node to node.
Rolling Stealth and withholding dice means shaping matrix
traffic to appear legit. As in drone
observation, directional transmission allows only nodes
between decker and target to detect the signal. Portable matrix
nodes usually have a range of 100m and are +0 harder to detect by
default; telco
towers and Sec or Mil beam
antennae have a greater range of 1km in cities and over 10km
in the atmosphere; they are also the only matrix devices who do
not require line of sight to connect.
- Silver Skye joins the already formidable group on the roof and
rolls Qui+Stealth with 2 successes, usable both
for physical and matrix hiding.
- Everyone except Rikki has a simlink and is using directional
transmission for communication, so only intruders between them
can even see their signals, and even then they have their Stealth
to make them appear legit.
- With his trodes and comlink, Rikki just shuts everything down
to not reveal anything with his omnidirectional signals. He will
probably be somewhat confused on any battlefield, not being able
to use the insights of the others.
- Skye rolls Perception (Matrix) to find the +0 normal
to scan signal of a corporate camera within 100m, needing just
one success; in heavy rain with +1 harder to scan that would not
have sufficed.
Decking into nodes requires a Computer roll against
limit L of a node, usually 1-2 for everyday equipment but
3-6 for mainframes or other hardened hosts. While almost all
systems except the most secure ones are wireless to forego the
cost of cabling, safehouse measures like
Faraday foil are common, forcing the decker to go through heavily
protected gateways.
Once inside a node, reading is +1
harder to deck, while writing is +2 harder to deck. Hits over 1
also count as extra stealth during the activity, while all hits
count as limit for forensics. For every non-concurrent read/write
occuring, nodes can roll L*2 Perception dice to
recognize the decker as illegitimate; for concurrent actions the
one with the least number of hits counts. Additionally, nodes can
re-roll perception every minute but unless the decker is
lingering, this is an eternity in matrix time. Deckers and IC can
also roll perception upon decking entry.
- Silver Skye rolls Int+Computer-2, withholding
her 2 stealth dice, and gets 3 successes to deck into the L
2 camera, barely beating the limit.
- Test-writing the camera to "erase" a nearby pidgeon, Skye
again withholds 2 dice rolling Computer against limit 2,
and gets 4 successes for 2 hits; one is needed for editing and
one counts as +1 harder to detect on top of the +2 of her
withheld dice.
- With her L 2 cyberdeck, Skye has an additional
concurrent matrix action before the camera can roll Perception
(Matrix) against limit 2+1=3 to detect her manipulating
the system. Should she roll less than 2 hits on the second Computer
roll, her stealth advantage could be reduced again.
- Being detected by the node means "eviction by reboot" in the
best case,
and a counter decker being alerted and tracing or attacking her in the worst case.
- Should someone review the edited footage later, Skye's 2 Computer
edit hits would form the limit 2 on a Perception (Matrix)
roll to detect her alterations. Recovering the original images
is not possible even if manipulation is detected.
From within the node, a decker can
see adjacent nodes and hop to the next one. Just going through a
node does not require decking at all unless it is a secured node,
and most nodes including gateways are used by people everyday. Any
non-legitimate reading or even editing does require decking
though, and the most perceptive node on the way does the Perception
(Matrix) roll.
- From inside the camera, Silver Skye sees the connecting nodes:
A camera hub with L 3 for all outdoor cameras directly
adjacent, and one further in node distance 2, the main building
gateway with L 5, probably one of the most protected
nodes on the territory.
- Skye decks into the camera hub, rolling
Int+Computer-2 and getting 4 successes against
limit 3 for 1 hit.
- Skye searches the cached camera footage, rolling 2 successes
on Int+Computer-2 against limit 1 for reading.
The GM decides that one hit is enough to identify the target
person and his mannerisms, but not fine details like the color
of his tie or hearing his banter with security personnel. With
no extra hits as stealth modifier, the hub rolls Perception
with 6 dice against her +2 harder to detect, but does not get 3
successes. Skye stays hidden.
- Wanting to go inside the building, Skye flies from the camera
hub to the gateway node. While not decking it, she sees that IC
is present, at the same L 5 as the node. Any decking
action she takes here or beyond the gateway could be perceived
by the 10 dice rolling IC, so Skye decides to jack out. During
the run, she might be able to deck from within the building,
sidestepping the gateway entirely.
While staying in a node, any
matrix user has a persona which can be identified later on if
already seen. So deckers will frequently change their persona,
which requires a reboot of the simlink taking one combat round. IC
can do this as well as other devices, e.g. a vehicle persona
change is also frequently advised. A persona vanishes after the
combat round of the decker's last action, or earlier when leaving
as a dedicated action. When performing multiple actions per combat
round, the persona appears in all affected nodes.
- During the last combat round, Skye's persona appeared in the L
3 camera hub for the entire round, unless she used one of her
matrix actions to leave.
- Had she decked into any node beyond the gateway with her
second matrix action, her persona would also appear there, and
could be detected and attacked
by the gateway IC or decker.
- Skye would then need a third matrix action to vanish from that
node before being attacked. She would still be visible in the
camera hub though.
- After the combat round, only intention for continued matrix
activity would lead to her persona being still visible.
- Direct matrix observation also requires a persona to be
present, but not extended matrix observation over adjacent
nodes. Luckily, observation is normal and legal in almost any
node.
SR1-5 balancing note: Simple hacks now limit-based. Main danger
is being detected, more probable over more hops. How many dice
needed to access classified information still mushy, but no
encryption or other hindrances. And no technomancers because
contributing to Magicrun.
Infiltration
Armed with the information from the target observation,
the next step is usually physical infiltration. Given that the
opposition will always outnumber and outgun you if prepared, a stealthy approach is needed, using either
physical or social stealth. Both
enable clandestine combat and matrix infiltration.
Physical stealth is classic break & enter, hiding under an
invisibility spell, using fence cutting gear, decking
into camera hubs to make them believe nothing happens, and
deploying micro drones and astral projection for scouting. This
approach can be impromptu, and hinges on the Stealth rolls
of everyone involved.
Social stealth requires a bit more preparation: Identifing and
decking into an outsourced cleaning company, making your team new
employees; backmailing or bribing an employee to get you an invite
for touring the facility; or any other way to make your appearance
on the ground plausible. This approach hinges on the Etiquette
rolls of everyone and the Talking of at least one team
member, but is usually easier to pull off than physical stealth.
- Samurai Sue, Silver Skye, Rigger Rae, Rikki the Rat shaman,
Hermetic Henry and Ninja Nasuke have decided on the physical
option, standing one alley apart from the fence. Everyone rolls
Qui+Stealth and gets 2 hits or more.
- Skye finds the signal of a camera, decks into it with
Computer-2, then on to the camera hub, where she sets
the cameras to an appropriate loop.
Everyone switches to directional transmission except Rikki who
turns all wireless off; from now on only Skye will connect to
the matrix because everyone else would need their
omnidirectional comlink.
- Rikki uses Conjuring and Talking to convince
the block's city spirit Andrea-Many-Faces to conceal them,
singing songs and promising message relay to her river spirit
friend Makara
in return. Andrea at F 4 (medium) rolls Stealth
with 8 dice and gets 2 successes, making her +1+2=+3 harder to
detect and bringing her well in line with the team.
- Henry casts invisibility using Sorcery-2, taking +6
drain to hide all seven team members including
Andrea-Many-Faces, and making the F 2 spell (mini)
+3+2=+5 harder to feel in the real world, as well as +5-2=+3
harder to detect on the astral plane.
- Before going, Rae uses Driving-2 to fly ahead with her
sleeved micro drone, using Perception to make sure no
guards, and especially no dual-natured hellhounds, are nearby.
- Everyone is already at least +2 harder to detect;
Andrea-Many-Faces rolls (F*2)-2 dice for 3 successes, and
Henry's invisibility spell gets 1 success, well below its F
maximum. This brings the total to +2+3+1=+6 harder to detect; a
lot of stealth to work with.
Breaking in is usually aided by Mechatronic using fence
cutters, crowbars or laser welders, while Demolitions is more recommended for
wrecking jobs.
- Rigger Rae sneaks up to the fence and starts getting to work
with Mechatronic-2 and a fence
clipping set, simultanously looking from her sleeved
drone, while Silver Skye looks for guards from the camera hub,
and everyone else with their eyes.
- Having the cameras disabled, they sneak around patrols towards
the main building, where either Silver Skye can deck the maglock
with Computer, or Rigger Rae can hardwire it with Mechatronic.
Both would better remember to withhold their 2 stealth dice.
- At an outer door, Ninja Nasuke uses a crowbar and 3 successes
on Mechatronic-2 for (Str+2+3)S to open an L
4 security door with Str 20, which
rolls 20 dice to minimize the damage to its Str. After some
combat rounds, Nasuke has reduced the door Str to zero.
Hopefully he has not forgotten to withhold stealth dice.
- Rae could also use a laser welder on the door since it is less
than 10cm thick. She rolls 3 successes on
Int+Mechatronic-2 to start with 4S in the first
combat round; the 20 dice of the door easily negate the damage,
but one combat round later it is already 5S, and ten more
rounds 15S. Still, that was just the first decimeter, and it
will take a while to cut a hole in the door.
If only the hinges were on this side!
Or in an alternate world, the team might go the impersonation
route.
- Hermetic Henry knows a guy from the cleaning company
contracted for the main building. Bribing him with 500Y, the guy
lets Silver Skye access his work station to install the team as
assigned cleanup crew, including ID. Skye leaves a timebomb
behind that will wipe their identities in two days, and make it
seem like ordinary decking from outside, rolling 4 successes on
Int+Computer and thus being +4 harder to detect
for a forensic expert rolling Perception (Matrix)
afterwards.
- Samurai Sue buys overalls from a nanofax vending machine for
250Y. She considers buying Nanopaste Disguise, but given that
guard turn-over is always high she decides that nobody will need
to see a familiar face.
- Rigger Rae paints the team van to closely resemble a cleaning
company van, rolling Int+Mechatronics with 3
successes, making the disguise +3 harder to detect. The GM
grants an additional +2 harder to detect because Rae got the
high-res logo from the bribed company man.
- On the day, the team piles into the van and drives to the
gate. Everyone rolls Cha+Etiquette (Subculture)
to determine social stealth, getting at least 2 successes for +2
harder to judge at minimum.
- Samurai Sue talks to a bored checkpoint guard, rolling 3
successes on Cha+Talking (Impersonation)-2 for a
limit of 3, which the guard fails to exceed with a Perception
(Social) roll.
- The ID is as official as it gets, so it cannot be detected as
false: The guard's system checks into the cleaning company
servers and gets the ok.
- Samurai Sue and the rest of the team use their IDs to check
into the main building.
How often patrols may make a Perception test depends on
the scenario. In a classic dock scene, maybe a 1 on a 1D6 per
minute should warrant a patrol looking, whereas a high-security
site teeming with guards may use Perception for a 1-5 on a
1D6. Guards on choke points cannot be avoided at all.
Once at the site, characters generally
need to do many thing stealthily, including sedating personnel. In
addition to withholding stealth dice, the perception modifiers of
used tools like weapons and gear are taken into account.
- In the high-security section of the building, corporate guards
use rather inconvenient keycards for maglocks that are not
connected to the matrix at all, and guards open the doors for
personnel with clearance.
- A guard near the broom closet where Ninja Nasuke is cleaning
with 2 social stealth dice withheld rolls Perception
(Social) against limit 2; but even if she thought Nasuke
was not a real cleaner, ID and background check would still
hold.
- When she turns her back, Ninja Nasuke switches to physical
stealth and holds back his 4 stealth dice to draw a telescope
baton and roll Str+Close Combat-4 for 3
successes,
inflicting (Str+1+3)S. Not being able do dodge, the guard only
rolls Str+Armor for 3 successes, but still goes down unconscious
with 10 or more stun damage. Nasuke drags the guard into the
broom closet to hide.
- With close combat use +0 normal to notice, anyone within
medium distance rolls Perception against +0+4=+4 harder
to notice Nasuke's attack. The telescope baton (mini) itself has
+3 harder to detect but cannot improve stealth because Nasuke
still has to move at least as much as a +0 unarmed attack.
When it is prudent to act simultaneously, characters with a
simlink can synchronize their actions.
- Had Nasuke's attack only been partially stunning, Henry could
have used his shock gloves in the same instant, adding stun
damage.
- Using larger weapons stealthily is not harder. Had Sue brought
her +0 normal to detect spear (large) with the sharp edge hidden
in a broom head, her stealth would be as unaffected as with the
telescope baton.
- Nasuke's combat hammer (huge) with -1 easier to detect would
also not be more noticable during hitting than using his fists;
but since it cannot be disguised during carrying, the hammer
would be -1 easier to detect all the time, making it infeasible.
- Would Sue use a heavy pistol (small) instead, its +2 harder to
detect would not factor into the attack, but the -2 easier to
notice of single shots would. If she would use an SMG (small) to
fire a salve, its -4 easier to notice would also reduce Sue's
stealth. Firearms are just loud.
- Projectile use would incur just -1 easier to detect, so only
slightly worse than close combat.
Often, the target is not a person but a
piece of paydata. When decking into the system, the file
always counts as unencrypted because the decker impersonates a
legitimate user. If a comlink with the file is stolen, the comlink
can be normally decked into to impersonate the user; that makes
physical data storage on necessarily low-L comlinks
dangerous. If only the file is present, but not the environment of
the legitimate user, the encryption level is the limit for a Computer
test, usually twice the campaign level.
- Gang level 2 encryption is usually L 4.
- Syndicate level 3 encryption is L 6.
- Elite level 4 encryption is L 8.
- Top-level corporate 5 encryption is L 10.
- The Owners 6 have L 12.
When unable to reach the limit, you cannot try again. Find
someone with more expertise.
- Silver Skye is in the building, decking into the L 5
mainframe workstation and getting the required 6 successes on an
Int+Computer-2 roll to retain her +2 harder to
detect.
- Searching for a client's data, she rolls
Int+Computer-2 with limit 1 for reading, getting
5 successes for 4 hits, of which 3 are extra stealth.
The mainframe rolls 10 Perception dice against her
+2+3=+5 harder to detect and gets 5 successes, enough to
momentarily stutter but not recognizing her as threat.
- Had the data been stored on an L 2 comlink, decking it
would have been so much easier, and the comlink would have a low
chance of spotting her reading being illegitimate.
- If Skye would encounter just the file without mainframe or
comlink environment, the limit for cracking the encryption would
have been a medium-encrypted 6, still more than the L 5
mainframe.
So there you have it: Running the shadows is putting together the
various kinds of Stealth and Perception sprinkled
in with Etiquette, Talking and Computer or
Mechatronics. Piece of cake.
SR1-5 balancing note: Just putting the above together. Encryption
simplified as limit, and decrypting penalized as opposed to
decking into a device.
Chase
During infiltration or legwork,
sometimes you chase someone or they chase you. Who catches whom
either horizontally or vertically is determined by maximum
movement speeds. Characters can walk at Qui meters per
combat round (equalling Qui km/h for combat rounds of
3.6s) and run at Qui*4+Athletics (Running) km/h.
Similarly, a vehicle's Qui is
quick-parking speed, Qui*4 the full-on sprinting or sliding around curves speed, and Qui*8
is the maximum escape speed on an Autobahn with starkly reduced
maneuverability.
Reaching targets within Qui m can happen within an
action, while targets within Qui*4+Athletics (Running) m
are reached at the end of the round. Leaping Qui+Athletics
(Jumping) m can also happen in an action. Rolling Athletics
uses up your action, and accelerating a drone uses up a Driving
action. You can only either accelerate or ram, even with a
secondary action.
Qui*4 can be reached instantaneously for tackling or
ramming with (Str)S. Drones can have multipliers M
higher than 4, taking one combat round each and adding +25% Str,
so a vehicle reaches maximum (Str*2)S and Qui*8 in
combat round 5. You need at least the current Qui*M m of
straight, clear street to reach the next M. The ramming
vehicle takes the target's (Str*1..2)S as impact damage.
Both participants resist with Str+Armor; a vehicle
is crashed after taking Str damage.
- Rigger Rae has Qui 4. She can move 4m within an
action, and 4m is also her maximum reach within the combat
round.
- Unless she runs. Rolling Str+Athletics (Running)
with 3 successes, she can go anywhere within 4*4+3=19m at the
end of a round. She cannot do other things while running,
though; except for concurrent drone actions.
- When starting her Qui 9 Ares Raven drone, it can go
9*4=36m within the round. However ramming within an action is
restricted to 9m.
- In the second combat round, the Raven can reach Qui
9*125%=11 for 11*4=44m within the round, provided 36m clear
airpath are present. Accelerating does not require a Driving
test but uses up an action, so no ramming at the same time.
Chasing a target on a plain, clear
field is resolved easily: Having more Qui automatically
wins the race. However in practice there will be a standard speed
either given by general traffic or by difficult terrain. A typical
market will have people moving at an average Qui 2 km/h, a
street scene at 4 km/h, a bicycle lane 10 km/h, a side street 20
km/h, a main road 40 km/h, and an Autobahn 80 km/h. Note that this
typical speed includes turning, merging, sunday driving and all
the other factors that impede free movement.
Given that both escaper and chaser have Qui exceeding the
baseline, the escaper can choose to recklessly increase the speed
by some limit modifier +1..4 corresponding to 25% increases of
typical speed, within the bounds of her own Qui*4. This
requires a Dodge or Driving roll for both parties,
and anyone not having at least one more success stumbles and
loses. Rolling is not necessary when using a superior movement
modality like flying vs ground targets or wall walking.
- Rigger Rae follows a thief in a crowd which moves with Qui
2 km/h.
- Noticing her, the Qui 5 thief accelerates by 25% or +1
harder to move, rolling 2 successes on Dodge, barely not
stumbling. He now moves at Qui 2*125%=3 km/h through the
crowd. Rae rolls 3 successes on Dodge, keeping up.
- Getting desperate, the thief goes to +50% or +2 harder to
move, managing the 3 necessary Dodge successes to go to
Qui 2*150%=3 km/h, faster in-game but not numerically.
Rae rolls only 2 Dodge successes so she stumbles and
loses him.
- If it had been a Qui 4 km/h street scene, the thief at
+50% would have been at Qui 4*150%=6 km/h, so Rae had
needed running to accelerate her base Qui 4.
- What she can do though is start her Ares Raven; since it is
airborne and Qui larger than 3 km/h, she just rolls a
basic Driving test.
- If Rae had started a fast ground drone instead, she would need
to roll at least 3 Driving successes to keep up with the
thief.
Catching a target requires more successes than the
escaper, while the latter must be unable to further increase
speed. Should the escaper reach open field though, it boils down
to a pure Qui comparison.
- Seeing the Raven drone, the thief enters the Ork underground
where the drone cannot fly unencumbered. Now Rae has to roll her
3 Driving successes to keep up. She rolls 4 so she could
catch the thief who had only 3.
- Desperate, the thief goes to +75% or +3 harder to move, but
cannot get 4 Dodge successes and stumbles over some poor
old Ork. Rae rolls Dex+Driving and gets 4
successes, not stumbling herself. The drone can now threaten or
attack the thief.
Vertical motion like going up
roofs can make chases more interesting. A character can jump
Qui*1/3m high from standing or
(Qui+Athletics (Jumping))*1/3m with at least Qui
m lead-up for some Parkour moves.
Add the character's height for final vertical reach. Once on the
roofs, leaping to other buildings covers Qui+Athletics
(Jumping) m with at least Qui m preparation.
- Samurai Sue is being chased. Not finding a ladder, she rolls Str+Athletics
(Jumping) for 3 successes and with Qui 6, her feet
leave the ground for an astounding (6+3)*1/3 = 3m jump, which
coupled with her height of 2m goes 5m, enough to reach the roof
of a small hut.
- Alternatively, she could have used Athletics (Climbing)
on a rain pipe, but that would cost her some combat rounds.
- Hearing jumping noises behind her, Sue runs and leaps over to
the next building, over an 8m gap above a street. Rolling Str+Athletics
(Jumping) for 2 successes, she leaps 6+2=8m, barely
enough.
- Had the landing area been higher, she would have needed more
successes, at the GM's guess.
Going in a ground vehicle is essentially
the high-speed, high-risk version of the chase on foot. Leaping
between buildings becomes extra dangerous and requires ramps.
- Rigger Rae is in a Qui 20 van, chased by a Qui
30 sports car on the Autobahn going 80 km/h, her van's basic
sprinting speed. She intends to up the speed +100% within the
next 4 combat rounds.
- At +25%, Rae rolls the required 2 Driving successes
and the chaser rolls 3. He would get her, but she accelerates
further. We are at 100 km/h.
- At +50%, Rae rolls 3 successes and so does the chaser. We are
at 120 km/h.
- At +75%, Rae rolls 4 successes and so does the chaser. We are
at 140 km/h.
- At +100%, Rae rolls 5 successes and so does the chaser. We are
at 160 km/h, twice as fast as the surrounding traffic. Neither
can go any faster, and Rae's van is at Qui 20*8=160 km/h
at its limits.
- Now is the question whether the chaser can roll more Driving
successes than Rae before either of them stumbles and probably
crashes.
- If someone stumbles, a crash with a random other vehicle
occurs, yielding its (Str*200%)S ram damage. It is a high
stakes game indeed.
- Had the van only Qui 18, Rigger Rae would have been at
Qui*5=90 km/h at the start already to match Autobahn
speeds, and her maximum Qui*8=144 km/h would only allow
+75%, but not +100% reckless driving. In that case the chaser
could go unilaterally to +100%, reaching her without having more
successes.
- If the chaser catches Rae, it is on to ramming and shooting.
So in essence, chasing is a game of chicken relative to
surrounding traffic.
SR1-5 balancing note: Finally a formal "who catches who" recipe.
Max speed only useful relative to traffic.
Combat
There are many reasons for combat. Maybe a ganger attacks you.
Maybe you were detected during an infiltration.
Maybe the shadowrun was a double cross,
and you got ratted out. We start with close combat including grappling and drone
ramming; move to firearms under
various ranges which also affects grenades but not demolitions; and then to matrix and magic
warfare, sometimes on drugs.
Causing wounds is a primary objective
of combat. Each character has 10 physical and 10 stun damage
boxes. A light wound is 1 box, a medium 3, a severe wound 6 and a
deadly wound 10 boxes. Full 10 stun or physical damage results in
unconsciousness, and additional stun damage is converted to
physical damage at a 3:1 ratio. Deadly physical damage continues
to get worse; if a character does not get a trauma patch, medical
attention or a healing spell, every minute adds one overflow
damage box, and if the overflow damage exceeds Str, the
character dies on the spot. So always have a trauma patch ready!
Wound modifiers arise from partial damage. Every 3 damage
boxes impose +1 harder on all skill tests excluding Dodge,
Perception and Defiance. Only the higher of
physical or stun damage counts, so at 9 damage boxes on both
meters you still have only +3 harder on everything. While drones
have Str damage boxes like walls, spirits and IC have 10
damage boxes; all of them get wound modifiers. In the case of
vehicles, this is cumulative so a wounded rigger with a damaged
drone gets the limit modifiers of both during Driving.
To start combat, roll initiative which
is additive instead of counting successes: 4+1D6 or more for
characters with wired reflexes; the result holds for all coming
combat rounds. Each character gets one primary action per combat
round. However if you roll above 10 or 20 or 30, you can replicate
that action, e.g. attack a target multiple times or multiple
targets once. You also get a secondary action for things like
talking, looking for something or moving within Qui m per
combat round.
Close Combat can be used for striking
and for grappling.
Both require that you saw the target with Perception. To
hit someone with or without a weapon, roll Str+Close
Combat (Striking) while the attacked person rolls Dodge,
the latter adding 1D6 per point of comparative reach advantage;
reach disadvantage does nothing. Equal number of successes mean a
grazing strike that does no damage but is visible on the target,
and can be used for bragging. Each remaining hit of the attacker
increases the base damage by 1. The defender can then reduce the
damage by rolling Str+Armor. If the final damage is
higher than the defender's Str, he is knocked down and
loses grip on all weapons.
- Samurai Sue has a spear with +2 reach going against Cutters
ganger Chris with a sword at +1 reach, giving her +1D6 on Dodge
and the ganger nothing.
- Sue rolls 6+2D6 for an initiative of 14, giving her 2 action
replicas, while the ganger rolls 4+1D6 for initiative 9 and one
replica only.
- Showing off, Sue lets the ganger attack first with a Close
Combat roll of 3 successes in initiative pass 9, the first
where he can act. Since her larger reach makes evasion easier by
+1, Sue rolls Dodge+1 for 4 successes, evading
completely.
- Still at pass 9, Sue attacks with Close Combat for 4
successes, with the ganger scoring 2 successes on (unmodified) Dodge.
With the spear having (Str+1)P damage on the pointy end,
this adds up to (Str+1+2)P that the ganger needs to
resist with Str+Armor. 5P damage arrives, which
is higher than the ganger's Str of 4, so he will be
knocked down.
- Still at pass 9 and having one action replica left, Samurai
Sue cannot use the spear twice but a kick will do, this time
with 3
successes while the ganger dodges with 2 successes; he soaks her
(Str+1+1)P with 3P arriving, and wonders how anyone can
be that fast.
- At pass 8, the damage and knockdown finally happens. Chris can
still try to get up in the next combat round though.
Close Combat (Ram) or tackling
is an intermediate technique, used to initiate a grappling phase
in which striking is only feasible for the combatant with the
grappling advantage. Ramming does base damage, and you need to be
within leap distance to initiate, usually Qui m. Elemental
spirits use it to start Engulf.
- More brave than smart, the ganger gets up in the next combat
round without his sword, with one action at initiative pass 9.
His accumulated 8P wounds results in +2 harder caused by the two
medium wounds.
- This time, Samurai Sue rams him at her pass 14, rolling Str+Close
Combat for 4 successes. The ganger dodges with 1 success
that is also 1 hit despite his wounds. He goes down again.
- Sue's takedown with 4-1=3 hits inflicts (Str+3)S
damage, which the ganger soaks with Str+Armor. 3S
arrive, but since this does not exceed the physical damage, the
wound modifer stays at +2.
- Since tackling is an action that cannot be spread meaningfully
to other targets, nor combined with another attack during the
takedown, Sue's
remaining action replica decays. Had the first tackle failed,
she could have chain-wrestled for a second attempt though.
Close Combat (Grappling) restricts
the opponent's movement by holding from dominant
position. For this, Close Combat successes can be divided
between holding and damaging when in dominant position; the other
fighter must use all Close Combat successes to remove the hold or
endure +holding successes limit on all skill tests. The maximum
holding is Str, such that escape remains possible even
after many rounds of tightening.
- With a holding advantage of 3 successes from ramming, Sue
slaps the ganger more for show than effect. Would the attack be
more serious, he could still roll Dodge.
- Having the inferior position, the ganger cannot strike back
effectively until regaining dominant position. Being wounded, he
rolls Str+Close Combat against limit 2 and gets
an unlikely 7 successes or 5 hits to escape Sue's 3 holding
successes. Having 5-3=2 hits left after escape, he can use them
to gain dominant position himself.
- Since Sue is being attacked rather than merely escaped from,
she rolls Dodge for 2 successes, evening out the 2
ganger holding successes. They land in neutral position where
the one with the next action can disengage. More Dodge
successes would not have had any additional effect.
- Had she rolled only 1 success, the ganger would have gained
dominant position with 2-1=1 success.
- Had the ganger scored only 2 hits on his escape, her 3 holding
successes would have been reduced to 1, and because "dodging" an
escape attempt is not possible, Sue could only have acted
against it in her next action.
- Instead of clowning, Sue could have slapped on a choke for
further Close Combat (Grappling) against the ganger's Dodge
to increase her number of cumulative holding successes up to her
Str. Escaping is getting more difficult now.
- Sue's action replica can be used for chain grappling or for
intermittent striking when in dominant position.
Drones can engage in combat like anyone
else, rolling Sys*2 for Close Combat (Ram) or Dodge.
If a rigger is sleeved into the drone, use Driving to
replace both. Speed multipliers M higher than 4 increase
ram damage but give the other party +M dice on Dodge.
- Rigger Rae has a problem with another Cutters ganger named
Gerard. With 4+1D6 for initiative yielding 9, and Gerard getting
7, she acts first.
- Sprinting for cover towards the next doorway with a Str+Athletics
(Running) roll, Rae rolls 2 successes yielding Qui*4+2m
within this combat round, sufficient to reach the entrance at
the end of the round.
- With an extra drone action conferred by riggercontrol, Rae
sleeves into her nearby Americar with the intention to ram the
ganger. Needing to park out first with base Qui 20 km/h,
it cannot reach the ganger in this round, so she uses her Driving
action to accelerate.
- The ganger and his baseball bat are suddenly deprived of a
target. He rolls Str+Athletics (Running) too to
catch up to Rae, getting 3 successes for Qui*4+3m within
this combat round, but not enough to outrun her on the way to
the door.
- Unfortunately for him, this ends the combat round, and in the
next Rae and her car go first again. At now Qui*4 or 80
km/h the Americar has (Str)S ram damage, here 10S. Rae
rolls Dex+Driving (Ram) for 3 successes, and the
ganger rolls Dodge for 1 success. At 2 hits, the
Americar crashes into him with (Str+2)S for a total of
12S.
- Had the car been ready to roll, ramming with 80 km/h could
have happened in the first combat round; or if farther away and
with one combat round worth of acceleration, +25% resulting in
(10+2.5)S or 12S base ram damage; but the ganger would receive +1
Dodge for that 25%.
- At top speed on an Autobahn after 4 rounds of acceleration,
Qui*8 of 160 km/h would mean (Str*2)S damage for
a total of 20S, but with +4 Dodge for the target.
- As it is, the ganger is hit by (10+2)S to soak with Str+Armor.
Since the car cannot employ good tackling technique, the impact
of the Str 4 ganger on the bumper conversely produces 4S
damage, soaked by the Americar's Str+Armor.
- Had the target been a Str 16 chainlink
fence (Str 4 to deform), the 12S impact damage
would in the best case reduce the Str 16-12=4, not enough to
break through the fence. The fence would roll Str though
to resist. If the resulting damage was higher than 4, the fence
would deform.
Drones cannot engage in grappling, although
it is rumored that all megacorps are researching subduing combat
robots. Drones can, however, use Firearms just like the
rest of us.
- Rigger Rae could have used her extra drone action to start the
Ares Raven from her messenger bag; it takes flight and deploys
its heavy pistol in the same instant.
- Sleeved into the drone, Rae rolls Dex+Firearms
(Gunnery) with 2 successes, the ganger rolling 3 successes
to Dodge the shot.
- Luckily Rae has an L 2 riggercontrol with another
extra drone action. With the Raven already spent for the round,
she sleeves into her R-1000 shoulder Narcoject and deploys with
Firearms (Gunnery) for 2 successes. The ganger rolls 2
successes on Dodge for a grazing hit, so the chemical
still hits with 10S base damage, soaked with Str+Armor.
- Estimating the Ares Raven as most immediate danger, the ganger
draws an SMG and shoots a salve at the drone with Firearms
and 2 successes. Rae has +1 harder to dodge because of salve, so
she needs to roll 3 successes on Driving (Dodge) to get
to a grazing shot.
- Had the ganger more than one action replica, he could have
shot with a second gun at +1 recoil, adding +1 harder to the Firearms
roll and thus requiring 2 successes to get one hit. Provided he
is ambidextrous to avoid another +1 harder to it.
- The next combat round arrives and Rae is in cover. Good to
work from here.
Medium range and visibility conditions
are the default; short range or van-sized target confers -1 easier
to shoot, -2 easier for point-blank shots or airliners; long
range, good cover, micro targets or heavy darkness/rain/snow/fog
lead to +1 harder to shoot; +2 harder for astronomical range,
trenches, nano targets or pitch-black/storm. No aimed shots onto
parts though; think about what happens if opponents did headshots
to you.
- Now that Rigger Rae is in good cover in the doorway, the
ganger has +1 harder to shoot. Sucks for him.
- In heavy fog, everyone would add +1 harder to shoot or ram
too. That is why nobody wants to fight in a discotheque.
- So far, both Rae and the ganger are in medium range. If Ninja
Nasuke was farther away than 600m with a sniper rifle, he would
have to shoot with +1 or +2 harder due to long or astronomical
range.
- While the Ares Raven is easy enough to shoot, Rae's MCT
Fly-Spy (micro) would incur +1 harder to shoot.
Close and ranged combat as well as
ramming gets easier in multiple-on-one scenarios: Each additional
attacker gets a -1 easier to hit for up to three times, while the
defender Dodge roll is unaffected.
- Should Gerard have two fellow gangers Gabi and Ginzo in tow,
and all would attack Rae within the same round and the same
method, Gerard would get +1 harder to shoot, Gabi +0 normal to
shoot, and Ginzo -1 easier to shoot for +2D6.
- In heavy fog, the good cover would turn into +2 harder for
Gerard, +1 harder for Gabi and +0 normal for Ginzo, because the
shot and Rae's frantic dodging would provide valuable clues for
each subsequent attacker.
- Same for a close combat scenario: Don't get arrested by four
corporate cops. A fifth one would get no additional benefits
though.
- Or bring up an entire bar or autobahn full of cars against
you: From the fourth person on, everyone gets relative -3 easier
to hit you.
Grenades work similar to firearms
except that they do area damage and are harder to dodge, but
successes cannot increase base damage, similar to missiles and
chemical attacks. Characters roll Projectiles when
hand-thrown or Heavy Weapons when using a laucher, while
drones roll Sys*2 in either case, or Firearms
(Gunnery) when sleeved.
- In the doorway, Rigger Rae fishes a frag grenade out of her
pocket and throws it at the ganger, getting 3 successes on Projectiles
and thus avoiding random offsets.
- The ganger rolls Dodge with 2 successes to move 2m
away from the blast center, so the 10P grenade reaches him with
(10-2*2/m)P=6P, resisted with Str+Armor as usual.
- If Rae had rolled only 1 or 2 successes, there would have been
(3-successes)m offset in a random direction, making escape
easier.
Getting shot at in a closed vehicle
provides additional armor, at the cost of the vehicle going to
shreds.
- Someone just shot an 20P anti-vehicle missile onto the Bulldog
van (Str 15, Armor 15) of Hermetic Henry with 3
successes, meaning no random offset.
- Not being a rigger, his Driving (Dodge) attempt with 1
success is not sufficient to get out of harms way. 19P incoming.
- The poor van rolls Str+Armor and gets 6
successes, reducing the damage to 13P, which is almost
sufficient to crash the vehicle.
- Inside, Henry braces with Dodge and resists with Str+Armor
for 4 combined successes, reducing the personal damage to
(13-4)P for 9P. Henry survives.
- Moral of the story: If your vehicle can soak the damage, you
dont have to.
Setting up an ambush with Demolitions
can use successes to make a trap deadlier. Explosives can react to
wireless signals, a timer, or be combined with some sensor.
- Silver Skye happens to have 3kg of C4, enough for (6+6)P=12P
damage. With 4 successes on Demolition, she arrives at
(12+4)P=16P damage, enough to have a decent chance against a Str
16 building wall without armor.
- If the explosives were targeted at an opponent, Skye could
wire the charge to a camera, which would roll Sys*2 to
identify the opponent. A glitch would make the charge go off
prematurely.
- Exploding as it is, the demolitions do 16P damage, which the
building wall can resist with Str 16 dice. Managing 5
successes, the wall takes 11P damage, reducing its Str
to 5.
- Samurai Sue rams the weakened wall with Close Combat (Ram)
for 3 successes, doing (Str+3)S damage. The wall resists
with remaining Str 5 dice for 1 success, taking more
than 5 damage and breaking down. Conversely, Sue takes 5S damage
from ramming the wall but resists with Str+Armor.
Strikes and shots at a structure
destroy its Str only locally, and provide damage back for
unarmed attacks when at least half your Str, so better use
at least some knucks. When shooting through a structure, its Str
counts as additional armor as for vehicles above, but without
substantially weakening the structure. However when hitting or
ramming, a hole needs to be created first, subtracting full Str
from the damage.
- A local drug dealer hides behind a Str 4 drywall, but
Samurai Sue has him located by Hermetic Henry's detection spell.
For show, she punches through the wall, rolling Str+Close
Combat (Striking) for 6 successes and (Str+6)S damage.
- The drywall has no armor and rolls just 4 dice, reducing Sue's
successes by 1, so (Str+5)S goes into the structure, reducing
local wall Str to 0 and producing a fist-sized hole. In
turn, Sue's fist has to absorb that Str 4 reduction and
continues with (Str+6-4)S=(Str+2)S. Had she not reached at least
4S damage, the wall would have stopped her.
- Regardless of hole punching success, she has to resist 4S
damage with Str+Armor because she forgot her
knucks and her Str is lower than 2*4=8.
- Sue hits the drug dealer with the remaining (Str+2)S, and
unable to Dodge due to surprise, he has to resist with Str+Armor.
- With her wired reflexes, Sue has gotten an action replica and
uses it to grab him with Close Combat (Grappling),
getting 3 successes that he can try to Dodge now.
- Had she only had one action, the drug dealer would have been
able to relocate after receiving the punch.
- Had Sue shot a bullet, the wall would have simply provided
armor to the drug dealer, but she would have been unable to
"re-use" the hole afterwards.
Combat actions can be delayed
until a specified event, meaning a character tenses to explode
into action upon the event happening. Waiting for something a
teammate does is the classical case. Mutual delays like a stand-off
require rolling 1D6 to resolve; characters with multiple
initiative dice take the highest result.
- Samurai Sue with initiative 15 delays her action until Rikki
the Rat shaman and Hermetic Henry have defeated a magical
barrier behind which gang boss Gregory stands at iniative 11,
two SMGs trained on Sue and also delaying until barrier
breakage.
- At initiative 9 Rikki delays until Henry attacks the barrier
first.
- At initiative 7 Henry and Rikki stunbolt the barrier into
oblivion. Now both Sue and Gregory can act.
- Gregory rolls 1D6 for a 5. Having wired reflexes 1, Sue rolls
2D6 for 2 and 6 so only the 6 counts. Sue acts first.
- And uses her two action replicas from initiative 15 to shoot
from both hands before Gregory can react.
- Should Gregory survive, his iniative 11 also allows for two
action replicas.
SR1-5 balancing note: Hit and grapple defined. Dodging is a
binary decision but still reduces damage if not successful, as
before. Wounds are harsh, adding limit modifiers, but ameliorated
by only counting phys or stun. Drone and metahuman Str in one
system, ram damage from both unified. Missile damage without area,
but large.
Q: Is -5 disruptive parry needed? Or full evasion?
Magic Combat
A magician, spirit or dual-natured being such as a hellhound can
fight both on the mundane and on the astral plane. Initiative
stays the same on the astral plane, even without a physical body.
To cast a spell in the mundane world, you must at least be partly
mundane: astral-only spirits or
projecting magicians can only affect
targets on the astral plane.
Casting a spell means weaving the mana threads required for it. In
each action and replica, 2 F can be built, so a burned-out
mage with wired reflexes can weave much faster, but has a much
lower Essence+Initiation limit.
- Rikki the Rat shaman wants to cast Puppeteer on that big Troll
samurai. With a lucky initiative of 11 achieved by synaptic
booster, he can weave two action replicas to get the spell going
with F 4. To make sure, he wants to go to 6 which is
next combat round. His shamanic mask keeps getting more
noticable too. Rikki could pulse at F 4, but decides the
possible drain is not worth it.
- Hermetic Henry builds for a stunball instead. With an
initiative of 7, he gets to F 2 only and pulses it
towards the Troll samurai, rolling Wil+Sorcery+F for 3
successes and keeping 1 for the F/2-1 drain, and 2 for
(F+2)S or 4S damage.
With Wil 4 and zero astral armor, the
samurai rolls 1 success and gets a medium stun wound,
compromising her with a +1 limit by wound. Henry then continues
weaving the spell towards F 4 in the next round.
- Behind the Troll samurai is a hermetic, and she apparently had
two actions because a Fireball 4 blooms with 3 successes,
rendering 7P damage. Hermetic Henry takes a -5i disruptive
action, rolling Wil+Sorcery for 4 successes, reducing
the Fireball to 3P. Henry will act at initiative 7-5=2 next
round.
- Would Henry take another -5i disruptive action, his action in
the next round at 2-5+7=4 was forfeit.
Spirits can fight on both
planes but usually prefer to stay on the mundane plane the conjuring brought them to; once
de-materialized they cannot return without another conjuring. Only
powerful free spirits are rumored to have the ability to
materialize or de-materialize at will.
- Henry had befriended the F 2 air spirit from earlier
on the roof that much that he joins the fray, taking a -5i
disruptive action and rolling F*2=4 for 2 successes,
further reducing the Fireball to 1P damage.
- Rikki has a pact with city spirit Camilla and conjured her
with F 4 earlier. She rolls F*2=8 to cause an Accident
with 3 successes on up to four people. Both the Troll samurai
and the hermetic roll Str+Athletics for 4 and 2
successes, so the hermetic goes down and "loses her grip" on any
existing spell buildup.
- Should the hermetic use her secondary action to project into
the astral and fly behind a wall, the spirits would have to
dematerialize to follow her, and would subsequently be unable to
manifest again.
Options to further protect
against spells are the Shield spell for astral armor and a
nature spirit's concealment power, or retreating to a room with
living tiles. A riot shield with living tiles will not help though
because mana can go curves like a morning
star flail.
- Had someone cast a Shield spell on the Troll samurai, she
would have gotten up to F more dice to her Wil
resistance.
- The hermetic could also have taken a -5i disruptive action to
protect her, but maybe she is saving that for the upcoming
Puppeteer spell, which she could sense with mundane or astral
Perception against the admittedly huge -1 easier to
detect spell, -1-2=-3 on the astral plane.
- A conjured nature spirit could also use Concealment so that
the caster cannot find the target in the astral, but that would
only be effective as long as the spell F is still lower
than the spirit F.
- If nothing else, an enclosed space with L12 living tiles
should always help. A car or room come to mind.
SR1-5 balancing note: Spell buildup reduces ridiculous force
levels. Disruptive actions make effective force lower during
combat. Not having a mage still sucks, but at least the samurai
are faster now that Increase Reflexes spells are gone.
Matrix Combat
Deckers are busy shaping the matrix plane during a fight. Even
with enemy simlinks all gone
directional, there is still much to do: Finding a way into their
cones, thwarting opposing
attempts, blocking distress
calls, and manipulating the surroundings.
Equivalent to magicians, deckers can take a -5i disruptive action
anywhere on the team's nodes to defend against decking attempts
with a Computer roll.
Finding radio cyberware like riggercontrol and
cyberdecks, or finding sleeved drones, requires getting a
bounce within the directional radio cones. Mostly, this
means cooperating with a rigger to plant a drone between enemies
or between them and drones and bounce the signal off it.
Alternatively, any wireless device can be thrown to a bounce-able
location. Unlike during observation,
signal legitimacy is no longer the question, so signal scanning
can be dropped entirely in favor of direct decking.
A riggercontrol has Sys equal to its rating*2.
When reading with limit 1, an enemy can see everything both rigger
and drones see. With writing with limit 2, the enemy can control
the drones. Both are immediately obvious to the rigger who feels
it in her body. In her next action, the rigger can disable
wireless on the riggercontrol, which automatically evicts the
decker. This gives the enemy decker exactly one steering
action, and the drone one action to execute that command.
A cyberdeck also has Sys of rating*2 and is
considered the pinnacle of decking into because reading allows
seeing everything the teammates and drones see. Writing can send
all kinds of false information to the entire team and should be
handled like a powerful illusion spell. Again any access
is obvious to the decker so the fun lasts only for one action and
its replicas. A simlink has Sys 2 but does not have the
same reach as a cyberdeck, restricting read and write to the
simlink's owner and her wireless devices; once more intrusion is
felt.
Because of the neural connection,
radio cyberware is defended with an instinctive Wil
roll. There is no equivalent to astral armor though. External
devices do not have direct neural access and can only be monitored
by a team decker, who rolls matrix perception to uncover decking
attempts; nodes even further from the team receive +hop harder
modifiers.
A non-decker would have to spend an action for the same matrix
perception roll.
- Silver Skye has two opponents, one of them a rigger with a
rather dangerous Steel Lynx drone. With initiative 4+1D6 at 10,
she tells Rigger Rae per simlink to place a drone in between the
Lynx and the enemy rigger, and delays her decking action until
then.
- At initiative pass 9, Rigger Rae deploys her +4 harder to
detect MCT Fly-Spy (micro), holding back 3 stealth dice on Driving
to get it moving with Qui 3*4=12 m, which is far enough
until the end of the combat round. Luckily, no one rolls Perception
exceeding limit +4-1+3=+7 to see it.
- At initiative pass 1 and a lot of firefight later, Silver Skye
rolls Int+Computer to bounce off the Fly-Spy and
deck into the enemy riggercontrol cyberware against limit
Sys*2. Due to the mental presence of the rigger in his
riggercontrol, he gets an instinctive Wil roll to keep
Skye out. A nearby ally with a cyberdeck could also take a -5i
disruptive action to roll Computer for additional
defense.
- Despite heavy resistance, Silver Skye still manages one hit,
breaking in with one action and sending a general shutdown
command to all drones including the Steel Lynx with her extra
matrix action, which requires a Computer roll against
write limit 2.
- The enemy rigger notices the break-in without Perception
roll because it is his cyberware. In his next action, he turns
off wireless to kick Silver Skye out; however this will set his
drone to automatic until he can act again.
- Skye could have also chosen to deck into the Steel Lynx drone
against its L as limit, with the same instinctive rigger
Wil defense roll if the drone is sleeved. A nearby decker
could again have used the -5i disruptive matrix defense action.
- If the drone was not sleeved, the enemy decker could still
roll Perception (Matrix) against Skye's extra stealth
hits to detect her presence; the limit could be higher if Skye
would hold back dice for more stealth.
Characters without cyberdeck can
also deck, but they have to use their omnidirectional comlinks,
opening them up to retaliation. They also cannot take -5i
disruptive defense actions.
- Figuring that the enemy decker is busy taking -5i disruptive
actions against Skye, Rigger Rae uses her next non-drone action
to activate her comlink, somewhat overconfident that Skye will
protect it.
- Arriving in the next combat round, her now-connected comlink
still being there proves her right. Rae rolls Int+Computer
to deck into the freshly reconnected enemy riggercontrol, where
he gets a Wil defense.
- Surprisingly this is enough, but the enemy rigger notices her
attempt automatically and can disconnect again. And without
cyberdeck, Rae does not have any extra matrix actions to spend
until then.
- If an enemy comlink signal shows up, Rae will get a better
chance for her decking attempts. Her drones are happy with her
extra drone actions and being in good cover, she has an action
left each round.
- However now everyone on the enemy team can see her comlink;
but except for their decker, they would have to activate their
comlinks too in order to counter-deck into it.
Decker vs decker combat can
happen in any of their respective nodes, provided they notice the
decking or read/write attempt. Potentially being in multiple nodes
at once, there are also multiple persona instances that can fight,
though damage is always unified. As in matrix
observation, a persona vanishes at the end of the combat
round unless actively staying in the fight. Matrix combat pits Computer
against Wil. IC has initiative Sys*4 with one
action only, and is locked to the node.
- Silver Skye is mentally inside all of her team cyberware
(and sleeved drones), so when the opposition decks into Rae's
riggercontrol despite her Wil defense roll, Skye first
takes a -5i disruptive action and then, when this is not
enough, prepares for matrix combat.
- On her action, Skye materializes her persona in the
riggercontrol node and attacks the enemy decker persona there,
rolling Int+Computer with 5 successes to cause 5S
damage, resisted by Wil with 2 successes, so 3S arrive.
- Struck for +1 harder by wound, the enemy decker would like to
vanish actively, but it is not his turn yet. He might
also still be present elsewhere on the team nodes, detectable by
matrix perception.
- With attack capabilities in this node already spent, Silver
Skye notices him in Rae's drone too, allowing her
another Int+Computer
attack there with 4 successes for 4S damage, reduced by his Wil
and 1 success to 3S, giving him +2 harder by wound.
- Would they fight in a L 4 node with IC instead of
Rae's riggercontrol, the IC could also attack with
Sys*2=8 dice for e.g. 3S damage, with Skye rolling
Wil for 2 successes and 1S damage for a light wound.
- If it was illegal neuro IC, the first 1S would have been 1P
instead. Also, neuro IC is rumored to not be bound to node L
limitations.
When detected by IC, counter
decker or cyberware owner, no read/write action is possible before
the opponent has been defeated or withdraws, otherwise both count
as "locked in combat". Non-decker characters
can also fight, particularly in their cyberware, but must spend
their real-world action to do so.
- Rigger Rae has the enemy decker in her riggercontrol. Since it
is her cyberware, she always notices it.
- Luckily Silver Skye is present there as well as in all team
nodes, so any shutdown or other writes will have to wait until
Skye is defeated, which means either retreat or 10 stun wound
boxes for a knockout.
- Even when Skye was gone, Rae could decide to use her action to
fight for herself, up until she is knocked out too.
- In a stationary node, IC would also need to receive 10 damage
boxes to crash.
Connections to the larger
matrix can be used for distress signals. While in directional
transmission combat, only a cyberdeck can connect to the matrix;
non-deckers require a comlink, where enabling wireless takes one
initiative pass, meaning they can use it in the next combat round
but everyone else can attack it first. Catching and neutralizing a
distress call is only possible by previously modifying the sending
behavior.
- Fearing a distress call, Silver Skye bounces off Rae's drone
to deck into the enemy cyberdeck headware, rolling
Int+Computer against limit 2*rating, his
Wil roll, and -5i disruptive Int+Computer.
Unlikely as it is, Skye succeeds.
- With an extra matrix action, Skye rolls Int+Computer
against write limit 2 to convince the cyberdeck to only simulate
sending calls and messages, getting 6 successes, of which
6-2-1=3 are extra stealth hits.
- In his next action, the enemy decker indeed sends a distress
call, using a nearby matrix-connected camera as router. The call
goes nowhere, and he rolls Perception (Matrix) against
Skye's 3 extra stealth hits for a limit of 3. Only rolling 2
successes, he is convinced that the message has been sent.
- He does know that Skye is in his cyberdeck though, so his last
matrix action is to disconnect from the wireless in order to
evict Skye.
- The enemy rigger had the same distress call idea; he activates
his comlink which will be ready once the next character acts.
Being nearby, Skye and all other team members can automatically
scan it.
- Unsurprisingly, Skye decks into the enemy comlink in her next
action, rolling Int+Computer against limit L,
and then against write limit 2 to modify the messaging
component.
- When the enemy rigger sends his distress call, it predictably
does not go anywhere either.
Non-cybered opponents can be
decked on sight if they use wireless equipment, which is almost
always the case unless you go against professionals: Paranoid
people go cyber. While it is theoretically possible to wire gear
to the comlink and the comlink to the datajack, in practice the
cabling would incur +2 harder on all skill tests because it makes
every move cumbersome.
- Silver Skye sneaks up upon some regular troopers. She
automatically scans their external contact lenses and smartlinks
on their assault rifles. Their withheld stealth dice make the
signals appear legitimate but that is not her concern anymore.
- Using Computer against the weapons L 1, she
decks into the rifles with 4 successes. With one extra matrix
action, she rolls Int+Computer again to shift
their aim 1m off in a random direction, with 5 successes against
write limit 2. Anyone analyzing the weapons needs at least 5-2=3
successes on Computer to detect what she has done to
them.
- Not content yet, she decks into the contact lenses and
deactivates infrared on any metahuman-sized target without open
wireless. Good to stack the odds in your favor. The GM awards +1
harder to shoot for this, and another +1 for the smartlink
modification.
- Skye could also go for their simlinks, but this is probably
their only directional transmitter, plus they would get an
instinctive Wil defense roll, and be aware of her
intrusion. Their equipment is just so much easier to deck.
- Might have been smarter to deck their comlinks though, because
all equipment trusts the comlink for steering; that would have
saved her the contact lens decking.
- Though not professionals, the troopers might have a decker
with them who could take -5i disruptive matrix defense actions.
Finally, surrounding infrastructure is generally in
omnidirectional matrix mode -- how would anyone unlock their car
otherwise?
- Silver Skye's first instinct is always to deck into
surrounding cameras. Provided they are of the same model, she
can use one Computer action to get them all at once with
limit L, and another Computer action against
write limit 2 to edit them.
- Vehicles of all kinds are also suitable targets, either to
steer them or give control over to Rigger Rae.
- The occasional road blockade equipment can be opportune at
moments, as can the humble automatic door.
- And of course every visible comlink is fair game. Never hurts
to see what they are sending and receiving through the matrix.
SR4-5 balancing note: High-power opponents harder to deck due to
radio cone, while lower-power opponents can be had fun with.
Removed no-suspense scanning during combat. Use of surrounding
equipment practically guarantees deckers are not bored during a
fight.
Combat on Drugs
Sometimes you are outgunned, outmagicked and outdecked; it might
be time for combat drugs. Although addictive as hell, they can raise attributes like only cyberware
does. Similar effects cannot be combined with cyber though, so
e.g. steroids have no effect on muscle augmentation, Jazz or
Kamikaze no effect on adrenal pumps, and so on.
Addiction limit L varies, with a Str+Wil
roll of at least 1 hit required to avoid adding L
"addiction damage boxes" to a cumulative meter; L 0 drugs
add 1 addiction damage box. If you are addicted, one box means a
dose needed weekly, two a dose needed every other day, three once
a day, four twice a day, five thrice a day, and so on. Addiction
damage never heals by itself.
- In dire need of some extra magical oomph, Hermetic Henry pops
a Jazz dose to increase Wil and Str at the
expense of Cha and Int, now casting with
Wil+Sorcery+F+1.
Since Jazz has addiction L 2, Henry rolls Str+Wil
against limit 2 to resist, luckily landing at 3 successes for 1
hit. With only 2 successes or less, Henry would have accumulated
2A damage boxes.
- On the techno side, Silver Skye pops a Cram dose to improve
her decking, increasing Int at the cost of Qui
for improved Int+Computer rolls. Against
addiction L 1, Skye rolls Str+Wil against
limit 1 and gets only one success for 1A damage. Unless she goes
into withdrawal, Skye will take a weekly dose from now on.
- If the same addiction roll would happen again, Skye would take
another 1A for a total of 2A addiction damage, requiring a dose
every second day.
- At a particularly gnarly duel, Samurai Sue pops a Kamikaze
dose when wounded, botching her Str+Wil addiction
roll and being saddled with 3A addiction damage. Daily Kamikaze
it is, with associated further addiction risk. But if it helps
her to survive the night...
Addiction is annoying, so characters
will want to go into withdrawal
to reduce the accumulated addiction damage boxes to zero. One step
is simply not taking a dose, accepting +1 harder on all skill
tests, and waiting out the full dose interval. At the end of that
interval, roll Str+Wil against limit of addiction
boxes; any number of hits reduce the accumulated addiction by one
box. Less successes than the limit mean an immediate relapse and
drug use, while a tie means no reduction, but no compulsive dose
either.
- Hermetic Henry drinks one synthbeer after the other at a
party. Rolling Str+Wil against addiction limit 0
each time, only 1 success is needed to keep him grounded, so he
thinks the addiction odds are rather low.
- Silver Skye with 1A accumulated addiction damage denies
herself the next weekly dose. For the following week, she has +1
harder on all skill tests, and at the end rolls Str+Wil
against limit 1 to beat the last damage box. Luckily it is
downtime and the others don't mind her being a bit distracted.
- Samurai Sue with 3A accumulated addiction needs to stay sober
for a day, then roll Str+Wil with limit 3. She
rolls 3 successes for a tie, neither reducing the 3A nor taking
another risky dose. Another day with +1 harder it is.
- At the end of the second withdrawal day, Sue rolls Str+Wil
again, this time with 5 successes or 2 hits. Hits higher than
one do not matter though, and her Kamikaze addiction falls from
3A to 2A only.
- Now staying sober for 2 days, Sue rolls Str+Wil
at the end against limit 2, getting 3 successes and reducing the
addiction to 1A.
- The last week seems long to her, enduring +1 harder on all
skills, but at the end she rolls 4 successes against limit 1 and
is finally free of the Kamikaze addiction.
Addiction caused by handicaps cannot be
healed by withdrawal, but the drug does not add addiction damage
boxes either unless excessively taken; drug effects are almost
zero and just contribute to normal functioning. Characters can
still get addicted to other drugs, though.
SR4-5 balancing note: Less benefit for higher addiction, so not
"equal to cyber" anymore. Addiction formalized such that the point
of "forced cold turkey needed" can be reached quite quickly with
some bad luck.
After the Run
So you survived to tell the tale, and hear
the epilogue from your GM. Lucky you! The first order of the day
is usually a hospital or its illicit variant, a street doc
treating wounds and damaged cyberware, while a mechanic repairs drones and equipment. Any wound
state can only be healed once, by magic or first aid, but not by
both. A street doc will first use Biotech or a Heal
spell on wounds that have received no treatment. The remaining
wounds need to recover the slow way, with 1 day per box even with
top-notch medical care.
Merely resting at home,
each damage box of a light wound takes 1 day to recover, each box
of a medium wound 1 week, and each of a severe wound 1 month.
Deadly wounds never recover without clinical treatment. When not
resting, wounds do not recover; any strenuous activity on a day
negates the recovery. Stun damage is much easier to recover from,
at a rate of 1 per hour of sleep.
- Rikki the Rat shaman dragged Hermetic Henry out of his
almost-wrecked Bulldog van. Casting Heal at F 6,
Rikki achieves 5 successes to reduce Henry's 9 damage boxes to
4, a medium wound. However with one attempt made, these
remaining 4 boxes need slow recovery.
- Arriving at his street doc, she cannot apply Biotech
anymore because Rikki already attempted Heal. Otherwise,
she could have rolled Int+Biotech to apply first
aid, at max reducing wounds one category from severe to medium,
here 9 to 3 which would have required 6 successes.
- In the clinic, she places Henry in an old submersion tank for
100Y a day. He needs 4 days to heal the 4 remaining damage
boxes, but chooses to take only 2 days, after which his
remaining 2 damage boxes are light wounds only for which
clinical treatment is overblown.
- Rikki's drain was all stun for a total of 5S. He needs 5 hours
of sleep to wake up good as new.
- Should Samurai Sue become addicted to Kamikaze again, she
could hibernate in a submersion tank until her body no longer
feels the urge. Unlike Henry who can still use his simlink, Sue
would need to stay unconscious.
Repairing equipment requires Mechatronics.
Limit and duration depend on the extent of the damage, with limits
typically 0..3 estimated by the GM. Lighter damage requires just
some portable tools, more extensive damage a workshop costing up
to 100K. Part costs are relative to damage, up to Str
damage boxes: The first half (rounded up) is armor-only damage and
cheap to repair at factor 0.1, while the last half is expensive
structural damage at factor 2. Equipment without armor has factor
1.
- Rigger Rae's Raven drone has 2 damage, meaning Str 3
has been reduced to 1, requiring 2 successes to repair. Being
just armor damage, she buys plating at 66%*0.1=6.6% of the
original drone cost and rolls Int+Mechatronic
with 3 successes, enough to get it running again.
- Silver Skye has an Americar with 6 damage, reducing Str
10 to 4; the 5 armor damage cost 50%*0.1=5% of the car and the 1
structural damage 10%*2=20% of the car, for a total of 25% or
3750Y. Her mechanic needs 3 Mechatronic successes due to
the rather severe damage.
- Hermetic Henry lugs his Str 15 to 2 wrecked Bulldog
van into the machine shop. Of the 13 damage, 8 are armor cost
(8/15)%*0.1=5% and 5 are structural (5/15)%*2=66% for a total of
71% or 21.3K. And 4 successes needed to repair. Ouch.
- Samurai Sue's favourite grenade launcher has received light
damage when she had to use it as an improv club, adding +1
harder on all firing. The GM estimates that a sturdy gun has Str
5, so that would be 1 of 5 damage boxes or about 20%*1 of the
weapon's cost. Luckily Rae agrees to fix the weapon, getting the
required 1 success.
Cyberware is usually healed with the
body as part of a clinic's services. Only externally visible
cyberware such as limbs and dermal plating may be damaged in the
equipment sense, requiring Biotech and Mechatronic
rolls. Here, part costs are in the 100s of Nuyen range, because
the expensive part of cyberware is the neural wiring.
- Due to having rolled a glitch, Samurai Sue has her own combat
knife stuck in her cybereye. With the GM estimating 2 successes
required to repair it, the street doc, stifling laughter, gets
some new lenses for 200Y and rolls Int+Biotech
for 3 successes and Int+Mechatronics for 2. Good
as new.
- Another time, Sue got her cyberarm severely damaged using it
as blockade in a bunker door intent on closing. With actuator
and hydraulic parts for 600Y and 3 successes set by the GM, the
street doc gets to work. This time the fee will be higher as
well.
Recovery and repair time is also neat to keep your head under
while the corporate or other goons think there might be a chance
you still have what was theirs, but at this point you should have
handed whatever
it was over to an anonymous Ms. or Mr. Johnson. A few days
are usually sufficient to make further search not cost-effective,
and street docs protect their clients' privacy fiercely with
bribes, automated weapons and extensive secret tunnels. And all
syndicates and corporates go for cost effectiveness; any manager
not respecting the sunk cost fallacy
will have difficulties keeping their job. Good for you!
SR1-5 balancing note: Extended tests always sucked and were
pretty arbitrary, so replaced by a shorter and still arbitrary
system. Cyberware repair costs contributed to magic run, so made
negligible. First aid and Heal spell still mutually exclusive.
Ramifications
With recovering and counting your remaining
Nuyen, you probably also earned Karma for good deeds and
daring, which can be used to improve the character: Skills, attributes,
mundane and magic initiations, enchanting consumables, bonding foci, and gaining access to graded cyberware. All these options will
make you more powerful and ready for even more daring adventures.
The most regular use is improving skills,
costing the new rating in karma; or learning new spells, costing 3
karma each. The maximum skill rating is 8, while the number of
spells is unlimited. Knowledge skills and languages are easier,
with increments of two.
- Samurai Sue improves her Close Combat from 4 to 5,
requiring 5 karma.
- Rikki the Rat shaman finally learns Poltergeist, costing him 3
karma.
- As much as Silver Skye wants, there is no possible improvement
to her Computer 8.
- Henry learns about Vampirism, paying 2 karma for a level 2
knowledge skill.
- Unnerved about battlefield communication, the team decides to
learn sign language 4, everyone paying 2+4=6 karma.
Raising attributes or edge costs 3x the
new rating, because an attribute is linked to 3 skills on average.
Metatype modifications are subtracted for calculation, because a
Troll raising Str from 8 to 9 is the same effort as an Elf
or Human raising Str from 3 to 4. This also applies to the
Human Edge modifier.
- Samurai Sue raises Edge from 1 to 2, costing her 2*3=6
karma.
- Silver Skye opts for raising Int from 5 to 6, at
6*3=18 karma.
- Rigger Rae improves Wil from 3 to 4 with 4*3=12 karma.
- Ninja Nasuke gains Str from 9 to 10, costing him
(10-5)*3=15 karma.
- Another time, he increases Dex from 3 to 4, at
(4+1)*3=15 karma too.
- Rikki the Rat shaman grows Edge from 3 to 4 for
(4-2)*3=6 karma.
Characters can learn special
moves or reach higher magical capabilities, requiring initiation
in either the magic or mundane sense. Initiations cost 6+grade
karma. Adepts use initiations to gain a power point to spend on
powers. Only magician initiations contribute to magic activity
dice.
- Ninja Nasuke spends 7 karma on his first initiation, choosing
the power point and adding 2 levels of Combat Sense.
- Some time later, his second initiation and power point costs 8
karma.
Magician initiations provide extended limits on F and one
metamagic: Absorption, Centering, Masking, Psychometry or
Shielding. Absorption metamagic allows hosting a spirit
with F up to I, protecting the spirit which only
takes damage when your body is already deadly wounded. Centering
metamagic adds +I dice to spellcasting, but requires loud
chanting during F build-up that may not be suppressed by
Silence spells or masks. Masking metamagic adds +I
stealth in astral space, without the need to hold back stealth
dice. Psychometry metamagic allows Perception to
sense long-ago feelings within a place, e.g. a murder having
happened there. Shielding metamagic adds +I dice
when taking a -5i disruptive action to ward against spells.
- Rikki the Rat shaman spends 7 karma and goes for Masking
metamagic. At initiation grade 1, he is +1 harder to see on the
astral plane at all times, even when projecting.
- Hermetic Henry follows his detective instincts and chooses Psychometry
metamagic. In a board room, he rolls Perception
(Psychometry) with 4 successes to sense a strong betrayal
with accompanying astral signatures. He is pretty confident he
could identify the betrayed person when seeing her or him on the
astral plane.
- Some time later, Rikki pays 8 karma for his second initiation
and chooses Shielding metamagic. When defending his
friends next time, he rolls Wil+Sorcery+I to decrease
the sorcery successes of the attacking magician.
- Henry takes Absorption metamagic at initiation 2. His
favorite fire spirit at F 2 can now reside safely within
his body, doing everything except Engulf because that would be
Henry's body that the enemy is drawn into. Otherwise, attacking
the spirit only works over Henry's dead body, so Henry is the
one soaking all the damage.
- Even later, Henry initiates for a third time with 9 karma, and
learns Centering metamagic, choosing Icelandic songs as
chant. When stuck in a fight next time, he can sing during
build-up to cast with Wil+Sorcery+F+I, maybe even
striking fear into the heart of his enemies. Or drawing all
their fire.
Mundane initiations can be used
to learn special or signature moves, bound to skills. Run-sliding
through an opponent's legs and resume running away is an Athletics
move, rolling against the opponents Qui. Sweeping
an opponent in Close Combat is a damage-less knockdown and
is rolled against Dodge but 1 hit suffices, while more
hits make for more spectacular sweeps. Curveball allows
throwing grenades and other Projectiles along gentle
curves, requiring 1..4 successes depending on the angle steepness.
Trickshot is a Firearms move that pits hits against
an opponent's Str roll to keep the weapon in hand. U-turn
is a Driving move to make a 180° turn at full speed, with
1 success required for basic sprint speed and 2..5 for every +25%
increment thereafter. Bike jumping and Bike on stairs
are other Driving moves that work with motorcycles only. Aerial
roll is an extremly cool Driving (Dodge) maneuver
with +2D6, usable once per chase. Shocking but funny can
be used in Talking to make the other party laugh, +1D6 for
seduction and friendly negotiations, but sometimes also for gruff
gang confrontations. Polterdeck is a Computer move
that makes nearby siblings of a decked device weave and bob
erratically without being explicitely decked, great e.g. for
cameras along a floor.
- Samurai Sue loves unarmed combat, so she uses initiation 1 at
7 karma to learn Sweeping. Against ganger Chris, a
single hit of Close Combat vs Dodge suffices to
make him fall and lose his weapon.
- Rigger Rae pays 7 karma for Trickshot. Not only her,
but also her sleeved drones can shoot to disarm now. Unsleeved
drones cannot, however. An opponent need to roll Str and
have at least as many successes as Rae's Firearm hits to
keep the weapon in hand.
- Rikki almost uses initation 3 at 9 karma for Shocking but
funny but then prefers a metamagic instead; the former
would not have added to his initiation grade used for
spellcasting, conjuring or metamagics.
- Silver Skye also initiates at 7 karma and learns Bike on
stairs for her daring escapes. Good luck getting a hold of
her now.
Magicians can also use karma for Sorcery
(Enchanting) magical supplies like healing potions.
Enchanted items can only be used once and only affect the user, so
beneficial spells it is unless you want to build a trap. Roll Wil+Sorcery+F
to give the enchanted item as many dice as successes, take the
full drain, and seal the item with 1 karma point. Once used, the
magic item rolls its dice, and no drain is caused; sustained
spells hold for F minutes. Enchanting requires a ritual
circle of F meters diameter, and F hours time; the
hosting item must be low-tech and capture the idea of the use,
otherwise the magician gets +1..4 harder to enchant.
- Hermetic Henry prepares a ritual circle of 6m diameter and
spends 6 hours on a healing potion, enchanting F 6 Heal
with 5 successes which he uses all for the spell and none for
drain; he pays 1 karma to finish the enchantment; and determines
drinking as trigger.
- Sometime later, Rigger Rae is wounded while driving the escape
vehicle. Henry hands her the potion and Rae gulps it down, with
the potion rolling 5 dice and getting 3 successes. Rae has one
medium wound closed.
- Rikki the Rat shaman enchants F 8 Shield on a leather
armor vest, with Str 4 hits as trigger. Since an 8m
ritual circle is kinda big, he has to rent a safehouse. Rolling
7 successes and using them all for the spell, he takes 5S drain.
He seals the deal with 1 karma.
- During an altercation, Rikki is shot and at least 4S or 4P
arrive after Dodge, so the spell deploys with 7 dice, getting 3
successes for +3 Armor, lasting 7 minutes.
- As much as Rikki wants to enchant Levitation, the required
steering makes it infeasible since an item cannot choose
direction and speed.
- For similar reasons, Henry cannot enchant Detect Enemies or
Clairvoyance. Lie detector is good though because it conveys an
unsteered ability.
Artifacts and arcane foci do exist and
have tremendous powers, but so far no one has been able to enchant
them yet, and all existing ones seem to be more than 5000 years
old, often using metallurgy not thought possible during that time.
To use them, careful bonding is required, costing twice as much
karma as the F of the artifact. The effect is always dice
for a non-technological specialized skill roll.
- During a run, Rikki is able to liberate an old Senegalese
stone amulet. After studying it carefully, it turns out to be an
F 1 power focus for illusion spells, costing 2 karma
points to bond in exchange for +1D6 on Sorcery (Illusion),
and one week of study.
- Samurai Sue miraculously comes across a magic Aztec dagger
after prying it from a blood mage. The dagger is an F 2
weapon focus, giving +2D6 on Close Combat (Astral or Dual).
Sue has to pay 4 karma to bond to it, taking at least some hours
daily for 2 weeks.
- Silver Skye would so much like a Computer (Decking)
artifact but the decidedly non-mana nature of decking will not
allow it.
- Rigger Rae can still hope for a Driving (That)
artifact though it will most probably be tied to riding a horse,
but maybe with half the dice for motorcycles at least.
Cyberware in alpha or beta
grade with their increased availability may be out of reach
for characters. A mundane initiation can be used to decrease the
availability again, but not below the minimum availability for
that grade. The karma spent would represent the extrordinary
effort required to acquire such restricted ware.
- Samurai Sue uses initiation 2 at 8 karma so that she can
upgrade her Wired Reflexes to alpha grade. At ex-elite level,
she could also go for beta grade. Although upgrade expenses come
on top, the freed Essence "hole" is substantial.
- Silver Skye pays 9 karma at initiation 3 to get access to a
graded cyberdeck. Getting a higher L ware is not
possible though, because only grade availability increases can
be reduced.
- Simlinks have Avail 0, so even with grade increases, the
minimum availability of alpha 3 and beta 4 is the one that
counts. Essence savings would be minimal too.
An evening of playing should yield around 2 karma points
per character, and around 2K per karma point at street level, 5K
at syndicate level and 10K at ex-elite level. A run in a campaign
normally takes 2 to 4 evenings, so the yield of a run should be
sufficient to at least buy some cyber and raise a skill, such that
players can see a steady progression both in ability and
equipment.
As for story ramifications, the GM should rarely reveal
everything, but can mention events reported in trideo news, rumors
circulating on the streets, and strange dreams induced by totems
to reveal a glimpse of the truth. And then it is on to the next
adventure in the campaign!
SR1-5 balancing notes: Generally lower karma costs. Initiation
concept for mundanes and magicians alike. Special moves to feel
special, possibly close to Earthdawn
talents. Enchanting and foci reduced to avoid Magicrun.
Glossary
Assense - Switching your eyesight from the mundane onto
the astral plane, only observing there. Emotions and mana are much
more vivid, and things and technology gray and uninteresting.
GM - Game Master, the one simulating the world and
everyone in it.
PC - Player character, what you usually play.
NPC - Non-player character, all of them personified by the
GM.
Nuyen - Standard global currency, mostly available
wirelessly as crypto currency but also on anonymous certified
credsticks.
Sample Characters
Samurai Sue (Ork): "What are you looking at? Nails have no
gender, and neither does tough-as-nails. Physical problems? I am
your gal. Lets see some cred and a good story on why doing your
thang would be the honorable thing to do." A street samurai is a
modern warrior, trying to live with a straight spine in a world
full of compromises. Though never succeeding completely, the best
approximation of an honest life will do.
- Sue at street level:
- Attr: Str 7 (4+3 Ork), Qui 4, Dex 3, Cha 2, Int 3, Wil 3;
Dodge 7, Perception 6, Defiance 5
- Skills: Athletics 2, Close Combat 4, Stealth 1, Projectiles
1, Heavy weapons 1, Firearms 3
- Cyber (20K): Reaction Enhancer 2 (10K), Cyberspurs (5K),
Simlink (1K); Essence 5.3 (16K)
- Gear: Colt Cobra (600Y) with Smartpad (500Y), Spear (200Y),
7x Frag grenade (700Y)
- Sue at syndicate level:
- Attr: Str 7 (4+3 Ork), Qui 5, Dex 5, Cha 2, Int 4, Wil 4;
Dodge 9, Perception 8, Defiance 6
- Skills: Athletics 3, Close Combat 4, Stealth 2, Projectiles
1, Heavy weapons 1, Firearms 5
- Cyber (60K): Wired reflexes 1 (40K), Cyberspurs (5K),
Smartlink (10K), Simlink (1K); Essence 3.4 (56K)
- Gear: Ingram Smartgun (900Y) with Smartpad (500Y), Spear
(200Y), 4x Neurostun grenade (400Y)
- Sue at ex-elite level:
- Attr: Str 9 (5+3 Ork+1 cyber), Qui 7 (6+1 cyber), Dex 4, Cha
3, Int 4, Wil 4; Dodge 11, Perception 8, Defiance 7
- Skills: Athletics 4, Close Combat 5, Stealth 3, Projectiles
1, Heavy weapons 6, Firearms 2
- Cyber (180K): Wired reflexes 2 (80K), Smartlink (10K),
Simlink (1K), Retinal flare compensation (1K), Damper (1K),
Cyberleg (5K) with Hydraulic jack (5K) and Gun compartment
(2K), Cyberarm (5K) with Cyberspurs (5K) and Grapple gun (2K),
Platelet factory (15K), Toxin extractor (Neurostun) (15K);
Essence 0.1 (147K)
- Gear: SCK Model 100 (1200Y) with Smartpad (500Y), Colt M22A2
(3K) with Smartpad (500Y), GE M134 Vindicator (7K) with
Smartpad (500Y), Ballista MRL (8K) with 8 rockets (4K) and
Smartpad (500Y), Spear (200Y), 16x Neurostun grenade (1600Y),
20x Incendiary grenade (4K)
- Sue at all levels:
- Lowlight sight, Edge 1, Etiquette (Gang) 3, Survival 1,
Ambidextrous, Catlike, Bushido, Uncouth
- Comlink 2 (1K), Crowbar (100Y), Trauma patch (100Y), Armored
underwear (200Y), Lined Coat (600Y)
- Knowledge: Vampirism, Magic theory, Combat biking, Urban
warfare, Seattle Police scene, Cookie cooking
- True rumor: Was attacked by a vampire as a child, won the
encounter.
- False rumor: The spear is an Atlantean artifact bound by
blood that will only listen to someone of her lineage.
- Contacts: Fixer, Street doc, Bartender, Seattle metroplex
soldier
Rikki the Rat Shaman (Human): "The spirits of the city have led
you to me. A grave injustice needs to be rectified... tell me of
your needs, and we shall see what can be done. This will cost
something, but the price will be fair and something you can
afford." Walking the line to the spirit world, a shaman reconciles
mundane and spiritual needs, and tries to help both worlds as much
as possible. And sometimes himself too.
- Rikki at street level:
- Attr: Str 2, Qui 3, Dex 3, Cha 4, Int 3, Wil 4; Dodge 7,
Perception 7, Defiance 8
- Skills: Athletics 1, Stealth 2, Driving 1, Talking 1,
Sorcery 4, Conjuring 3
- Gear (4K): Shiawase Kanmushi (100Y), Goggles (800Y) with
Infrared (1K), Trauma patch (100Y), Survival Kit (100Y)
- Rikki at syndicate level:
- Attr: Str 2, Qui 4, Dex 4, Cha 5, Int 4, Wil 5; Dodge 9,
Perception 9, Defiance 10
- Skills: Athletics 1, Stealth 3, Driving 1, Talking 2,
Sorcery 5, Conjuring 4
- Gear (12K): As above, plus MCT Fly-Spy (200Y), Yamaha
Growler (7K), Goggles as above plus Flare compensation (500Y),
Nanopaste disguise 2 (200Y), Magnesium torch (100Y)
- Rikki at ex-elite level:
- Attr: Str 3, Qui 4, Dex 4, Cha 5, Int 4, Wil 6; Dodge 10,
Perception 10, Defiance 11
- Skills: Athletics 1, Stealth 4, Driving 2, Talking 3,
Sorcery 6, Conjuring 5
- Gear (36K): As above, plus Sikorsky-Bell Microskimmer
(300Y), Ford Americar (15K), Helmet (200Y) with Goggles as
above plus Optical magnification 2 (effective 1 because not
cyber) (2K), Headphones (800Y) with Damper (500Y), Select
sound filter (2.5K), Aural magnification 2 (effective 1) (2K),
Neurostun canister 3 (600Y), Nanopaste disguise 3 instead of 2
(+100Y)
- Rikki at all levels:
- Edge 3, Etiquette (Tribal) 3, Survival 1, Magician (Rat
totem), Blandness, Addiction to Cheese, Gremlins
- Comlink 2 (1K), Trodes (100Y), Armored underwear (200Y),
Lined Coat (600Y).
- Spells: Heal, Invisibility, Puppeteer, Levitate, Barrier
- Knowledge: Magic theory, Atmosphere & meteorology,
Sweets chemistry, Wind sailing, Seattle fishing scene, Classic
music scene
- True rumor: Likes cats and plays with them, despite being a
Rat shaman.
- False rumor: Sometimes eats cake together with a bunch of
rats.
- Contacts: Fixer, Talismonger, Tailor,
Ozzies gang member
Silver Skye (Elf): "Modern problems require modern solutions, and
I have 'em in my head, or I know how to get them. Information is
my business; creating misinformation for my opponents my second
business. So show me a challenge and some cred, and off we go."
Driven by a superiority complex and pathological curiosity, a
decker has her electron head in a lot of places where it doesn't
belong, looking out for creative modifications wherever she flies.
- Skye at street level:
- Attr: Str 2, Qui 4 (3+1 Elf), Dex 4, Cha 5 (3+2 Elf), Int 5
(4+1 cyber), Wil 3
- Skills: Stealth 1, Firearms 3, Driving 2, Computer 6 (4+2
cyber), Mechatronics 1, Biotech 1
- Cyber (20K): Cyberdeck 1 (10K), Retinal flare compensation
(1K), Voice modulator (2K); Essence 4.9 (13K)
- Gear: Medkit 1 (200Y), Dodge Scoot (3K), Ares Predator
(500Y), Remington 950 (1500Y)
- Skye at syndicate level:
- Attr: Str 2, Qui 5 (4+1 Elf), Dex 5, Cha 6 (4+2 Elf), Int 7
(5+2 cyber), Wil 4
- Skills: Stealth 1, Firearms 4, Driving 3, Computer 9 (5+4
cyber), Mechatronics 2, Biotech 1
- Cyber (60K): Cyberdeck 2 (40K), Encephalon 1 (10K), Essence
3.4 (50K)
- Gear: Medkit 2 (400Y), Yamaha Growler (7K), Ares Viper
(700Y), Crowbar (100Y)
- Skye at ex-elite level:
- Attr: Str 3, Qui 5 (4+1 Elf), Dex 5, Cha 6 (4+2 Elf), Int 9
(6+3 cyber), Wil 4
- Skills: Stealth 2, Firearms 7 (5+2 cyber), Driving 4,
Computer 12 (6+6 cyber), Mechatronics 3, Biotech 1
- Cyber (180K): Cyberdeck 3 (80K), Wired Reflexes 1 (40K),
Encephalon 2 (20K), Smartlink (10K), Retinal flare
compensation (1K), Voice modulator (2K), Essence 0.1 (153K)
- Gear: Medkit 3 (600Y), Suzuki Aurora (14K), Ares Viper
(700Y) with Smartpad (500Y), Ruger 100 (2K) with Smartpad
(500Y), Ares Corsair (3K) with Smartpad (500Y), Crowbar
(100Y), Laser welder (3K), RFID tracer 3 (300Y)
- Skye at all levels:
- Lowlight sight, Edge 1, Etiquette (Military) 3, Survival 1,
Codeslinger (mainframes), Photographic memory, Experimental
cyberware, Scorched
- No comlink necessary; Armored underwear (200Y), Lined Coat
(600Y), Lock picking set (500Y), Fence clipping set (500Y)
- Knowledge: Combat biking, Urban brawl, Tech history, Space
exploration, Seattle para animal scene, Sushi
- True rumor: Was once starched by neuro IC, a bit gun-shy in
high-level nodes.
- False rumor: Still has a slight childhood crush on combat
biker/Renraku CEO Toshihiro Kanagawa, bikes because of him.
- Contacts: Fixer, Street doc, Mechanic, Vory
member
Hermetic Henry (Dwarf): "Short? I'll tell you whats gonna be
short, your life if you keep up that condescensing look! So you
have an interesting case -- seems I am the investigator you are
searching for. Tell me your problem, and we will see what my
talents can do for your cred." Impossible cases are the domain of
the mage detective -- talking to spirits and using astral
surveillance, he can get further than others do.
- Henry at street level:
- Attr: Str 5 (3+2 Dwarf), Qui 3, Dex 3 (2+1 Dwarf), Cha 4,
Int 3, Wil 4
- Skills: Athletics 1, Close Combat 1, Stealth 1, Talking 2,
Sorcery 4, Conjuring 3
- Gear (2K): Trodes (100Y), Knucks (100Y)
- Henry at syndicate level:
- Attr: Str 6 (4+2 Dwarf), Qui 4, Dex 3 (2+1 Dwarf), Cha 5,
Int 4, Wil 5
- Skills: Athletics 1, Close Combat 1, Stealth 2, Talking 3,
Sorcery 5, Conjuring 4
- Cyber (6K): Simlink (1K), Retinal flare compensation (1K);
Essence: 5.8 (2K)
- Gear: As above, plus Shock gloves (400Y), Telescope staff
(600Y), Chemsuit (1K)
- Henry at ex-elite level:
- Attr: Str 6 (4+2 Dwarf), Qui 4, Dex 3 (2+1 Dwarf), Cha 6,
Int 4, Wil 5
- Skills: Athletics 2 (1+1 cyber), Close Combat 2, Stealth 3,
Talking 4, Sorcery 6, Conjuring 5
- Cyber (18K): As above, plus Joint Articulation (5K); Essence
5.5 (5K)
- Gear: As above, plus White noise generator 3 (3K), Jammer 2
(4K)
- Henry at all levels:
- Infrared sight, Edge 1, Etiquette (Academic) 3, Survival 1,
Magician (Hermetic), First impression, Addiction to wine,
Sunday driver
- Comlink 2 (1K), Armored underwear (200Y), Lined Coat (600Y)
- Spells: Lightning Ball, Clairvoyance, Heal, Mask, Magic
fingers
- Knowledge: Detective stories, Seattle Police scene, Jokes
and Puns, Dogs, Psychology, Human trafficking scene
- True rumor: Was abducted as a teenager, but could outwit and
flee from the kidnappers.
- False rumor: The kidnappers still stand somewhere in Nebrahoma,
as permanently petrified statues.
- Contacts: Fixer, Talismonger, Yakuza recruiter, Aztechnology
manager
Rigger Rae (Human): "One with the wind, one with the machine,
there is no way to describe what I feel. Stronger than steel, with
the power of a taifun, the vastness of a flock of birds. Or the
stealth of an ant colony. We can go everywhere. So where do you
want us to go? A good placement in time is worth a lot of cred." A
rigger is several bodies at once, once meat and more mechanical,
be they small or large, and always in need of the next rush.
- Rae at street level:
- Attr: Str 2, Qui 3, Dex 4, Cha 3, Int 4, Wil 3
- Skills: Stealth 2, Firearms 3, Demolitions 1, Driving 6 (4+2
cyber), Computer 2 (1+1 cyber), Mechatronics 1
- Cyber (40K): Riggercontrol 1 (10K), Cybereyes 3 (3K) with
Flare compensation (1K), Infrared (2K), Optics 1 (2K),
Cyberears 3 (3K) with Damper (1K), Select Sound (5K), Aural 1
(2K); Essence 4.3 (29K)
- Gear: Shiawase Kanmushi (100Y), Yamaha Growler (7K) with
front-facing Uzi IV (400Y), Colt Manhunter (600Y)
- Rae at syndicate level:
- Attr: Str 2, Qui 4, Dex 5, Cha 4, Int 5, Wil 4
- Skills: Stealth 3, Firearms 4, Demolitions 1, Driving 9 (5+4
cyber), Computer 2 (1+1 cyber), Mechatronics 2
- Cyber (120K): Riggercontrol 2 (40K), Cybereyes 3 (3K) with
Flare compensation (1K), Infrared (2K), Optics 2 (4K),
Cyberears 3 (3K) with Damper (1K), Select Sound (5K), Aural 2
(4K); Essence 3.8 (63K)
- Gear: Festo Tarantula (150Y), MCT Fly-Spy (200Y), Festo
Cobra (1500Y) with Ares Predator (500Y), S-K B3 shoulder bag
(1K), GMC Bulldog Step-Van (30K) with Chameleon paint (7.5K),
Nitro boost (1500Y) and Stoner-Ares GPHMG (10K) on turret
(1K), Ares Viper (700Y), Jack knife (50Y)
- Rae at ex-elite level:
- Attr: Str 3, Qui 5 (4+1 cyber), Dex 6, Cha 4, Int 5, Wil 4
- Skills: Stealth 4, Firearms 7 (5+2 cyber), Demolitions 1,
Driving 13 (6+7 cyber), Computer 3 (2+1 cyber), Mechatronics 3
- Cyber (360K): Riggercontrol 3 (80K), Wired reflexes 1 (40K),
Smartlink (10K), Retinal flare compensation (1K), Cat Eyes
(6K), Cyberears 3 (3K) with Damper (1K), Ultrasound (5K) +
recorder (2K), Reflex recorder (Driving) (15K), Muscle toner 1
(30K), Sleep regulator (5K); Essence 0.2 (198K)
- Gear: Festo Tarantula (150Y), MCT Fly-Spy (200Y),
Sikorsky-Bell Microskimmer (300Y), Festo Moray (3K) with Colt
Manhunter (600Y), S-K B3 shoulder bag (1K), Renraku Stormcloud
(12K) with Barett Model 120 (8K), Ford-Canada Bison (40K) with
Ejector seat (2K), Chameleon paint (8K), Nitro boost (1.6K)
and Ruhrmetall SF20 (12K) on turret (1K), Hughes WK-2 Stallion
(56K) with Renitor M790 (6K) on turret (1K) and 4 anti-vehicle
rockets (4K), Ares Viper (700Y) with Smartpad (500Y), Jack
knife (50Y), 2kg C8 explosive (1K)
- Rae at all levels:
- Edge 3, Etiquette (Socialite) 3, Survival 1, Gearhead (MCT
Fly-Spy), Juryrigger, Low pain tolerance, Social anxiety
- Comlink 2 (1K), Armored underwear (200Y), Lined Coat (600Y),
Renraku R-1000 shoulder pad (100Y), Lock picking set (500Y),
Fence clipping set (500Y)
- Knowledge: Military theory, Urban brawl, Seattle racer
scene, Seattle fashion scene, Knitting, Aviation history
- True rumor: Escaped her religious family who thought of
Driving as not fitting for girls.
- False rumor: Pops random wage slaves with stun bullets from
her various blimps when in a bad mood.
- Contacts: Fixer, Mechanic, Street doc, Mafia racing
organizer
Ninja Nasuke (Troll): "Not every strong person must be loud.
Politeness and stealth win a lot of people over, and a certain
finesse contributes to the joys of feeling alive. You probably
have a hard and hidden problem, or you would not have come to me.
Show me your objectives and we will devise a plan." A secret
operative is the less brash version of the street samurai, more
discreet and not as obviously honor-bound. And probably more fun
to be around.
- Nasuke at street level:
- Attr: Str 9 (4+5 Troll), Qui 3 (4-1 Troll), Dex 1 (2-1
Troll), Cha 3, Int 3, Wil 3; Dodge 8 (6+2 adept), Perception
6, Defiance 6
- Skills: Athletics 1, Close Combat 2, Stealth 6 (4+2 adept),
Projectiles 1, Heavy Weapons 1, Talking 5 (3+2 adept)
- Gear (2K): Trodes (100Y), Smoke grenade (50Y), Shuriken
(50Y)
- Nasuke at syndicate level:
- Attr: Str 10 (5+5 Troll), Qui 4 (5-1 Troll), Dex 1 (2-1
Troll), Cha 4, Int 4, Wil 4; Dodge 10 (8+2 adept), Perception
8, Defiance 8
- Skills: Athletics 1, Close Combat 3, Stealth 7 (5+2 adept),
Projectiles 2, Heavy Weapons 1, Talking 6 (4+2 adept)
- Cyber (6K): Simlink (1K), Retinal flare compensation (1K);
Essence 5.8 (2K)
- Gear: As above, plus Grizzly Bow (1.6K), Frag grenade
(100Y), Flashbang grenade (100Y), 2x Neurostun grenade (200Y)
- Nasuke at ex-elite level:
- Attr: Str 11 (6+5 Troll), Qui 4 (5-1 Troll), Dex 2 (3-1
Troll), Cha 4, Int 4, Wil 4; Dodge 10 (8+2 adept), Perception
8, Defiance 8
- Skills: Athletics 2, Close Combat 4, Stealth 8 (6+2 adept),
Projectiles 3, Heavy Weapons 1, Talking 7 (5+2 adept)
- Cyber (18K): As above, plus Reaction enhancer 1 (5K);
Essence 5.5 (5K)
- Gear: As above, plus Grapple Gun (1K), Chemsuit (1K),
Chameleon Coat (4K), Telescope staff (600Y), 2x Incendiary
grenade (400Y)
- Nasuke at all levels:
- Infrared sight, +1 reach, Edge 1, Etiquette (Corporate) 5
(3+2 adept), Survival 1, Adept, Double jointed, Spirit bane
(water), Couch potato
- Comlink 2 (1K), Armored underwear (200Y), Lined Coat (600Y)
- Powers: Combat sense 2, Body language 2, Improved Stealth 2,
Killing hands, Elemental fire strike, Light body 2, Traceless
walk
- Knowledge: Fine dining, Civilization history, Magic theory,
Chess, Global surfing scene, Seattle brothel scene
- True rumor: Grew up a surfer on Maui
but got crushed by a giant wave once, leading to near death
and magic awakening. Water-shy since.
- False rumor: Is on a strict diet forbidding all kinds of
sweets, so it's polite not to ask him to eat cake.
- Contacts: Fixer, Ares cleaner, Renraku courier, Saeder-Krupp
reporter
The above sample characters are not optimized for one specific
roll, so further min-maxing
might be desirable for extra wow-effect; but they won't embarrass
any player either. In any case, they should give some intuition on
how a character could be conceived.
SR1-5 balancing note: Money is deliberately somewhat tight, so
being non-metahuman means significantly better cyberware and
equipment. Otherwise metahumans encouraged, to add world feel.
Design Guidelines
The roleplaying system above is build on the following core
principles:
- Humans can reliably track up to 3 things jointly, and remember
up to 7 items in a list. Hence e.g. 6 attributes, because nobody
can remember eight.
- Size means everything for (a) strength and (b) stealth. Humans
and machines should use the same size rules.
- Players love rolling a lot of dice, and detest keeping track
of dice reductions.
- Game masters hate rolling a lot of dice.
On a more detailed level:
- Cognitive: Minimize the number of attributes and skills. Do it
in two levels: Henchmen and spirits get one stat, normal NPC
two, players and fiends six.
- PC dice: Reducing dice should be relevant to players -- if
they forget the reduction, there should be a game effect.
- PC dice: Rolling 5 or 6 for a success means that on average, 3
dice are worth a success. Whenever possible, adjust tresholds
instead of dice, to improve game flow. Or give opponents bonus
dice, because you can always roll more dice but not take a roll
back.
- GM dice: For the GM, having a threshold is always nicer than
rolling for every henchman, henchdrone, and henchcomputer. So
there should be e.g. a threshold to deck things, instead of the
thing rolling.
Practical consequences are:
- CharGen can be complex, as long as gameplay is simple. E.g.
dice count per skill should ideally be fixed during gameplay,
and tresholds should be adjusted by the GM, not the PCs.
- PCs love bonus dice and hate penalty dice. Wherever possible,
adjust thresholds instead. During CharGen, everything should
give a bonus to achieve "impossibly many dice" syndrome.
- PCs love chances to escape (e.g. dodge + soak rolls), GMs do
not. So GM rolls should be automated as much as possible, with
e.g. 1D6 per henchman.
Other considerations:
- Size: Machines are stronger and faster, but not as stealthy.
- Avoid "magic run", where magic is always better: Both Samurai
and magicians should be desirable. Riggers should be cool.
Deckers should be integrated, not run separately.
PCs roll their dice, preferably against fixed threshold (for easy
cameras, cars, walls or henchmen) or against enemy rolls (for
mainframes, IC, vault doors and protagonists). In this sense, as
many tests as possible should be opposed.
Assume moderately challenging conditions for every roll, e.g.
medium range, slightly dark or rainy. Only give +1 or more
threshold for truly horrible conditions and give +2D6 if
everything is easy, e.g. short range, clear sunny day.
EOF: 2023-01-25