Saturday, June 16, 2012

Fey Magic Perks


The Rescue rangers were able to come to the aid of Millicent Castillo; a nymph fashion-designer rumored to be magic-proof. In return she offered to instruct their fey membership in advanced magical techniques.

Fey Shield
You add 1/2 your essence to the target numbers of spells targeting you, and receive 1/2 your essence as bonus dice to resist spells. The TN penalties from this perk overlap with those from regular shielding.
Prerequisite: Fey Aura, Training

Fey Focus
You are considered to have a power focus with a force equal to 1/2 your essence.
Prerequisite: Faerie Magic, Training

Fey Sorcery
You may add your essence to your spell pool.
Prerequisite: Faerie Magic, Training

Thursday, June 14, 2012

Magical Awakening Perks


Characters usually learn magic very early in life, but it's not unheard of for people to awaken after adulthood. The following perks represent characters slowly coming into magic over the course of a story, or having an aspected or  incomplete set of magical talents.


Arcane Awakening
You gain 1 rank of the sorcery skill, and the ability to learn spells; you must choose a magical tradition when you take this perk. You learn a new force 2 spell when you take this perk, and each time you take a Magical Awakening perk. Your magic attribute increases by 1.
Prerequisite: Willpower 4, Unable to learn spells normally

Conjurer's Awakening
You gain 1 rank of the conjuring skill, and the ability to summon spirits. You must choose a tradition if you do not already have one. Your magic attribute increases by 1.
Prerequisite: Charisma 4, unable to summon spirits normally

Astral Awakening
You gain the ability to use astral sight. You gain 1 rank of the aura reading skill. Your magic attribute increases by 1

Spiritual Awakening
You gain the ability to use astral projection; your magic attribute increases by 1.
Prerequisite: Astral sight ability

Focus Awakening
You gain the ability to bond to foci as awakened characters do. Your magic attribute increases by 1.

Full Awakening
You are considered to be a fully awakened character; you gain 1 rank in each magical skill you possess. Your magic attribute increases by 1, and you may initiate as normal.
Prerequisite: 5 awakening perks

Adept's Awakening
You gain 1 point worth of physical adept powers. Your Magic attribute increases by 1. You are considered to be a physical adept and may initiate, but not bond to foci.

Aspected Awakening
Choose an element or totem equivalent; you may now learn spells and summon spirits that match it. You learn a force 4 spell that matches your aspect, and learn another whenever you take an awakening perk. Your magic increases by 1. You may not take the Arcane Awakening or Conjurer's awakening perks.
Prerequisite: Mental stats ≥ 10, cannot have Arcane awakening, or Conjurer's awakening, Magic attribute ≤ 2

Initiate's awakening
You may initiate despite your incomplete awakening. This perk does not increase your magic attribute, but does count as an awakening perk. This perk also grants you 1 rank in a skill that can only be used with metamagic techniques (ie: not sorcery or conjuring) for each awakening perk you possess.
Prerequisite: None


Thursday, January 5, 2012

Guns and Ammo


Hammerhead Rounds
Using depleted-uranium cores and overcharged explosives, Hammerhead Rounds are designed to be effective against hardened targets and barriers. Hammerhead rounds cause double the normal recoil, and add +1 to the base TN to hit a target. However, they also add +4 to a weapons power, and apply their full effect against barriers, rather than half.
Price: ¥500 Per 10, street index: 2
Availability: 12/ 7 days

Smart Bullets
Smart Bullets use internal gyroscopic actuators to steer themselves in flight, when used with a smartlink, they provide both -1 to targeting TNs and +1 to thier target's dodge TNs, due to system limitations, they lose these bonuses if used with automatic or burst fire.
Price: ¥100 per 10, street index 3
Availability: 10/7 days

Plutonium Rounds
Made of depleted Plutonium, these highly illegal bullets provide +1 power to attacks, and targets wounded by them must also immediately resist 6S poison damage.
Price: ¥2500 per 10 street index 2
Availability: 14/14days

Power Armor and Riding Mechs

Power Armor and Riding Mechs

Power Armor

While obvious, and in most cases illegal, Power-armor can provide the ultimate level of combat utility. Linked with its user through a trode-ring or cyberjack, power-armor allows its wearer to interface with a VI and become a battle machine.

Power armor is constructed like a mech but worn by a human user. When worn, it augments the user's physical stats and skills with its own, by adding one-half of it's own values to the total used . Thus, a human with 6 strength, and 6 brawling skill, wearing power armor with the same, would be treated as having 9 strength and 9 brawling. Power armor is incompatible with magical augmentations to skills. Power Armor has it's own armor rating and damage condition monitor, as per a mech. When the armor's condition reaches a D (stun or physical) it becomes nonfunctional, and as a lot of bulky deadweight, ceases to provide augmentation, adds 1/3rd of it's rating to the user's physical TN's, and penalizes it's wearer's strength and quickness by 1/3rd of it's rating.
Getting into a suit of power armor takes a base time of 5 minutes, this time may be reduced by making a Knowledge (Power Armor) check at TN 4 and dividing the time by the number of successes.
Removing Power Armor takes 1 minute, although this time may be similarly shortened with a TN 4 Knowledge (Power Armor) check.
Power armor can be outfitted with shields, as per a mech, but due to the armor being armor, the wearer must choose to use either their personal, shields or the armor's, one unit must be deactivated.
Power armor cannot be worn over armor with a concealability of less than 12.
Power Armor costs 1.5 times the cost of an equivalent Mech, and has an availability of (Armor's rating x2)+3/ 2xRating days
Power Armor has no concealability

Power-armor Addons
Power armor can receive upgrades available to mechs or armor, as well as the following:
Quick Release
This allows the wearer to shed the armor as a simple action
Price: ¥5,000
Lightweight
This removes the suits hardened-armor characteristics, but also halves the penalties for wearing a disabled suit.
Price: ¥1,000
Unenclosed
Suits with this feature have no Hardened-armor characteristics or, in most cases,separate condition monitor from their users, they are treated as having an armor value equal to their rating for the purposes of stacking armor. Unenclosed suits impose only flat +1 or -1 penalties if worn unpowered, they can be attacked with called shots, in which case their condition monitor may become relevant.
Price: negative ¥5,000 or half the armor's cost, whichever is less.
Cyberjack Hookup
This add-on provides Cyberjack users with additional combat pool dice equal to ½ their computers skill.
Price: ¥1,000


 Riding Mechs


Riding Mechs are treated as Vehicles, and their equipped VIs can operate them independently of their pilots. A Riding Mech is simply a Mech with a cockpit, or a vehicle with a VI. The VI can operate on its own initiative, using its own skills, or the pilot can operate the vehicle manually, on his initiative,  using his own skills; there is also a third option, operating in Tandem mode. When operating in tandem, the VI an Pilot synchronize to the lower of their 2 initiatives, but ½ of the weaker user's skill ranks are added to the stronger user's for the purposes of skill rolls, and either operator's perks may be used.
Initiating manual or automatic mode requires a simple action on the part of the pilot. In most designs, the VI can be emergency disengaged, this can be done as a simple action, or out of turn as a TN 6 computers or quickness test. Emergency disengagement of a VI does not initiate manual mode.
Vehicle Shields do not interfere with personal shields.
Mechs with enclosed cockpits continue to provide full cover and/or concealment to their pilots even after the mech has been disabled, unless a called shot to the cockpit has inflicted the disabling physical, wound in which case they provide only a +2 cover modifier.

Adding VIs to vehicles is covered in the Mechs and VIs section. Adding an open cockpit to a mech costs ¥5,000. Adding an Enclosed cockpit costs ¥10,000, and  requires that the mech be at least one size category larger than the intended occupant.