Young Witch
Rose Redbriar
22 year-old witch and the youngest scion of the Redbriar family. A clan of witches that has resided on Nantucket since before The Awakening. Rose has recently returned to the island after a few years away, appently to attend school and “find herself” no one knows what she got up to in her time on the mainland, but she does seem to have some sort of purpose for having returned just now, and her knowledge of magic is far beyond what a witch of her years would normally know. Whether she’s ready to take over from her family as the “Island Witch” is another matter.
Call Girl
Sayoko Flynn
A beautiful elven woman who apparently supports herself as a model, Soyoko Flynn has lived on the island for years and always seems keyed in to it’s goings-on. A shaman and celebrant of Aphrodite, it’s rumored that her companionship is for hire. Originally from the mainland, she not-infrequently has out-of towners stay as boarders at her home, overseen by her “sisters”.
Lone Wolf
Jack Frost
There are few shadowrunners on Nantucket, but Jack frost, as he is known, is one of the most prominent. Few know much about his past, but he has become to be respected, even if not quite trusted. He’s known to be in an uneasy truce with the police department, and it’s rumored that he’s even done the odd job for them.
Local Doctor
Dr Gene Patrick
A local physician and operator of a family clinic, Dr Gene Patrick has recently welcomed his daugher-in-law Noriko to the practice, even as he laments that his son has chosen instead to work at Dunwich Hospital. His clinic has felt a bit of a squeeze, as Dunwich attempts to monopolize medicine on Nantucket, but he keeps on regardless.
Dr. Noriko Suzui-Patrick
A recent transplant to the Island, Noriko moved to Nantucket with her husband, Gabe when he came to work at Dunwich Hospital. When Dunwich failed to offer her a job “dong real medicine” she chose to look for work elsewhere… at his father’s practice. This has caused some family tension, not least of all as Gabe seems to have... changed, becoming consumed with his work and spending long hours at Dunwich Medical, never speaking of what he does there.
Commuter Air Tycoon
Roy Biggins III
The owner of Aeromass the island’s largest airline, Roy Biggins III considers himself to be a pillar of the community and one of the most important men on the island… How much anyone else agrees with that opinion depends on how close he is to being within earshot. Regardless, Roy controls a commanding share of the island’s air traffic, with local business Sandpiper air and flights from the large national and international carriers being his chief rivals.
Alan Prince -Author
Alan Prince came to Nantucket to get away from the stresses of city life and to refocus himself on his work. Recently however, people have noticed his behavior becoming strange.
Erica Prince
Wife of Alan Prince. She’s been trying to get her husbands mind off of stress and deadlines, with the hope that he might return to writing.
Atticus Dunwich
The Dunwich Family has asserted an increasingly controlling influence over the isle of Nantucket over the past few decades, most recently culminating in the construction of Dunwich Hospital and the bid to have Dunwich Security take over the island’s police services. Atticus Dunwich has his fingers in many pies and his agents all over the island. Rarely known to leave his imposing estate, he has recently been seen to take a notably hands-on approach to the goings on at Dunwich Hospital, ostensibly to keep-sharp his own skills as an erstwhile-retired surgeon.
Police Chief
Clark Black
The Chief of the island’s beleaguered police department, Clark Black misses the days when the island was quiet. Recent reports of disappearances, monsters, and unexplained happenings have stretched the small police force beyond its limits, and the increasing intrusion of Dunwich security doesn’t bode well for the otherwise well-liked municipal force. In recent times, he’s taken to just trying to keep the island together, and there are rumors that he may have had to reach out to unorthodox sources for help from time to time.
Dunwich Security Chief
Ken Kugashira
Chief of Dunwich Security Ken Kugashira reports directly to Atticus Dunwich Himself. His professional and well-disciplined force has taken an increasing interest in police and security matters on the island, despite not formally holding general law enforcement authority. Dunwich security officers have been routinely stretching the limits of their power to make “citizen's arrests” or to conduct private surveillance or investigations, emboldened by both the fact that they outnumber the island’s police force and the fact that they have the backing of the island’s wealthiest family. Largely imported from the mainland or even further afield, they’ve ruffled the feathers of many locals.
Shadows of 2075
Friday, September 6, 2019
Nantucket in 2080
The Isle of Nantucket
30 miles off the coast of New England lies the Island of Nantucket. Sparsely populated by the standards of 2080, the isle has about 20,000 inhabitants. Seeming somewhat like a place frozen in time, the character of the Island can seem quite old-fashioned compared to most metropolitan areas.
In recent years the Island’s weather has turned drearier, dampening the tourism industry and frequently blanketing the isle in a dense and mysterious fog that meteorologists are unable to fully explain. Likewise, there have been increased reports of unexplained happenings and supposed sightings of paranormal creatures that are unheard of elsewhere.
Dunwich Gardens
Dunwich Gardens is an expansive underground apartment complex and shopping mall connected to the never-completed Dunwich Tunnel. The complex houses over 5000 residents and has a large public park, which features broad, open environments creating an almost airy feel. It’s kept secure by a dedicated force of private security guards, the very same competent and professional Dunwich Security personnel that patrol other Dunwich properties on the island.
Dunwich Tunnel
Never completed despite its massive expense, the Dunwich tunnel was proposed to connect the Isle of Nantucket to the Boston and to Martha’s Vineyard. Now sealed-off, the tunnels, still full of digging equipment, reach deep into the seafloor. Rumor has it that Atticus Dunwich has somehow never given up on the project, though the permits and plans to connect the tunnels to Boston have long since expired.
30 miles off the coast of New England lies the Island of Nantucket. Sparsely populated by the standards of 2080, the isle has about 20,000 inhabitants. Seeming somewhat like a place frozen in time, the character of the Island can seem quite old-fashioned compared to most metropolitan areas.
In recent years the Island’s weather has turned drearier, dampening the tourism industry and frequently blanketing the isle in a dense and mysterious fog that meteorologists are unable to fully explain. Likewise, there have been increased reports of unexplained happenings and supposed sightings of paranormal creatures that are unheard of elsewhere.
Dunwich Gardens
Dunwich Gardens is an expansive underground apartment complex and shopping mall connected to the never-completed Dunwich Tunnel. The complex houses over 5000 residents and has a large public park, which features broad, open environments creating an almost airy feel. It’s kept secure by a dedicated force of private security guards, the very same competent and professional Dunwich Security personnel that patrol other Dunwich properties on the island.
Dunwich Tunnel
Never completed despite its massive expense, the Dunwich tunnel was proposed to connect the Isle of Nantucket to the Boston and to Martha’s Vineyard. Now sealed-off, the tunnels, still full of digging equipment, reach deep into the seafloor. Rumor has it that Atticus Dunwich has somehow never given up on the project, though the permits and plans to connect the tunnels to Boston have long since expired.
Sunday, September 8, 2013
Magical Specialization Perks
Magical Specialization Perks
Some mages are particularly adept at a specific school of magic, and still others put in extra time at their craft to become better spellcasters overall. Below are perks which represent mages' mastery of magic overall.
Generalist
Your study of a large volume of spells has made you a better spellcaster overall.
You gain 2 additional spellpool dice. You also gain an additional spellpool die for every 6 points worth of spells that you know.
Totemist
Your affinity for your totem's spells is stronger than most
Spells covered by your totem bonuses cost you one less karma to learn, to a minimum of one Karma.
Totem Master
Your exceptionally strong connection to your totem is impressive even to other followers.
You gain 1 additional die to your totem bonuses. If you are required to make a test against totem penalties, such as for Bear, or Horned Man, you may use spellpool on that test.
Prerequisite: Totemist
Combat Mage
You've learned to cast combat spells more effectively and efficiently
You gain +2 dice for combat spells, and gain a -1 bonus to their drain TNs.
Diviner
Your extensive delving into ESP has not only increased your familiarity with the spells, but heightened your senses generally and made you more perceptive.
You gain +2 dice for detection spells. You also gain +1 die to perception tests for every 2 detection spells you know at a force of 2 or greater.
Prerequisite: 2 Detection spells
Healer
Your extensive experience with magical healing has made healing spells much easier to cast.
You gain +2 dice for health spells. When healing damage with magic you may generate a number of automatic successes equal to your magic attribute each day.
Prerequisite: 2 Health spells
Illusionist
Your mastery of illusion spells has made them easier to cast, and given you insight into manipulating appearances and perceptions.
You gain +2 dice for illusion spells. You also gain +1 to stealth and disguise rolls for every 2 illusion spells you know at a force of 2 or greater.
Prerequisite: 2 Illusion spells.
Elementalist
Your experience with elemental forces has made you better at dealing with them.
You gain +2 dice for elemental manipulation spells. You also gain 2 extra dice on resistance tests against elemental attacks that match spells you know at a force of 2 or greater.
Prerequisite: 2 Elemental Manipulation spells
Mentalist
You have become a master of the mind.
You gain +2 dice for control manipulation spells. Net successes on a control manipulation spell that fails to meet threshold may be applied to the spell's drain test as automatic successes.
Prerequisite: 2 Control Manipulation spells
Telekineticist
Your expertise with telekinesis has made you adept at dealing with currents of force.
You gain +2 dice for telekinetic manipulations. Your dodge TNs are reduced by 1 for every 2 telekinetic manipulations you know at a force of 2 or greater; this perk will not reduce dodge TNs to less than 3.
Prerequisite: 2 Telekinetic Manipulation spells
Transmuter
Your experience with transmutations has given you insights into the mutability of matter.
You gain +2 dice for transformation manipulations. The total ballistic and impact armor ratings for your worn clothing are increased by +1 for every two transformation manipulations you know at a force of 3 or greater.
Prerequisite: 2 Transformation Manipulation spells
Summoner
You've developed a pronounced affinity for spirits
You gain +2 dice on conjuring tests. Your summoned spirits with a force of less than 1/2 your charisma find your presence either charming or fearful, and grant you 1 additional service.
Magic Authority
You've come to be well respected in magical circles, and your expertise is recognized.
You may add dice equal to your magic attribute to etiquette tests for purchasing magical gear, and may use your magic attribute as a supplement when speaking on magical matters. Your attribute rating is added directly to your Grey Hat score.
Prerequisite: Any four Magical Specialization perks, Knowledge magic 6, and Magic Attribute 8
Some mages are particularly adept at a specific school of magic, and still others put in extra time at their craft to become better spellcasters overall. Below are perks which represent mages' mastery of magic overall.
Generalist
Your study of a large volume of spells has made you a better spellcaster overall.
You gain 2 additional spellpool dice. You also gain an additional spellpool die for every 6 points worth of spells that you know.
Totemist
Your affinity for your totem's spells is stronger than most
Spells covered by your totem bonuses cost you one less karma to learn, to a minimum of one Karma.
Totem Master
Your exceptionally strong connection to your totem is impressive even to other followers.
You gain 1 additional die to your totem bonuses. If you are required to make a test against totem penalties, such as for Bear, or Horned Man, you may use spellpool on that test.
Prerequisite: Totemist
Combat Mage
You've learned to cast combat spells more effectively and efficiently
You gain +2 dice for combat spells, and gain a -1 bonus to their drain TNs.
Diviner
Your extensive delving into ESP has not only increased your familiarity with the spells, but heightened your senses generally and made you more perceptive.
You gain +2 dice for detection spells. You also gain +1 die to perception tests for every 2 detection spells you know at a force of 2 or greater.
Prerequisite: 2 Detection spells
Healer
Your extensive experience with magical healing has made healing spells much easier to cast.
You gain +2 dice for health spells. When healing damage with magic you may generate a number of automatic successes equal to your magic attribute each day.
Prerequisite: 2 Health spells
Illusionist
Your mastery of illusion spells has made them easier to cast, and given you insight into manipulating appearances and perceptions.
You gain +2 dice for illusion spells. You also gain +1 to stealth and disguise rolls for every 2 illusion spells you know at a force of 2 or greater.
Prerequisite: 2 Illusion spells.
Elementalist
Your experience with elemental forces has made you better at dealing with them.
You gain +2 dice for elemental manipulation spells. You also gain 2 extra dice on resistance tests against elemental attacks that match spells you know at a force of 2 or greater.
Prerequisite: 2 Elemental Manipulation spells
Mentalist
You have become a master of the mind.
You gain +2 dice for control manipulation spells. Net successes on a control manipulation spell that fails to meet threshold may be applied to the spell's drain test as automatic successes.
Prerequisite: 2 Control Manipulation spells
Telekineticist
Your expertise with telekinesis has made you adept at dealing with currents of force.
You gain +2 dice for telekinetic manipulations. Your dodge TNs are reduced by 1 for every 2 telekinetic manipulations you know at a force of 2 or greater; this perk will not reduce dodge TNs to less than 3.
Prerequisite: 2 Telekinetic Manipulation spells
Transmuter
Your experience with transmutations has given you insights into the mutability of matter.
You gain +2 dice for transformation manipulations. The total ballistic and impact armor ratings for your worn clothing are increased by +1 for every two transformation manipulations you know at a force of 3 or greater.
Prerequisite: 2 Transformation Manipulation spells
Summoner
You've developed a pronounced affinity for spirits
You gain +2 dice on conjuring tests. Your summoned spirits with a force of less than 1/2 your charisma find your presence either charming or fearful, and grant you 1 additional service.
Magic Authority
You've come to be well respected in magical circles, and your expertise is recognized.
You may add dice equal to your magic attribute to etiquette tests for purchasing magical gear, and may use your magic attribute as a supplement when speaking on magical matters. Your attribute rating is added directly to your Grey Hat score.
Prerequisite: Any four Magical Specialization perks, Knowledge magic 6, and Magic Attribute 8
Tuesday, August 27, 2013
Drow
Drow
Appearing relatively recently in the
sixth-world are the Drow. Small numbers of elves born with pigment
anomalies were not thought to be medically relevant or unusual until,
in recent years, it became apparent that some of them were a new
meta-type of elves. As a recent occurrence, most known drow are
teenagers, with the oldest being young adults, their additional
traits having manifested only during puberty.
Drow hair colors fall between blonde
and stark white, with skin tones between deep-tan and ebony, or even
blueish through deep indigo. Eyes can be nearly any color, with
exotic shades like red or violet being commonplace. Drow are slightly
shorter than other elves, being close to human height on average.
Drow are born to a small percentage of elves, or even less commonly,
to humans. The few examples of children born to drow have yet to
enter puberty, but most appear to be drow themselves.
Drow are naturally talented with magic.
Drow characters created with spellcasting ability know an additional
6 points worth of spells. Drow characters created without
spellcasting ability receive the Arcane Awakening perk, even if they
do not meet its prerequisites. Drow have thermographic vision in
addition to normal elven low-light vision.
+1 Quickness
+1 Willpower
+2 Charisma
Low-light and Thermographic vision
Magical Talent
Spell resistance: +1TN to hostile
spells targeting the drow, +1 die to resist spells
Sensitive System flaw
BP Cost: 15
Drow Perks
Drow qualify for these perks in
addition to elven ones.
Improved Magical Talent
You gain a -1 TN bonus for drain
resistance tests
Improved Spell Resistance
The target number penalty for hostile
spells targeting you is increased to +2, and you gain a -1 bonus to
spell resistance TNs.
Drow Nobility
You gain +1 die for illusion and control manipulation spells. When you learn such spells, you learn them at 1 force higher than you normally would.
Prerequisite: (Intelligence + Charisma) ≥ 10
Drow Edges and Flaws
Edges
Magically Connected
Value 3
People view you as a magical prodigy,
and the recent interest in the magical abilities of Drow has
benefited you. You gain +1 die on social rolls with magically active
characters, and do not pay street index for magical goods.
Arachnophile
Value 2
You are immune to spider venom. If you are a spider shaman, you do not suffer magical target number penalties from being in the open.
Flaws
Light Blindness
Value -2
You suffer a +1 visibility modifier in
areas of bright light.
Sun Aversion
Sunlight allergies return an additional
1 point for Drow characters.
New Digital Trace and Hacking Rules
New Simplified Matrix and computers
rules
Digital Tracing is used to locate
people and systems, or to find out restricted information on the
Matrix. It consists of finding a pattern or bit of information or
"Digital Trace" on the matrix, and stealthily investigating
it through hacking. Hackers have sophisticated heuristics, programs
and NUMB3RS style cross-referencing that they use to track a target
in combination with breaking into and passing through restricted
systems and channels. Modern matrix security and identity protection
are ubiquitous, and effective, so the process isn't easy; nonetheless
it's often a first resort for finding someone. There are a few
steps:
1. Find a Digital Trace
The attacker attempts to find a lead in locating his target in the matrix. To do this, he rolls an open computers test against a base target number of (4+ the defender's digital stealth ranks) +or- any of the following modifiers
Social Modifiers
target known well*: - 6
superficial details(appearance, habits): - 1~2
personal info(Name, CC#): -4
Target hunted: -2~-6
*This is the sum of personal info and superficial details, and replaces them if they are maxed.
Evidentiary Modifiers
Contact With system defender has interacted with: -2
Access to personal system of defender: -4
Digital Contact: -4
Defender Bonuses
Protected by Engineer or VI: +Rating
Defender has Fake ID: + 1/2 Rating
Defender Sheltered by a group: + 2~6
Previous Session*: +2
Blind Search**: +6
*The matrix as a whole, and individual defenses are adaptive, and each previous attempt at tracing a target imposes a 2 point penalty, these stack each time the same attacker goes after the same defender.
**If none of the above negative modifiers apply, then the attacker has no "hook" to find his target, and this penalty applies on top of all others.
Many of these modifiers will be known only to the GM. Thus; the attacker rolls an open test and the GM reports his success or failure in finding a Trace. Failure could mean either that he didn't roll high enough, or that there was nothing to be found. It is similar in this way to checking a device for tampering. If the Attacker succeeds the GM informs him of the target number that he will have if he chooses to begin a session. Finding additional information or evidence can lower the target number before the session, if the attacker chooses to go out and find it through old-fashioned means, or during the session if the attacker picks it up digitally as he goes along.
1. Find a Digital Trace
The attacker attempts to find a lead in locating his target in the matrix. To do this, he rolls an open computers test against a base target number of (4+ the defender's digital stealth ranks) +or- any of the following modifiers
Social Modifiers
target known well*: - 6
superficial details(appearance, habits): - 1~2
personal info(Name, CC#): -4
Target hunted: -2~-6
*This is the sum of personal info and superficial details, and replaces them if they are maxed.
Evidentiary Modifiers
Contact With system defender has interacted with: -2
Access to personal system of defender: -4
Digital Contact: -4
Defender Bonuses
Protected by Engineer or VI: +Rating
Defender has Fake ID: + 1/2 Rating
Defender Sheltered by a group: + 2~6
Previous Session*: +2
Blind Search**: +6
*The matrix as a whole, and individual defenses are adaptive, and each previous attempt at tracing a target imposes a 2 point penalty, these stack each time the same attacker goes after the same defender.
**If none of the above negative modifiers apply, then the attacker has no "hook" to find his target, and this penalty applies on top of all others.
Many of these modifiers will be known only to the GM. Thus; the attacker rolls an open test and the GM reports his success or failure in finding a Trace. Failure could mean either that he didn't roll high enough, or that there was nothing to be found. It is similar in this way to checking a device for tampering. If the Attacker succeeds the GM informs him of the target number that he will have if he chooses to begin a session. Finding additional information or evidence can lower the target number before the session, if the attacker chooses to go out and find it through old-fashioned means, or during the session if the attacker picks it up digitally as he goes along.
1. The attacker first divides his Tech
Pool Dice (if any) between his computers and Digital Stealth skills.
They remain allocated in this way until the session ends or contact
is made with the defender.
2. The Attacker rolls an open Digital Stealth test. This determines how hard it is for the defender to detect him, how long he has, and how close he can get. At this point the session is begun, and if the attacker backs out, he receives a +2 previous session TN penalty.
2. The Attacker rolls an open Digital Stealth test. This determines how hard it is for the defender to detect him, how long he has, and how close he can get. At this point the session is begun, and if the attacker backs out, he receives a +2 previous session TN penalty.
3. The Attacker attempts to find
information about the target by rolling computers versus the
established TN. Depending on how specific or sensitive the
information is, a penalty is applied to digital stealth:
Level 1: -2 penalty, vague information:
country, race, sex
Level 2: -4 penalty, more descriptive: city, hair color, archetype
Level 3: -6 penalty, good info: City district, photo, modus operandi
Level 4: -8 penalty, exact info: Building, Name, SIN, Deploy Hacking Power
Level 2: -4 penalty, more descriptive: city, hair color, archetype
Level 3: -6 penalty, good info: City district, photo, modus operandi
Level 4: -8 penalty, exact info: Building, Name, SIN, Deploy Hacking Power
Every attempt has a 50% chance to cause
digital stealth to degrade by 2 points. Each failed attempt
permanently lowers digital stealth by the level the attempt was
failed at.
Before the Attacker actually gains the
information, the defender has a chance to roll computers+tech pool
(if any) to see if the attacker is exposed. If this roll fails, the
Attacker continues unimpeded. If it succeeds, the defender may
respond in various ways such as counter-hacking, or the deployment of
IC.
If you get caught...
Counter-hacking
The Defender may try to further expose
the Attacker by rolling computers vs. the Attacker’s current
digital stealth rating. Each success reduces digital stealth by 1 and
imposes a +1 penalty on current and future trace attempts.
The Defender may attempt to gain
information about the Attacker by rolling computers vs a TN of the
Attacker's current digital stealth level + the level of information
desired.
The Defender may attempt to end the
attacker's session outright with an opposed computers roll. The
defender gains a -1 bonus, and the attacker gains a +1 penalty for
each round since the attacker has been exposed.
Intrusion Countermeasures (IC)
The Defender May use their action to
deploy Intrusion Countermeasures, or IC. Once deployed, IC remains in
effect for the duration of the session, acting each turn. Defenders
may allot tech pool dice to their IC. A user may control a number of
defensive programs equal to their computers skill.
White IC
White IC rolls its user's computers
skill against TN 4 and can be avoided by using tech pool to negate
successes. It is resisted by rolling computers against a target
number equal to its rating. Each net success from the IC reduces the
attacker's computers skill by one for the duration of the session.
Attackers reduced to 0 computer's skill may not take actions other
than to attempt to leave the session.
White IC programs cost ¥1000*rating
Black IC
Black IC rolls its user's computers
skill against TN 4 and can be avoided by using tech pool to negate
successes. It is resisted by rolling computers+body against a target
number equal to its rating. Black IC has a base damage code of
moderate, and stages up as ranged damage. The IC is capable of frying
hardware or killing hackers.
Cost: ¥10,000*rating, avial:
rating*1.5, street index: 2
Tar bombs
Defenders may deploy Tar Bombs to
hamper attackers. The defender rolls computers vs a TN of the
attacker's current digital stealth level. Each success imposes a +1
penalty on the attacker's rolls, up to a maximum of the Tar's rating.
Attackers effected by tar cannot choose to leave a session. The
penalties from Tar are reduced by 1 each turn, and can be negated by
using an action to roll computers vs the Tar's rating, with each
success lowering them by 1. A Tar Bomb program can be used once per
session.
Tar Bombs cost ¥1500*rating and have
an availability of their rating, with no street index.
Barriers
Defender's may place barriers to
protect their information and systems, causing attackers to require
extra successes to gain access. The defender rolls computers vs TN 6,
with each success placing an additional barrier, up to a maximum of ½
the program’s rating.
Cost: ¥1000* rating, avail:
rating/rating days, street index: 1
Attackers or defenders may use their
actions to summon help from others they can contact who can link to
their session. New participants arrive at the start of the next turn,
and participate as either attackers or defenders accordingly.
Participation in a session counts as digital contact.
Leaving a session
The attacker may choose to leave a
session at any time prior to being discovered, or as their chosen
action after being discovered. Attackers may choose to abort an
action and leave the session instead after a defender has responded.
Data-jacks and computers
Being linked into a system with a
data-jack gives a user the ability to supplement computers tasks with
intelligence, and a tech pool equal to ½ their intelligence if they
would not normally have one.
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.
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.
Tuesday, December 13, 2011
Computers Update
Computers Update
VIs can be equipped with hacking powers for ¥10,000. The range of these abilities is normally limited to the VI's rating in meters.
Skilled users and VIs can assist each other in hacking attempts. Combining skills with a VI such as a comp works much like stacking armor. When a computer-user and a VI are working together add ½ of the weaker user's computer and digital skills to those of the higher user's. For instance, if a runner with 6 ranks of computers skill were helping a rating 3 comp deploy a hacking power, the comp would be treated as having 7 ranks of computer skill (.5*3)+6. The VI's normally available tech pool remains unchanged.
New VI perk
Enhanced Range
The range of the VI's hacking powers is increased to 10 times the VI's rating. This Perk may be taken a second time, increasing the range to 100x the VI's rating.
VIs can be equipped with hacking powers for ¥10,000. The range of these abilities is normally limited to the VI's rating in meters.
Skilled users and VIs can assist each other in hacking attempts. Combining skills with a VI such as a comp works much like stacking armor. When a computer-user and a VI are working together add ½ of the weaker user's computer and digital skills to those of the higher user's. For instance, if a runner with 6 ranks of computers skill were helping a rating 3 comp deploy a hacking power, the comp would be treated as having 7 ranks of computer skill (.5*3)+6. The VI's normally available tech pool remains unchanged.
New VI perk
Enhanced Range
The range of the VI's hacking powers is increased to 10 times the VI's rating. This Perk may be taken a second time, increasing the range to 100x the VI's rating.
Thursday, December 1, 2011
Metahuman Perks
Elves always make the cover |
Magic Resistance
You roll dice equal to your body+willpower when resisting magic effects that targets either of the two.
Prerequisite: Dwarf
Toxin resistance
You may add dice equal to your willpower to your resistance tests against poisons and drugs.
Prerequisite: Dwarf
Elves
Aura Sensitive
You gain 1 rank of aura reading, and may thereafter raise the skill normally. You may assense targets you can see by rolling Aura Reading directly (rather than as a supplement) even if not awakened or able to perceive astrally.
Prerequisite: Elf, Essence ≥5
Elven Glamor
You're precisely the kind of glamorous elven shadowrunner that elven stereotypes are based on. As long as the total ballistic+impact values of your armor pieces are less than half your charisma you gain +1 power to your attacks and +1 die on social rolls.
Prerequisite: Elf
Orks
Gritty Soul
Your essence is treated as 1 higher for purposes of calculating essence loss or bio-index from cyber/bioware.
Prerequisite: Orc
Orcish Grit
You may reduce the damage you receive from an attack by 1 box a number of times per day equal to ½ your essence (round down).
Prerequisite: Orc
Trolls
Fearsome Presence
You may supplement your interaction rolls with strength.
Prerequisite: Troll
Hulk Smash!
As a free action you may roll a melee weapon skill test against a tn equal to the barrier rating of an object. Each success allows you to treat the barrier rating as one lower when you attack the barrier with the melee skill.
Prerequisite: Troll
Shapeshifters
Hybridization
You have finer control of your shapeshifting abilities, and may transform only partially if you choose. You also find it easier to integrate your advancements. Non-magical increases to your physical stats apply to both your human and animal forms. This applies principally to perks, backgrounds and karma-based stat purchases.
Prerequisite: Shapeshifter
Bio-acceptance
Your refinement of your shapeshifting abilities has trained your body to accept limited bioware.
You may buy up to 3 points of cultured bioware. Stat bonuses apply to both forms.
Prerequisite: Shapeshifter, Hybridization
There are also 9 new perks in the general section as of this posting.
Thursday, November 17, 2011
New Metamagic
New Metamagic
For Mages
*Only Resist and repel Physical are Perks, other entries are metamagics
Mana shield
A mana shield has a rating and resilience equal to it's user's magic. Users can use spellpool dice for shield damage resistance tests. The mana shield is considered Magitech shielding. The mana shield is not specially vulnerable to shield-piercing bullets or electricity, but its rating and resilience are reduced by background counts. The mana shield has immunity to normal weapons as a spirit with a force of 4. A mage can restore their mana shield by taking a complex action to roll sorcery vs a target number of their own magic rating with each success restoring a box of damage; spellpool dice may be used.
Prerequisite: Barrier
Increase the force of your mana shield's immunity to normal weapons ability by 1.
Repel Physical
Increase the force of your mana shield's immunity to normal weapons ability by 1, your Mana Shield is effective against melee attacks, and you roll its rating in place of your melee counterattack roll. Your Shield's counterattack inflicts (rating)M stun damage.
Prerequisite: Resist Physical
Mages with Mana shield may take the Area shield perk as though they were engineers.
Arcane Switch
You may activate or deactivate your quickened spells as though they were foci. You may have a total force of spells operable in this way equal to double your magic attribute.
Prerequisite: Quickening
Arcane Fire
You've developed a potent form of magical offense. The mage projects a blazing beam of raw magical energy. Arcane Fire may be used to attack any target within line of sight, dealing raw magic damage; it's power is equal to 1/2 the mage's magic attribute, and it's damage code is always base M. The mage uses the higher of willpower or charisma as their attack skill, and suffers only half visibility modifiers if perceiving astrally. Arcane Fire bypasses normal armor, though not shields, but is affected by the target's willpower or body as though it were armor. Arcane Fire may strike multiple targets simultaneously, but the mage must split dice between them. Arcane Fire functions as an innate spell for purposes of drain.
Prerequisite: Centering, Knowledge Magic 6, Initiate grade 2
Chronomancy
This powerful metamagic technique allows a mage to shift her perspective in time. During her phase, the mage may spend 1 KP to change her actions after having seen their immediate outcome. Use of this ability leaves others on the battlefield with a sense of deja vu, and a feeling that the mage was going to follow her original course of action. The mage's spent Karma Points are never restored by use of this ability. This ability may only be used once per phase, and multiple uses across a turn are considered to stack with each other for the purposes of karma pool cost.
Prerequisite: Divination
Time Stop
This arcane technique allows the mage to seemingly make time stand still. At any time the mage may spend 1 KP and make a magic attribute 10 test. Success means that the mage generates an immediate bonus phase. At the end of this phase the mage must resist 10D drain using the higher of willpower or charisma, and must make a raw magic attribute test vs. TN 5, with any failures resulting in points of temporary magic loss. Mages that have more than half of their magic score drained in this way must check for permanent magic loss, points otherwise return at a rate of 1/hour.
Prerequisite: Chronomancy metamagic, any perk capable of generating a bonus phase.
Galaxy Stop
This technique allows a mage to disrupt opponents and potentially freeze them in place. The Mage chooses a number of opponents within line of sight equal to their magic rating and rolls magic vs. TN 6. Opponents resist by rolling their high stats against the mages magic attribute; those who don't match or beat the mage skip their next initiative passes. The mage must resist (Magic)D drain using the higher of willpower or charisma, but may lower their opponent's target numbers in order to make the drain test easier.
Prerequisite: Chronomancy
For Adepts
Void Meditation
The adept sinks into a trance and contemplates the nature of reality, restoring lost focus and refreshing fortunes. The adept takes 2 hours to make a centering (6) test. Every 2 successes restore a point of spent karma pool. Individual successes may also be used to heal boxes of damage.Void meditation may be attempted once per adventure.
Prerequisite: Centering
Last Breath
Once per session the adept remains conscious and receives a bonus phase upon sustaining a deadly wound. Note that this does not remedy the deadly wound; the adept falls normally at the end of the bonus phase. Adepts with endure may forgo it's activation to allow last breath to activate.
Perfection of Fortune
You gain a bonus to your Karma Pool equal to half of your initiate grade, and may use successes generated by void meditation to create bonus pool dice on a 1:1 basis. Unlike normal bonus pool dice however, these dice are permanently expended once used.
Prerequisite: Void Meditation.
For Mages
*Only Resist and repel Physical are Perks, other entries are metamagics
Mana shield
A mana shield has a rating and resilience equal to it's user's magic. Users can use spellpool dice for shield damage resistance tests. The mana shield is considered Magitech shielding. The mana shield is not specially vulnerable to shield-piercing bullets or electricity, but its rating and resilience are reduced by background counts. The mana shield has immunity to normal weapons as a spirit with a force of 4. A mage can restore their mana shield by taking a complex action to roll sorcery vs a target number of their own magic rating with each success restoring a box of damage; spellpool dice may be used.
Prerequisite: Barrier
New Perks
Resist PhysicalIncrease the force of your mana shield's immunity to normal weapons ability by 1.
Repel Physical
Increase the force of your mana shield's immunity to normal weapons ability by 1, your Mana Shield is effective against melee attacks, and you roll its rating in place of your melee counterattack roll. Your Shield's counterattack inflicts (rating)M stun damage.
Prerequisite: Resist Physical
Mages with Mana shield may take the Area shield perk as though they were engineers.
Arcane Switch
You may activate or deactivate your quickened spells as though they were foci. You may have a total force of spells operable in this way equal to double your magic attribute.
Prerequisite: Quickening
Arcane Fire
You've developed a potent form of magical offense. The mage projects a blazing beam of raw magical energy. Arcane Fire may be used to attack any target within line of sight, dealing raw magic damage; it's power is equal to 1/2 the mage's magic attribute, and it's damage code is always base M. The mage uses the higher of willpower or charisma as their attack skill, and suffers only half visibility modifiers if perceiving astrally. Arcane Fire bypasses normal armor, though not shields, but is affected by the target's willpower or body as though it were armor. Arcane Fire may strike multiple targets simultaneously, but the mage must split dice between them. Arcane Fire functions as an innate spell for purposes of drain.
Prerequisite: Centering, Knowledge Magic 6, Initiate grade 2
Chronomancy
This powerful metamagic technique allows a mage to shift her perspective in time. During her phase, the mage may spend 1 KP to change her actions after having seen their immediate outcome. Use of this ability leaves others on the battlefield with a sense of deja vu, and a feeling that the mage was going to follow her original course of action. The mage's spent Karma Points are never restored by use of this ability. This ability may only be used once per phase, and multiple uses across a turn are considered to stack with each other for the purposes of karma pool cost.
Prerequisite: Divination
Time Stop
This arcane technique allows the mage to seemingly make time stand still. At any time the mage may spend 1 KP and make a magic attribute 10 test. Success means that the mage generates an immediate bonus phase. At the end of this phase the mage must resist 10D drain using the higher of willpower or charisma, and must make a raw magic attribute test vs. TN 5, with any failures resulting in points of temporary magic loss. Mages that have more than half of their magic score drained in this way must check for permanent magic loss, points otherwise return at a rate of 1/hour.
Prerequisite: Chronomancy metamagic, any perk capable of generating a bonus phase.
Galaxy Stop
This technique allows a mage to disrupt opponents and potentially freeze them in place. The Mage chooses a number of opponents within line of sight equal to their magic rating and rolls magic vs. TN 6. Opponents resist by rolling their high stats against the mages magic attribute; those who don't match or beat the mage skip their next initiative passes. The mage must resist (Magic)D drain using the higher of willpower or charisma, but may lower their opponent's target numbers in order to make the drain test easier.
Prerequisite: Chronomancy
For Adepts
Void Meditation
The adept sinks into a trance and contemplates the nature of reality, restoring lost focus and refreshing fortunes. The adept takes 2 hours to make a centering (6) test. Every 2 successes restore a point of spent karma pool. Individual successes may also be used to heal boxes of damage.Void meditation may be attempted once per adventure.
Prerequisite: Centering
Last Breath
Once per session the adept remains conscious and receives a bonus phase upon sustaining a deadly wound. Note that this does not remedy the deadly wound; the adept falls normally at the end of the bonus phase. Adepts with endure may forgo it's activation to allow last breath to activate.
Perfection of Fortune
You gain a bonus to your Karma Pool equal to half of your initiate grade, and may use successes generated by void meditation to create bonus pool dice on a 1:1 basis. Unlike normal bonus pool dice however, these dice are permanently expended once used.
Prerequisite: Void Meditation.
Thursday, June 9, 2011
New Cyberware and Bioware
New Ware
This augmentation implants multi-spectral scanning lasers in the user’s eyes. Installation of the system requires the complete replacement of both eyes.
In addition to gaining thermographic and low-light vision, the scanning beams grant users a -2 TN bonus on perception tests and against visibility based TN modifiers. (+2 bonus to open tests).
Users can also engage an open scan mode, though doing so is extremely conspicuous, as scanning beams are visibly emitted from the user’s eyes. This increases the bonus to up to 8 points, but imposes a penalty equal to double the bonus on any stealth-based rolls, and is considered highly distinctive.
Users can use the scanning beams in an offensive capacity to dazzle foes by looking into their eyes. As a complex action, the user rolls intelligence as a ranged attack skill against a single foe, who may attempt to dodge normally with combat pool, and/or resist using willpower vs. TN 4. The attacker’s net successes are applied as a visibility modifier for the defender (max 8). This penalty is reduced by 1 point each turn.
Availability: 14/30 days
Essence cost: .6
It is possible to obtain an illegal crack for the Multi-spectral LADAR array which boosts the scanning-beam’s power to dangerous levels suitable for use as a weapon. This allows the user to attack at heavy pistol ranges using either intelligence or the Energy Weapons skill. The attack inflicts a base damage of (Body) L, but the user must resist (Power-2) M damage as the system was not designed for this. Users may lower the power of the attack to avoid damage to their own systems. This crack is illegal and raises the base price of the system by ¥10,000.
Bionic Movement System
The Bionic Movement System replaces the bones of the user’s feet and legs, as well as parts of the spine with a bionic endoskeleton, working in concert with movement software to greatly enhance the user’s quickness and movement rate.
Each level of this system increases the user’s quickness by 1 and adds a +1 multiplier to the user’s land speed. The system is available in 3 levels, allowing users to walk or run at up to 4x their unaugmented speeds.
Price: ¥30,000 /level
Availability: 12+level
Essence cost: 0.5/level
Flight System
Retractable ion jets allow users to hover, or to fly at their normal movement rates. The system is available at 4 levels, each increasing the flight movement rate by 1
Price: ¥105,000/ ¥157,500/ ¥236,250/ or ¥354,375
Availability: 14, 17, 20, or 23
Essence cost: 1.0, 1.5, 2.25, or 3.375
Magnetic Buffer
This implant uses a powerful magnetic field to help you move away from danger and to seemingly deflect bullets. Each level adds 1 combat pool die for the purposes of dodge and damage resistance tests.
Price: ¥25,000/level Avail: 10/14 days Essence cost: .25/level
Internal shield generator
A recent breakthrough from Langrisser, this implanted shield generator interfaces directly with the brain, increasing ease of synchronization and bringing the base price of the shield to ½ the normal price. It also allows combat pool dice to be used for shield damage resistance.
Essence: .1*rating of shield
Skillwares
This advanced skill system permanently upgrades one of the recipients existing skills by a set amount (up to 4 levels per skill)
Price: ¥25,000/level, availability: 10/30 days, Essence: .1*levels
Master Blaster Target assist system
This extensive implant system helps to guide the user's hands in combat and keeps track of targets on the battlefield. It provides the following benefits. +1 point of recoil compensation, -1 to TN penalty for attacking multiple targets, -2 to visibility modifiers for ranged combat with the associated weapon type. It also provides +1 die to skill rolls involving the weapon type, and provides the user with a Blaster Pool equal to one third of the associated weapon skill. Blaster pool dice may be used in place of combat pool when attacking.
Price: ¥200,000 availability: 12/30 days, essence: 1
Gimbaled Joints
This full-body system gives the user flexible and shock-absorbing joints which add +2 dice to stealth and athletics tests.
Price: ¥100,000 availability: 10/20 days, essence: .75
Backup Life support
A ridealong VI in the user's brain controls a variety of life-support and resuscitation systems. This allows the user to maintain a baseline level of awareness even while unconscious, and to feign unconsciousness perfectly after receiving deadly stun damage. After receiving a deadly wound, users may return to 1 box short of deadly at a time of their convenience. Users may also choose to remain functional after receiving a deadly stun or physical wound, albeit at a +2 general target number penalty, in addition to normal wound penalties.
Price: ¥250,000, availability: 13/30 days, essence: 1
Bioware
HYDRA cell-breeder
The HYDRA cell-breeder is an artificial organ, implanted in the chest cavity, which produces cloned blood platelets, immune and stem cells as well as a variety of organic medical compounds and painkillers. Recipients of the symbiont seldom require hospitalization and are capable of complete recovery from even the most grievous of physical wounds.
The user receives a -3 modifier to all damage recovery tests and 3 additional dice on physical damage recovery tests. Furthermore, users recover from physical damage in an amazing ⅕th of the normal time. The HYDRA cell-breeder is incompatible with most forms of cyberware, and with non-cultured bioware. Recipients do not accrue physical scars, but also cannot receive tattoos or piercings.
Price: ¥150,000
Availability: 16/30 days, from Shiawase, or Arcadia only
Bio-index: 1
Bio-Neural Augmentation
This procedure enhances neural tissue neurotransmitter and hormone levels to increase cognitive, social or empathic functioning.
Neural augmentation can increase any mental stat, each stat may be augmented up to 3 times.
Price: ¥50,000/ point
Availability: 13/10 days
Bio-index: .5/point
Bio-Neural Restructuring
A cheaper alternative to Bio-Neural Augmentation, this procedure re-purposes the mind and body’s existing systems to achieve the surgeon’s desired result. While it is easier to come by, and can even be used in conjunction with augmentation, many believe that it comes at too great a cost for gaining an edge.
Bio-Neural Restructuring allows points to be moved from one mental score to another. No score may be raised more than three points in this way.
Price: ¥10,000/ point
Availability: 13/ 6 days
Bio-index: .1/ point
Lazarus Systems
These exotic systems are cloaked in secrecy, and thought to be rumors (Know: bioware TN 13), but if the rumors are true, they allow their recipients to return from the dead! It would seem, to those in the know, that 3 separate systems have been developed, all operating on different principles. 6 hours after dying users roll a body test against TN 12; success means that the user returns to life stabilized at a deadly wound and begins to recover normally. Failure means that the test is repeated every 6 hours, either until success is achieved, or a number of attempts equal to the subject's karma pool have passed.
Price: ¥300,000 availability: 15/30 days, Arcadia, Aztechnology, or Renraku faction, Index 1
Nanopolymer Blood
This mysterious system infuses the recipient's bloodstream with bio-engineered organisms which can instantly reconstruct or replace damaged tissue with flesh constructed of the user's own blood. Recipients of nanopolymer blood have 6 boxes worth of physical healing available to them each day. Activating this healing doesn't require an action, but does require a damage recovery check. Wounds healed by nanopolymer blood still appear quite slick, raw and bloody, until their normal healing time has elapsed. The HYDRA cell-breeder doubles the effectiveness of the blood. The system is essentially unheard of (Know TN 15)
Price: ¥???, availability: Unknown, Index: .5
Friday, May 20, 2011
Alignment Benefits
Alignment Benefits
Shadowrunners gain special abilities as their Black, White, and Grey Hat scores increase. Every 40 points of Black or White Hat score, or 50 points of Grey Hat score gives runners a corresponding slot that may be filled with one of the alignment benefits below. Choices are permanent once made.
New Perks!
Aligned
You gain an extra Black, White, or Grey Hat Benefit slot. This perk may be taken multiple times, but may not more than double the natural number of slots that you would have of any given type.
Conviction
You gain 2 Bonus Pool dice for each alignment benefit you possess.
White Hat Benefits
Unity
As a complex action you may spend 1KP to cause yourself and each member of your team to heal 1 box of damage for every 10 points of your white hat score. Individual team members may choose to apply this healing to either stun or physical damage.
Luck of Heroes
You gain a bonus to your Karma pool equal to 1/20th of your White Hat score.
Karmic Favor
When you spend Karma Pool to reroll failures you roll at -1 TN
Paragon
Add 1 to your lowest ability score for every 20 points of your White Hat score. This may be applied retroactively but must be applied incrementally. Points added should be noted, as they can be lost if White Hat score decreases.
Renewal of The Soul
Your essence is considered to be 1 point higher for each 25 points of your White Hat score. This Benefit cannot raise your effective essence to a value higher than your starting essence.
Enlightenment
You are able to produce an effect similar to Divination (MiTS p75). You roll dice equal to the average of your mental stats for the divination test, and may use this ability one time per week for every White Hat benefit you possess.
Rewards of Virtue
For every 5 points of White hat score you earn you gain 1 point of good karma; you also subtract 10x your White Hat score from your medical expenses and each of your lifestyle costs.
Black Hat Benefits
Wrath
As a free action you may spend 1KP to add 1/20th of your black hat score to the power of your attacks for the turn.
Malevolence
As a free action you may spend 1 KP to impose a combat pool dice penalty on your opponents for the turn. This penalty is equal to 1/10th of your black hat score and is resisted by your opponents rolling their highest stat Vs. TN 4, with each success reducing the penalty by 1. This is a fear effect.
Spite
Whenever you spend Karma Pool to reroll failures you increase the power of your attacks by 1 for the duration of the encounter. This bonus stacks with itself.
Fiend
You may continue to function normally while at 1 box of overflow damage for every 20 points of your black hat score.
Strength of Corruption
For every point of essence you are missing you may roll 1 additional die on attack rolls and melee counterattack rolls.
Reaper's Feast
When you inflict a deadly physical wound or killing blow on a living opponent you may roll dice equal to that opponent's karma pool against a TN of 6. Each success heals you 1 box of stun or physical damage as it turns out you weren't hurt as badly as anyone thought.
Wages of Sin
Whenever you gain Black Hat points you also gain additional ¥500* the number of points gained. You may add dice equal to 1/20th of your Black Hat score to your etiquette rolls to purchase illicit gear.
Grey Hat Benefits
Smooth Operator
You may spend 1KP to ignore target number penalties equal to 1/20th of your Grey Hat score for the duration of the encounter.
Pinch Competence
You may spend 1KP to add dice equal to 1/20th of your Grey Hat score to your skill rank for a roll. This may be used for skills you do not possess, and allows you to avoid defaulting.
Versatility
You may select a Black Hat or White Hat Benefit that you do not possess, the selected benefit is thereafter calculated based on your Grey Hat score. Versatility may be selected more than once.
Slow and Steady
Add one point to your lowest active skill for every 20 points of Grey-hat score you possess. This may be applied retroactively, but must be applied incrementally.
Practice Makes Perfect
When you take this benefit, choose a number of skills equal to 1/40th of your Grey Hat score, this number may increase as your score does. During the course of an adventure you have a pool of failure rerolls to be shared amongst those skills equal to 1/20th of your Grey Hat score.
Die Hard
You roll additional dice on damage resistance tests equal to your grey hat benefits plus twice the number of wound penalties you have accrued.
Ace
For every 40 points of Grey Hat score you possess, increase a stat of your choice by 1 and choose a linked skill. When rolling checks with that skill you may either roll additional dice equal to 1/40th of your Grey Hat score, or ignore Target number penalties equal to 1/20th of your Grey Hat score.
Shadowrunners gain special abilities as their Black, White, and Grey Hat scores increase. Every 40 points of Black or White Hat score, or 50 points of Grey Hat score gives runners a corresponding slot that may be filled with one of the alignment benefits below. Choices are permanent once made.
New Perks!
Aligned
You gain an extra Black, White, or Grey Hat Benefit slot. This perk may be taken multiple times, but may not more than double the natural number of slots that you would have of any given type.
Conviction
You gain 2 Bonus Pool dice for each alignment benefit you possess.
White Hat Benefits
Unity
As a complex action you may spend 1KP to cause yourself and each member of your team to heal 1 box of damage for every 10 points of your white hat score. Individual team members may choose to apply this healing to either stun or physical damage.
Luck of Heroes
You gain a bonus to your Karma pool equal to 1/20th of your White Hat score.
Karmic Favor
When you spend Karma Pool to reroll failures you roll at -1 TN
Paragon
Add 1 to your lowest ability score for every 20 points of your White Hat score. This may be applied retroactively but must be applied incrementally. Points added should be noted, as they can be lost if White Hat score decreases.
Renewal of The Soul
Your essence is considered to be 1 point higher for each 25 points of your White Hat score. This Benefit cannot raise your effective essence to a value higher than your starting essence.
Enlightenment
You are able to produce an effect similar to Divination (MiTS p75). You roll dice equal to the average of your mental stats for the divination test, and may use this ability one time per week for every White Hat benefit you possess.
Rewards of Virtue
For every 5 points of White hat score you earn you gain 1 point of good karma; you also subtract 10x your White Hat score from your medical expenses and each of your lifestyle costs.
Black Hat Benefits
Wrath
As a free action you may spend 1KP to add 1/20th of your black hat score to the power of your attacks for the turn.
Malevolence
As a free action you may spend 1 KP to impose a combat pool dice penalty on your opponents for the turn. This penalty is equal to 1/10th of your black hat score and is resisted by your opponents rolling their highest stat Vs. TN 4, with each success reducing the penalty by 1. This is a fear effect.
Spite
Whenever you spend Karma Pool to reroll failures you increase the power of your attacks by 1 for the duration of the encounter. This bonus stacks with itself.
Fiend
You may continue to function normally while at 1 box of overflow damage for every 20 points of your black hat score.
Strength of Corruption
For every point of essence you are missing you may roll 1 additional die on attack rolls and melee counterattack rolls.
Reaper's Feast
When you inflict a deadly physical wound or killing blow on a living opponent you may roll dice equal to that opponent's karma pool against a TN of 6. Each success heals you 1 box of stun or physical damage as it turns out you weren't hurt as badly as anyone thought.
Wages of Sin
Whenever you gain Black Hat points you also gain additional ¥500* the number of points gained. You may add dice equal to 1/20th of your Black Hat score to your etiquette rolls to purchase illicit gear.
Grey Hat Benefits
Smooth Operator
You may spend 1KP to ignore target number penalties equal to 1/20th of your Grey Hat score for the duration of the encounter.
Pinch Competence
You may spend 1KP to add dice equal to 1/20th of your Grey Hat score to your skill rank for a roll. This may be used for skills you do not possess, and allows you to avoid defaulting.
Versatility
You may select a Black Hat or White Hat Benefit that you do not possess, the selected benefit is thereafter calculated based on your Grey Hat score. Versatility may be selected more than once.
Slow and Steady
Add one point to your lowest active skill for every 20 points of Grey-hat score you possess. This may be applied retroactively, but must be applied incrementally.
Practice Makes Perfect
When you take this benefit, choose a number of skills equal to 1/40th of your Grey Hat score, this number may increase as your score does. During the course of an adventure you have a pool of failure rerolls to be shared amongst those skills equal to 1/20th of your Grey Hat score.
Die Hard
You roll additional dice on damage resistance tests equal to your grey hat benefits plus twice the number of wound penalties you have accrued.
Ace
For every 40 points of Grey Hat score you possess, increase a stat of your choice by 1 and choose a linked skill. When rolling checks with that skill you may either roll additional dice equal to 1/40th of your Grey Hat score, or ignore Target number penalties equal to 1/20th of your Grey Hat score.
Wednesday, January 5, 2011
Mysterious Persons
Mysterious Persons
Many runners claim to have had run-ins with a mysterious woman in harem garb who offers to grant wishes in exchange for favors or conditions. The first such incidents were reported when several competing groups of runners were present during a convention at the Samaru Towers; and the mysterious woman became known as The Samaru Genie. Since then the Samaru Genie has been reported to appear to people any and everywhere. Runners often say that she appeared to them in one of innumerable guises, and then suddenly left them talking to a completely different person, or that they found themselves suddenly in a city out of Arabian Nights, only to find that they had been staring off into space for some minutes. The Samaru Genie is always reported to appear and disappear without a trace. Reports about The Samaru Genie as a Johnson are conflicted; some say that she is straightforward, reasonable and friendly, and that their wishes always come true; others describe her as moody, flighty and misleading, and claim that she twists wishes, or worse yet grants them in ways that don't even conform to their literal wording, or doesn't grant them at all. Occultists and enthusiasts posit that The Samaru Genie will only grant wishes in proportion to the tasks she sets out. Skeptics posit that The Samaru Genie is nothing more than a popular urban legend amongst shadowrunners, and that rational people should realize that there's no such thing as The Samaru Genie at all.
The Samaru Genie
The Samaru Genie |
The Karma Fairy
Sometimes strange miracles seem to happen for normal people; their mortgages will suddenly be paid off, or their rusting cars will suddenly be replaced. Charity drives or events will be somehow anonymously organized, but only for good people who truly seem to deserve it, or who have been dealt a bad hand in life. These phenomena have been attributed to what the Seattle media have come to refer to as The Karma Fairy. Speculation about The Karma Fairy has become relatively commonplace, with many people believing that The Karma Fairy must be some sort of supernatural being, and others assuming that it's a random good Samaritan. Others believe that it couldn't be just one person, and some don't believe in The Karma Fairy at all. Regardless, those who claim to have had their fortunes changed by The Karma Fairy are deeply grateful.
Veiled in mystery and striking at night, Thanatos is a force of retribution against some of Seattle's most dangerous runners. Little is known about him, save for the fact that he strikes out in ambush against criminals and runners that have committed particularly heinous offenses, broadcasting their deaths or captures live across the matrix, and that his equipment is the most technologically advanced that anyone has seen on the street. Thanatos has an array of vehicles, and mechs, all themed to put fear into criminals... who are known to be a cowardly and superstitious lot. Some rumors on the street even say that he is attended by the spirits of the dead. Thanatos tends to avoid engagements with the police, but has no reservations about crossing extraterritorial lines or engaging with corporate forces. Many corporate big-wigs, criminal syndicates, and black-hat shadowrunners are gunning for him, but none have yet had any luck.
One-Eyed Jack
Always seen obscured save for a single glowing eye, One-Eyed Jack is a serial Killer said to target players of the Joker Game. Apparently quite fiercely powerful both in technology and magic, he is responsible not only for the deaths of a string of serial killing targets, but also of many law enforcement officers, and the destruction of The Nanten: Seattle's former top runner group, who had been hired to take him down. According to police, One-Eyed Jack's targets are random; urban legend however claims that all of his victims have been winners of The Joker Game, a current craze in bars, at parties, and on college campuses. Police point out that The Joker Game is so widely played that any link between it and One-Eyed Jack is a case of Texas sharpshooting, and that equally importantly One-Eyed Jack couldn't even know who was winning or losing the game in the first place. Police point out that dozens if not hundreds of people win at the Joker Game every day and aren't killed by Jack. Many people have become wary of the Joker Game in light of such warnings, but even more seem to interpret the One-Eyed Jack angle as adding a spooky thrill and an element of risk. Believers point to the phenomenon of losers who hold on to their black joker cards coming into sudden financial gain as support for the significance of the Joker Game, but such claims are also easily dismissed as cherry-picked data.
Health and Wellness Services
Health and Wellness Services
Arcadia Aura Balancing
In addition to Essence Restoration, Arcadia offers Aura Balancing as a part of its spa and massage services. After an initial aura assessment an appointment is made. The treatment is offered as part of a full-day relaxation package, it uses many exotic materials, oils, and rare minerals, and it is available in 3 levels.
Renraku Cyber Synchronization
Arcadia Aura Balancing
Aura Balancing |
A level one Aura Balancing relaxes the recipient and boosts confidence, providing one bonus pool die, and one extra die on the recipient’s social skill rolls.
A level two Aura Balancing provides the previous benefits, but also clears the user's mind, boosting a mental stat of the user's choice by 1, and providing both an additional bonus pool die and an additional die on social skill rolls.
A level three aura balancing can be truly enlightening; boosting a second mental stat by 1, granting a third bonus pool and social skill die, and allowing the recipient to roll 3 additional dice on all healing and recovery tests. Furthermore, during a level 3 Aura Balancing, the recipient may pay 1 good karma to roll an essence test against a target number of 6; success permanently increases the recipient’s Karma Pool by 1.
The effects of Aura Balancing last a number of days equal to 5 x the recipient's essence.
Price*: 5,000¥, 10,000¥, or 20,000¥, Appointment Availability**: Level+7/ Level+ 11 days
*Potential recipients may subtract 10x their white hat score from the price of the treatment.
**Potential recipients add 1/5th of their black hat rating to the availability and time of finding an appointment.
Aztechnology Hemoglobin Augmentation
Using a secret and proprietary process, Aztechnology is able to boost patient's physical performance. The procedure involves sedating the patient and injecting them with a set of special reagents, after which a quantity of blood is removed, taken to a separate area to be augmented, and is then re-administered to the patient. Each level boosts any 2 physical attributes by 1 apiece, and the treatment is available in 3 levels. Aztechnology is concerned with patient wellness and is willing to offer this service on credit. (payment plan 10% minimum payment per month, 10% monthly interest). Rumors persist that a version of this treatment can boost the magic attribute and spellpool, or even grant permanent boosts, but that such a service requires “special materials” and is only available in exchange for significant favors to Aztechnology.
Treatment lasts 14 days
Price: Level*10,000¥ Availability: Always
Renraku Cyber Synchronization
Renraku is currently allowing cyberware-using members of the public to buy into trials of its “Cyber Synchronization” service, a procedure said to enhance the interface between man and machine. The procedure requires general anesthesia, but boosts strength and body by a total number of points equal to 6 – the patient's essence. Deeper treatments somehow provide a similar number of extra dice on spell resistance tests, and the highest level of the treatment provides the Endure perk. It is unknown how this procedure operates, although Renraku does request that patients return regularly to allow the long-term effects of the procedure to be studied.
Effects of treatment last 30- 2x essence days
Price: Level*7,500¥ Availability: 3+2x essence/2 weeks
Langrisser Omnitool Optimization
Most engineers are far too hard on their Omnitools to keep them running at optimal efficiency. Langrisser Omnicorp offers tuneup services that improve the omnitools functionality... at least until the engineer goes and overclocks it again. The Optimization procedure involves a thorough assessment of the Engineer's biology, as well as omnitool software, followed by software and hardware calibration, plus a nanite boost. This temporarily boosts an omnitool's rating by 1, and provides temporary Tech Pool dice equal to twice the omnitool's normal rating; when used, these dice do not refresh, but are gone permanently, when all have been used, the treatment is expended, and the omnitool returns to its normal rating.
The optimization lasts for 30 days or until expended
Price: Omnitool rating x2,000¥ Availability 10
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Friday, December 31, 2010
Runner Groups
Runners not only make a name for themselves individually, but as teams. Most runners have a select group of associates that they prefer to work with, this is known as a runner team. With advancements in society and shadowrunning, runner teams have become stronger as units. Runner teams tend to have a team name they are known by, and are commonly afforded more respect and opportunities than lone runners. They typically consist of a core group of shadowrunners, and often some behind-the scenes support staff. After new shadowrunners meet up and find a group they like working with, forming a team is perfectly natural. A team can accrue competence and ethics scores together.
Here are some of the teams you might meet in Seattle, and what you might know about them.
The Gullwings
These girls are hailed as heroes when they show up to save the day. Seen more and more on the Laplace Mail, the Gullwings are one of Seattle's most up-and-coming runner groups. They're often seen responding to emergencies in between their various heists and capers. The Gullwings are generally well-liked and due to their high white-hat score don't generate too much heat as long as they keep things reasonable. People give the Gullwings the Benefit of the doubt and assume that anyone who gets hit by them must have been up to no good anyway. It is suspected by some of those in the know that the Gullwings work closely with, or may even be sponsored by Arcadia, though of course there's no proof. Furthermore, the Gullwings do so much to keep Seattle safe that there are often "more pressing matters to look into" when a Gullwings incident lands in front of the police.
White-hat score: 135, Grey-hat score: 75, Black-hat score: 2
Bart Company
Presently one of Seattle's most well respected runner groups, Bart Company has a well-earned reputation for pure competence. Bart company's most prominent member, who goes by the runner name Crimson Storm, is rumored to be an entirely mundane human with no cyberware, who is nonetheless possibly one of the most powerful individual runners in the northwest. Generally people would assume that that couldn't be right, but she seems to be on the cutting edge of the "Revolutionary Evolution", and Bart Company always gets the job done. It's known that Bart Company's other members all compare quite well against Crimson, and that's a fact that strikes fear into their targets and lets them name their prices to Johnsons. Bart Company works clean and professional, but seems to have at least some ethics. They keep their heat down by being damn good, avoiding creating grudges, and making sure that people know they're better off staying out of their way.
White-hat score: 25, Grey-hat score: 198, Black-hat score 15
The Plan From Panama
Also known as the Panama Plan, or, ironically, the Men in White Hats, The Plan From Panama is a long-running runner group rumored to be older than the Laplace Mail itself. They keep a relatively large membership for a runner group, bordering on being the size of a gang or small syndicate. The Panama Plan is quite competent, and they have no reservations about getting their hands dirty. They've been known to engage in slavery, poaching of sentient protected species, and many acts of espionage and kidnapping. They're rumored to have worked for the likes of the Triads, Aztechnology and Renraku, but they aren't picky at all. The Men in White Hats don't do good deeds, but have a startling ability to blend in, and a pervasive network of connections. Some of their runs end up getting foiled by the Gullwings, or other white-hat groups, but no one in the city thinks the Gullwings alone will be enough to keep them from spreading their influence even further and deeper.
White-hat score: 0, Grey-hat score: 110, Black-hat score: 140
Nightmare
Seeming to come from nowhere some time ago, Nightmare has been painting Seattle red. Another group with a large and rotating membership, nightmare is known for exceptionally violent, and sometimes even Raider-esque massacres and carnage. Unfortunately they are far more organized than any group of Raiders. Nightmare generates extreme amounts of heat, but seems to feed on it, sometimes choosing to go through Lonestar barricades and hard-points purely as a show of force. People hire nightmare when they not only need a job done, but a message sent, and Nightmare carries out such tasks with grim efficiency and sadism. Nightmare has been terrorizing Seattle and it seems like no one can stop them.
White-hat score: 0, Grey-hat score: 170, Black-hat score: 255 (max)
Here are some of the teams you might meet in Seattle, and what you might know about them.
The Gullwings
Rikku, Yuna, and Paine, the primary members of The Gullwings |
These girls are hailed as heroes when they show up to save the day. Seen more and more on the Laplace Mail, the Gullwings are one of Seattle's most up-and-coming runner groups. They're often seen responding to emergencies in between their various heists and capers. The Gullwings are generally well-liked and due to their high white-hat score don't generate too much heat as long as they keep things reasonable. People give the Gullwings the Benefit of the doubt and assume that anyone who gets hit by them must have been up to no good anyway. It is suspected by some of those in the know that the Gullwings work closely with, or may even be sponsored by Arcadia, though of course there's no proof. Furthermore, the Gullwings do so much to keep Seattle safe that there are often "more pressing matters to look into" when a Gullwings incident lands in front of the police.
White-hat score: 135, Grey-hat score: 75, Black-hat score: 2
Bart Company
Crimson of Bart Company |
White-hat score: 25, Grey-hat score: 198, Black-hat score 15
The Plan From Panama
Also known as the Panama Plan, or, ironically, the Men in White Hats, The Plan From Panama is a long-running runner group rumored to be older than the Laplace Mail itself. They keep a relatively large membership for a runner group, bordering on being the size of a gang or small syndicate. The Panama Plan is quite competent, and they have no reservations about getting their hands dirty. They've been known to engage in slavery, poaching of sentient protected species, and many acts of espionage and kidnapping. They're rumored to have worked for the likes of the Triads, Aztechnology and Renraku, but they aren't picky at all. The Men in White Hats don't do good deeds, but have a startling ability to blend in, and a pervasive network of connections. Some of their runs end up getting foiled by the Gullwings, or other white-hat groups, but no one in the city thinks the Gullwings alone will be enough to keep them from spreading their influence even further and deeper.
White-hat score: 0, Grey-hat score: 110, Black-hat score: 140
Nightmare
Seeming to come from nowhere some time ago, Nightmare has been painting Seattle red. Another group with a large and rotating membership, nightmare is known for exceptionally violent, and sometimes even Raider-esque massacres and carnage. Unfortunately they are far more organized than any group of Raiders. Nightmare generates extreme amounts of heat, but seems to feed on it, sometimes choosing to go through Lonestar barricades and hard-points purely as a show of force. People hire nightmare when they not only need a job done, but a message sent, and Nightmare carries out such tasks with grim efficiency and sadism. Nightmare has been terrorizing Seattle and it seems like no one can stop them.
White-hat score: 0, Grey-hat score: 170, Black-hat score: 255 (max)
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