Showing posts with label new races. Show all posts
Showing posts with label new races. Show all posts

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.

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, December 1, 2011

Metahuman Perks




Elves always make the cover
Dwarves

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, December 23, 2010

Vampires

Vampires
There has been much evolution of vampires in recent times, which has caused quite some turmoil within the Ordo Maximus. The differing needs and philosophies of those infected with different strains of HMHVV has caused political tumult, and brought loyalties and allegiances into question.

Maribels
Maribel Renard

Maribels are humans infected with the Maribel strain of HMHVV, named for its first known carrier, A pop star-turned spy who had been strung along for some time by the Ordo Maximus. Transmission of the Maribel strain requires a somewhat involved "siring" process that has kept their numbers relatively low.
Maribels experience heightened passion and sensation, and are known for hypersexuality. They have retractable fangs and commonly develop pointed ears, though only a few are able to pass for elves. They are able to eat food, although it passes through them without providing any nutritional value. For sustenance, Maribel's require 8 ounces of blood daily, being otherwise powered by essence and mana. This blood may come from blood-packs or even from animals, although most find the latter unpalatable. A Maribel who goes without blood will lose 1 point of willpower per day until slipping into torpor; during this time the vampire must make willpower checks vs a TN of (max willpower) to avoid seeking blood when the opportunity arises. Maribels' reaction to sunlight is mild, and those who maintain luxury comforts may avert it by using sufficiently powerful sunscreens.
Those in power within the Ordo Maximus afford Maribels little respect, with many considering them to be suitable only as whores, or treating their presence as Arcadian sedition. This has, of course, led to a self-fulfilling prophecy, as Maribels, realizing that Arcadia will accommodate them, have largely allied with Arcadian interests. Maribels' low essence requirements mean that they have fewer issues with Mycelium as well.
The origin of the strain is disputed, with all evidence pointing to it having been developed by the Ordo itself, while some within the organization suspect Arcadia meddling, and others still citing evidence of a powerful free spirit having interceded on Maribel's behalf.

+2d6 initiative
+2 dice to perception tests
-2 TN to perception tests involving the sense of touch
Thermographic Vision

Special: Maribel Vampires add ½ their essence to both their quickness and charisma.
Powers:Essence Drain, Regeneration, Influence*, Desire Reflection*, Immunities (age, disease, poison)

Weaknesses: Sunlight Allergy (mild), Essence Loss (1/6 chance/month), Biorejection, Compulsions (Vanity, Hedonism), Expensive tastes (suffers +1 morale penalty to all rolls for each step below high lifestyle), Dietary requirement (blood)
*When Maribels use their Influence or Desire Reflection powers they must roll willpower vs a TN of their target's charisma; failure means that the vampire becomes enamored with the target and suffers a +2 TN distraction penalty due to feelings of lust. This modifier does not apply to actions related to pursuing the target, and lasts until it is acted upon or until the target has been out of the vampire's sight for a number of minutes equal to the target's charisma.
*Clarification: Maribels need only literal blood on a daily basis, and only use their essence drain once in a great while (typically after bad luck on their 1/6 chance of essence loss).
BP cost: 25


Embryon

The Ordo Maximus has long been experimenting with ways to introduce HMHVV to shape-shifters. Over a decade ago it is rumored that they found a promising strain, but that the research ended dramatically. Recently however they have explored new directions, and produced the entirely new Embryon strain of HMHVV. Embryon vampires see a marked increase in the versatility of their shape-changing talents, but are sometimes driven into a frenzied bloodlust.

Ordo developers had originally intended to use Embryon as ideal spies and infiltrators, but many have proven difficult to train or control, and all are subject to falling prey to their bestial nature.

Only shape-shifters with human forms can be infected with the Embryon strain.

+1d6 Initiative
Scent
Thermographic vision

Mutable Form: Embryon have a hybrid form in addition to their human and animal forms, furthermore, as a complex action they can change the general physical features, such as race, gender, or appearance of any of their forms as long as they remain both within the norms of their species and within 50% of their normal mass. This allows Embryon to add their essence to disguise rolls. Embryon split their essence between 2 of their physical attributes, but may change which 2 as a complex action.
Embryon in hybrid form have stats which are the average of their human and animal forms. They also receive a claw or bite attack which does (STR)M lethal damage. They may use the movement modes available to their animal form.
Powers: Essence Drain, Enhanced Regeneration: Embryon may roll 2d6 rather than 1d6 when making regeneration checks.

Weaknesses: Embryon may frenzy as do Bear Shamans (SR3 p163), Essence loss (1pt/month), Allergy: (sunlight, moderate), Shape-shifter weaknesses

BP cost: 15 (+shape-shifter)


Vampeals

Vampeals Divide essence between any 3 stats, otherwise as listed
BP cost: 25

Vampire Flaw:
Essence Sieve
Value -3,-6
You lose essence more quickly than most members of your kind. With the 3 point version you lose essence every month, the six point version increases this to every week. This is in addition to any essence you would normally lose. Any vampire may take this flaw.

Vampire Perks
Lifedrinker
When you drink a creature's blood you may gain access to it's memories.
When you drink blood from a creature (a complex action which requires an unresisting target) you may make an opposed test between your essence and the creature's willpower. If you score net successes you may compare your results to the Mind Probe table on P.193 SR3 to see what you can learn. You must however "buy" your questions by paying for them with an appropriate number of successes. Thus, a vampire with 6 net successes could view 2 conscious memories or one hidden one. This ability may only be used on a target either once per adventure or once per week, whichever is longer.
Prerequisite: Vampire

Lifelink
When you drink a creature's blood, you touch it's mind, and can forge a permanent link.
When you drink blood from a creature you form a telepathic bond with it allowing the two of you to exchange thoughts, regardless of distance, for a number of hours equal to your essence. If you pay 1 point of good karma during the bond's initial duration, you may later pay 1KP to reestablish it at any time. In either case, you cannot "eavesdrop" on the target's thoughts, nor is it compelled to respond to you, though you can feel that the connection exists. It is likely that means exist to break this bond.
Prerequisite: Vampire

Wednesday, December 22, 2010

Fey

Fey
Visitors claiming vaguely to be from beyond the veil, new types of fey have arrived in the world with little explanation. Largely unknown to the world, some have partnered with Arcadia while others wander about getting by as best they can. As well, certain unsavory interests might hunt them out of fear, or to exploit their magical abilities; fey-blood is often quite potent in magical compounds.

Nymphs
Nymph
Grace and beauty personified, nymphs are a breathtaking sight to behold, which is just as well, as most love to be the center of attention. Grand and charismatic, nymphs revel in the attentions of others. Nymph hair and eye colors may be any shade of the visible spectrum. Nymphs are able to pass for elves if not subjected to too much scrutiny, and most do. Some make claims of fantastical pedigrees, certifications or noble titles, although none can seem to remember quite where they came from or how they came to be in the world of humans. For unknown reasons, those few in the higher echelons of elven authorities who know about nymphs are uncomfortable with them.

+2 Quickness
+6 Charisma

Unearthly Grace: Nymphs add their charisma to their combat pools for the purposes of dodge and damage resistance tests.
Powers: Wealth (able to create (Essence)x¥1000 worth of clothing, jewelry and expendable foci over the course of a month; individual items are created instantly as a complex action), Confusion (Special: nymph must remain within sight of target), Innate Spells: (Stun-bolt(M), Healthy Glow, Makeover)

Weaknesses: Vulnerability: (Iron), Allergy: (Iron, severe), Compulsive: (appear sexy & tres chic), Bio-rejection, Dietary requirement (organic produce)
BP cost: 25

Satyrs
Satyrs
Small numbers of party-loving Satyrs and Satyresses (also known as fauns) have begun to appear here-and-there, mostly blending into local club scenes and attempting to conceal their true nature. Satyr blood can be used to make some quite potent magical drugs and compounds.
Satryress

+1 Strength
+2 Body
+2 Quickness
+2 Charisma
Running Multiplier is x5
+2 dice to any test to perform music
Powers: Hypnotic Song(any musical performance), Desire Reflection (sexual, vs compatible target, satyr integrated), Immunity: Melee attacks, Innate spells: Mob Mood, Physical Mask (satyr appears as 1 specific human or elf of similar appearance to base form)

Weaknesses: Satyrs must make a willpower (6) test to refuse a fight or physical contest. Satyrs are lecherous and must make a willpower test against a target number equal to a seducer's charisma in order to resist any advances.
BP cost: 25

Pixie
Pixies (sprites, critters p.44)

Standing 5 to 7 inches tall, no one is exactly sure where pixies come from, and their existence is largely unknown outside of select circles. (Knowledge paranormal TN 10). Pixie appearances vary wildly, and although common traits might be shared by pixies from a given region, regions and populations can be very small. Eye and hair colors can be any visible shade, ears may be round or pointed. Pixie's wings come in many variations, often resembling those of a butterfly, dragonfly, or moth. Some rare types of pixies even have nonhuman skin tones such as bright red or blue.
A Pixie's diet tends to consist mostly of fruit, although many have a weakness for human-made candies and pastries. Pixie physiology can tolerate a seemingly unlimited amount of sugar.

Pixies have established communities within protected forests, such as those of both Tir Tangir and Tir Nan Ogg, although their existence is seldom known or recognized. Those that make their homes in urban environments tend to be affiliated with Arcadia, a few friendly individuals, or on their own. Arcadia will shelter Pixies, and issue them SINs with human or elven cover identities. Their legal status is not recognized by any AAA corp, or human government.

Body: Starting Max 2
quickness +7
strength: Starting Max 1
Intelligence +1
Willpower +1
+1d6 initiative
Quickness multiplier for flying is 5
Powers: Concealment (personal),-1 to dodge TNs
BP cost: 10

Glimerlings
BP cost: 25

Tuesday, December 21, 2010

Catgirls

New Races

Catgirls

Lithe and alluring, catgirls are essentially emblematic of Arcadia. This is for good reason, as 85% of employed catgirls work for Arcadia, with most others being self-employed or the like, and some in government work. This is largely a result of societal expectation, the fact that most catgirls are born inside Arcadia, and that Arcadia scouts them aggressively, and can teach them special martial arts which make best use of their claws, and can teach them to unlock their “living focus” ability. Arcadia has been employing catgirls for as long as there have been catgirls, and perhaps for as long as there has been Arcadia; it has been difficult to pinpoint their emergence due to early secrecy.

Physically, catgirls are highly varied and largely resemble human women, save for having catlike ears and tails covered in fur which may match the catgirl's hair color or may be nearly any other color at all. They also have retractable claws within each of their nails. Catgirls may breed with either humans or elves, with female offspring (77%) being catgirls, and male offspring being of the father's metatype. Rarely, catgirls are born to either human or elf mothers. Catgirls are assumed to be exceptionally long-lived, as none have been observed to age physically past young adulthood, nor have any been known to die of old age. Detailed studies of catgirl physiology have been rare. Demographically catgirls make up less than 5% of the total population.

Racial Adjustments:
+3 Quickness
+4 Charisma
+2 Reaction
+1d6 Initiative
Claws: Retractable, Strength L lethal damage (Str*1.5 if attacking with both hands)
Low-light Vision
Special Ability: Essence increases when magic increases
Special Ability: Living Focus. A catgirl's body functions as a stacked focus of total force equaling her essence. The aspects of this focus may be of any type, such as sustaining, power, or weapon foci. No aspect of this focus can be of the same type as another, and no aspect may have a force greater than ½ of the catgirl's total essence. A willing catgirl may share the abilities of these foci with another magic user, but this requires skin-to-skin contact over an area at least the size of the catgirl's outstretched hand. The nature of this ability is not apparent within the catgirl's aura.
Cat Empathy: Catgirls have no special ability to actually communicate with cats, but get along well with them and can often get them to follow simple commands even without prior training or exposure.
Disadvantage: Sensitive System
BP cost: 20pts

Lynx Shape-shifters

Lynx Shape-shifters have a catgirl form rather than that of a human or elf. Lynxes receive +2 quickness and +2 charisma in either form, and have an x4 running multiplier while in catgirl form.