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

New Perks
Resist Physical
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.

Thursday, June 9, 2011

New Cyberware and Bioware

New Ware



Multi-spectral LADAR array
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.
Price: ¥25,000
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.

Wednesday, January 5, 2011

Mysterious Persons

Mysterious Persons

The Samaru Genie
The Samaru Genie
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 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.

Thanatos
Thanatos
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
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.
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

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
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
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)

Character Creation Checklist

Character Creation Checklist!
It's character creation time! Before you make your characters I ask that everyone have a look through the material on the site; I know that it's quite extensive, but that's part of why it's important. There are plenty of resources here that should help you to make a fun and viable character, as well as a lot of material about the campaign world. Don't forget to scroll to the bottom and click to check Older Posts, sorting by category also helps.

I'm also asking that people try to use what's available here, and not make any off-the wall special requests. Feel free to run anything by me of course, but understand that I'll be strongly disinclined to approve a Great dragon with toxic potency or anything of the sort. With the races available, and with perks in play there are plenty of great options for building your character.

That said, while I've put a lot of thought into the material and campaign, I only have limited empirical evidence as to what works or how things might interact with anything I missed. As a result, the game will be running in light play-test mode, especially as things evolve. I may have to adjust things to maintain balance and function; as a quick example, the Digital Tracing system may need some adjustments for balance, but should be workable.

I haven't looked at the web enhancement edges and flaws too much recently, so it's probably best to stick to the companion and not to build your character around them. Many were poorly-constructed, redundant, or broken (cyclic magic). Some are fine though, so just run them by me.

Dan made a really good post on creating a workable character. It was mostly spot on, so I'm linking it. Give it a read before you begin. Dan's How To Create A Workable Character.

Be sure to have a look around the sections even if you viewed them previously. I've made quite a lot of changes. In the case of perks I saved some of the best for last. Keep a particular eye out for perks when building character versatility. I probably should also specify that white-hat leanings are preferable.

Character Creation Information

Basic information
Build points: 120 +bonuses
Edges and Flaws: You can balance these against each other as you like. You may also buy edges with build points or net up to 5 BP by taking flaws
Availability for starting equipment: 12
Characters receive 2 Backgrounds at character creation
Characters receive 4 free Perks at character creation, and may purchase more for 5 BP each.

Now the Checklist!

Backstory
Character backstories are always desirable, so let's have them. Your character's backstory should include at least a bit of character history and goals, as well as a significant event or two. You should also answer the following character and backstory questions. Including or referring to them in your backstory is a fine idea, though I'd also appreciate it if you answer them in list format as well. Each question is worth 1 Build Point if answered in detail.

  1. What motivates your character to do missions, or excites your character about missions?
  2. What are your character's ethics?
  3. How did you get your Laplace ID?
  4. Which of the other player characters do you know?
  5. Where does your character live?
  6. How do your backgrounds fit into your backstory?
  7. Who are your contacts and how did you meet them? This doesn't have to be complicated if you have a lot of them.


Equipment
You should make sure that you have a proper loadout. Equipment can make or break a shadowrunner, especially with recent advancements in technology. Gain one BP for each question you answer affirmatively.

  1. Have you purchased and configured your Comp?
  2. Have you purchased and configured your Shields?

Skills and Versatility
It's always a good idea to make a character capable of contributing across a wide variety of situations. One really should be prepared for anything ranging from high-level espionage to a sudden ambush by raiders, or even being asked an awkward question by mall security. If you're a mage, then variety in your spells is a good way to build versatility. If you're not a mage, then you have that many more points to spend on skills, perks, and equipment. Building a versatile character is a complex process, but here are at least a few points to consider. 1 BP for each answered affirmatively. 

  1. Do you have a credible means of sneaking?
  2. Do you have a credible means of information gathering, such as Etiquette, Investigate, or Computers (for research and digital tracing).
  3. Can you subdue an opponent quietly or non-lethally (preferably both)?

Character artwork would also be appreciated, although it awards no points. Have fun designing, read through the material, and please contact me with any questions, comments, or concerns. (feel free to comment through the site as well.)

Wednesday, December 29, 2010

New and Consolidated Skills

New skills

Energy Weapons
replaces laser weapons, applicable to energy weapons.

Digital Stealth
This is an important new skill which has a variety of uses. Its primary use is in hiding tampering with computer systems, but it also covers maintaining a low profile and staying off the grid. This second use is the main reason why most people take it, as it protects both you and your personal equipment from Digital Trace attempts. You roll an open test when using this skill to hide computer tampering. You use it passively to protect your privacy.

Investigation
Used for forensics and searching for hidden clues, as well as for tracking footprints (more useful in some environments than others). Investigation can be used in combination with knowledge skills to put together clues and put together theories based on evidence. It can also be used to supplement etiquette when gathering information in an area. Investigation can be used to supplement perception tests.

Knowledge: Laplace Mail
This is the go-to skill for keeping up to date on what's going on in the shadowrunning world. You have a general idea of what runs and adventures are going down, and can use this skill to recognize other runners and Johnsons by their reputations and MOs. This is a popular skill both for shadowrunners and their comps.

Athletics
Now includes the useful Parkour application. Includes acrobatics and may see expanded uses. May be based off of any physical stat.

Engineering
The primary skill of Engineers. It allows them to deploy tech abilities, and also replaces electronics, and moost build/ repair skills in their hands.

Removed Skills

Diving (combined with athletics)
Underwater combat
Launch Weapons (largely combined with heavy weapons or gunnery)
All of the watercraft skills are now covered by: Pilot Watercraft

Tuesday, December 28, 2010

Two-weapon Fighting

Two-Weapon Fighting

The two-weapon fighting systems have been pretty badly scattered and often imbalanced. This is a generalization of the two-weapon cybercombat rules on p. 121 SR3

Melee:
The two weapons can be used against either 2 targets in your reach, or the same target. In either case, the two weapons should be the same type (edged weapons, cyber weapons, etc).

Same Target: Use 1.5*Str instead of your Str score when calculating weapon damage. So if a weapon does (S+2)L, now it does [(1.5*S)+2]L.

Multiple Targets: Roll against both targets, splitting your dice up, and the off hand weapon only uses 1/2 your strength. (This option is nearly redundant in melee at any rate).

Ranged:
You can fire the two weapons at one target, or at multiple targets using the same action. They should both be one handed guns.

Same Target: Add 1/2 the power of one gun to the power of the other. So if you're dual wielding predators at 9M, the combined attack is 13M (9+4). This does not help bypass hardned armor or weapon immunity. Take a +2 TN modifier to the attack roll and you cannot use scopes, laser sights, aiming, or smartlinks to help.

Multiple Targets: Take a +2 TN modifier to the attack rolls, and split your attack's dice between the two targets. You cannot benefit from smartlinks, scopes, or laser sights.

When using two weapons, apply the recoil modifiers from both on further shots (so if they both have recoil 1, you'll get +2 next shot).

Ambidexterity Edge
Value: 3, 6
Each level of this edge eliminates 1 point of target number penalties for two weapon fighting with ranged weapons, and allows a character to roll 1 extra die when fighting with 2 weapons in melee.

Friday, December 24, 2010

New Weapons and Armor

New Weapons and Armor

Energized Weave
Energized Weave allows for interesting armor designs

Energized Weave armor is the closest that a person can come to wearing two shields. Though using similar technology, it is not able to intercept attacks like a shield does, but protects the wearer from energy and kinetic impacts by allowing the wearer's natural bio-electric field to transfer load to the wearer's armor. This extends the armor's protective value equally to all parts of the wearer's body, and in addition to protection from energy attacks, has the added benefit of keeping the wearer comfortable in mundane extremes of hot and cold. Many cutting-edge fashion designers have taken advantage of the technology to create minimalist attire that still protects against the elements... including lead.

Energized Weave increases the effective ballistic and impact values of an armor piece by 2, this augmentation does not count when calculating encumbrance or other effects.
Energized Weave armor functions normally against energy attacks, rather than at half value.
Attackers may not take called shots to increase damage against a target wearing energized weave armor.
Armor that is to be enhanced with energized weave must be worn largely in contact with the body, therefore this modification must be made to the bottom layer of armor, and cannot be made to over-garments such as trenchcoats and security armor.
Only one piece of Energized Weave-enhanced armor may be worn at a time, although matched ensembles may count as one item.

Energized Weave armor cannot receive other energy absorbing modifications.
Price: 5,000¥x (ballistic+impact) ratings of the armor. Availability: as armor +4

Plasma Weapons

Plasma weapons cause fire damage by launching a ball of searing-hot coalesced plasma at their target. The plasma does not cool instantaneously, targets hit by a plasma bolt must make a damage resistance test at the end of the combat turn at a TN of half the weapon's power and against a damage code 1 step lower.
Targets resist plasma damage using half of their impact armor.
Plasma weapons are wielded with the energy weapons skill and cause only ½ normal recoil. They can accept most accessories.
Plasma Pistol

Plasma Pistol
Damage: 8S
Ammo: 10
Range: Heavy Pistol
Conceal: 5
Price: 5,000¥ Index: 2
Avail: 12/2weeks


Plasma Rifle
Plasma Rifles
Damage: 12S
Ammo: 30
Range: Sport Rifle
Conceal: –
Price: 7,500¥, Index: 2
Avail: 14/21 days

Tesla “Green Hornet”
Damage: 5M
Ammo: 20
Conceal: 7
Price: 10,000¥
Avail: Tesla Faction
Special: Burst Fire/ Full Auto only, no additional cost for mech integration.
This tiny “pepper pot” style plasma gun was designed to be mounted on Tesla scouter mechs, but was soon adapted to hand-held use. It's distinctive report when fired on full-auto will summon Teslas from all over the barrens.


Raider Weaponry
These weapons are most commonly found in the hands of Raiders, although they can easily be replicated or found elsewhere. Their brutality and lack of subtlety can satisfy particularly vicious urges.

Ballistic Fist
Ballistic Fist
Damage: (Str+1)M stun and 8S ballistic
Ammo: 3(m)
Conceal: –
Price: 750¥
Avail: 4/24hrs
Since the invention of the pistol mankind has longed to perfect the “glove with a gun in it”. Who would have thought that Raiders in the barrens would be the first people crazy enough to succeed? In addition to adding weight to the wearer's punches, this glove discharges a shotgun shell on a successful hit.

Chainsaw
Damage: (Str+4)D
Conceal: –
Reach: 1
Price: 500¥
Avail: 2/8hrs
The exceptional weight and unwieldiness of a chainsaw imposes a +3 TN penalty on the wielder's attacks. This penalty can be reduced by 1 for each 2 points by which the user's strength exceeds 4.

Raider Harpoon Gun
Damage: 5M
Ammo: 2
Range: Shotgun
Conceal: –
Price: 1,000¥
Avail: 12/6days
This particularly vicious weapon launches long and cruelly barbed harpoons mounted in an over-under crossbow fashion. Targets that take a moderate or higher wound from this weapon receive a -2,-4, or -6 penalty to a physical stat of the attacker's choice depending on how much damage has been received. Penalties can stack, but cannot reduce an attribute to less than 1, and remain until the harpoons are removed. Removing a harpoon requires either a simple action (and a 5M damage resistance test) or a complex action (and a TN 5 bio-tech test).
Loading 1 harpoon into this weapon requires a complex action.

Potent Ammunition

Shield-Piercing Bullets
These bullets are wrapped in a quantum jacket designed to pierce shields. Upon contact they reduce a shield's rating by their own for the purpose of the shield's damage resistance test. If the shield's rating is reduced to zero, the shield immediately overheats and the bullet passes through unimpeded. They must be painstakingly manufactured on an individual basis in a process that takes many hours by its nature. They are very rare and highly illegal. Prices listed are Per Bullet
Price: Rating x 500¥ Street index: 3
Availability: Rating x 2/ Rating x 2 days

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 ad +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

Thursday, December 23, 2010

Langrisser Omnicorp

Langrisser Omnicorp

Lucas Langrisser was 10 years old when shadowrunners gunned down his parents in their lab at Langrisser Technical Consulting. He barely survived the attack and found evidence that the hit had been ordered by Renraku. 3 years later he led a campaign that revolutionized the world and left Renraku reeling.

In early 2061 Renraku had heavily leveraged itself and many of its assets in preparation for an upcoming negotiated acquisition of Yakashima Technologies. Speculation on their stock was high, as they had announced many upcoming plans and projects to be put into place after the merger. This all changed when many of Yakashima's key facilities around the world were simultaneously invaded and seized by small strike groups of tech-warriors who would later become known as Engineers, and an army of robots which the media would soon refer to as the “Mechabots Army”. Yakashima's automated and matrix defenses were quickly dismantled by the assault, and their computer systems turned against them almost immediately. The seizure was broadcast live, and it was revealed that Yakashima had been involved in extensive espionage against governments and other corporations. Furthermore they had recently been commissioned to begin work on a vaguely defined “Atma Energy Project” or “Ultimate Weapon”, one which apparently relied on using cybermancy on great dragons, and which suspiciously could only be constructed using Renraku hardware and resources. Yakashima properties around the world were invaded and seized by local governments. Needless to say the merger suddenly fell through and Renraku was out billions; investigations of the “Atma Energy Project” also started to look bad for them despite their attempts to distance themselves from the subject.

Lucas Langrisser immediately took credit for the destruction of Yakashima Technologies, revealing to the world that the force had consisted of Engineers, who performed their amazing feats using Omni-tools and led Mechs controlled by VIs, or Virtual Intelligences, into combat. He implored world governments and the corporate court to pursue Renraku. It was at this time that he changed his company's name to Langrisser Omnicorp. Renraku officials were of course furious and began to assemble a response. They were massing personnel and resources at their Archology in preparation for an assault on Langrisser's Seattle headquarters when they ran into another problem... Renraku's archology spontaneously went into lock-down. After the facility repelled attempts by Renraku to retake it, Langrisser volunteered to go in on behalf of the UCAS army. There were heavy losses of mechs, but the Langrisser forces prevailed. Renraku's apparently bizarre experiments were revealed and the company lost further face. The Archology was nationalized and given to Seattle. Langrisser was inundated with purchase requests for mechs VIs and shields.

Lucas continued to press for the pursuit of Renraku, but the Corporate Court declined, and governments seemed uninterested, leaving him somewhat bitter about the matter. Nonetheless, Langrisser had rendered contemporary computer technology obsolete almost overnight (deckers and existent matrix security proved no match for engineers and VIs) and people clambered to place orders while many youths were eager to become engineers. Lucas eventually opened up the process, and at some point The Nexus became active on the matrix. Langrisser Omnicorp is currently the world's largest AA Megacorp and largest privately owned company. Lucas is suspected to harbor grudges against Renraku, Shadowrunners, and the Corporate Court.

Even over a decade later, other corps are still playing catch-up to Langrisser. Renraku has lost huge amounts of business in the computers market and has doubled down on their biological research. One of their hottest new projects is some sort of “Super Power Army” of super-soldiers to supplement their Red Samurai. Many rumors abound.
The destruction of Yakashima made many opportunities for other, often more tolerant companies to come in and fill their niche. Mechs are more reliable and versatile than traditional drones ever were. Shields are a core component of modern defense and have made the world a safer place. New matrix infrastructure not only allows worldwide connectivity, but has made the matrix dramatically more useful, reliable and secure than before.

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

Mycelium

Mycelium

Vampires require essence to survive, often the essence of meta-humans or other sentients. This poses a serious problem to their coexistence with other people. To address this for its agents, and perhaps for vampires generally, Arcadia developed Mycelium, a paranormal strain of bacteria, genetically crossed with neural cells, which is both high in essence, and capable of forming a non-sentient neural network which nonetheless can be made to hold an emotional state. When ingested, Mycelium provides essence to creatures with the essence drain ability.

There are problems however. Mycelium, being a briny sludge, is highly unpalatable, and relatively large amounts of it are necessary to provide a similar amount of essence to feeding on a human. It's flavor and texture are enhanced somewhat when it is thoroughly chilled and mixed with alcohol and sugar, resulting in vampires working with Arcadia being seen on occasion to drink giant frozen daiquiris. Mycelium is also difficult to produce, and Arcadia, while having enough for its own uses, could not produce enough for the existent vampire population at large, or even the official membership of the Ordo Maximus, even if the vampires would agree to drink it. Of lesser note is the fact that Mycelium exhibits no complexity of emotion, and exhibits no emotion other than ecstasy, despite some vampires tastes running towards darker flavors. Arcadian personnel have made no effort to increase complexity of emotion due to the fact that such would likely arise only from sentience, and find requests for Mycelium which feels pain or fear to be... distasteful. Furthermore, Arcadia has been entirely unwilling to share the production process, and the Ordo Maximus would never like to be dependent upon Arcadia for subsistence.

Even under the best of circumstances Mycelium is expensive and slow to produce, but in truth Arcadia is unable to release the production details of Mycelium due to its extreme potential for abuse. Firstly Arcadia has made it a priority to avoid the creation of sentient bacterial colonies, which, with Mycelium, would be easy for a sufficiently determined or careless party. Secondly, the techniques used to generate Mycelium, along with the bacteria itself, could be easily weaponized. The latter combined with the former, and Mycelium's magical nature could theoretically lead to an intelligent weaponized disease, potentially displaying intelligence within a host, or even across multiple hosts. Arcadia of course keeps the details of such concerns to itself and lets the Ordo perceive their reticence primarily as a power play. Nonetheless, the Ordo Maximus covets the secrets of Mycelium production, both for the purposes of producing blood-substitutes, and likely for more nefarious ends...