NAGEE 2 revisions for Shadowrun Second Edition

by Chris Doherty <[c p doherty] at [chemical.watstar.uwaterloo.ca]>

Here they are, the conversions to Shadowrun Second Edition for all the spells and archetypes from all of the current issues of the NAGEE. [Chris revised NAGEEs 1-4, and I’ll be running the other two parts in NAGEEs 7 and 8 —Aroooo] All the conversions have been done with (reasonably) strict attention to the new rules, especially character creation (i.e. no starting values above 6, that sort of thing). Note that I have taken some liberties with the original spell descriptions, but this was necessary to bring them in line with the new rules and theories in the Second Edition Grimoire. Anyone who dislikes what I’ve done with their spells or archetypes is free to email me and complain, or better yet, write your own SR2 versions (this is hard work, y’know). Anyone who would like my reverse-engineering and design notes (ooh, I feel so game-designerish) can email as well. Note that I have made several assumptions about the spell design process as outlined in the SR2 Grimoire that may not be borne out by a strict reading of the rules. These assumptions were made after comparison of similar spells, reverse-engineering representative spells, and careful consideration of several suspected errors in the SR2 Grimoire. Anyone who would like to discuss these assumptions can damn well start a thread on the rec.games.frp.cyber group, ‘cause I’m tired and I want to go to bed.

P.S. Watch for the ‘IChorse’ handle. These comments will provide some insight into the assumptions mentioned above as well as some cute comment fostered by an excess of caffeine and a lack of sleep. I really don’t do daylight. Honest.

Archetypes from NAGEE 2, for 2nd Edition

The Immigrant Street Priest

(Exorcist/Conjuring Adept)

Attributes

Body           6
Quickness      4
Strength       5
Charisma       6
Intelligence   4
Willpower      5
Essence        6
Reaction       4
Initiative     4 + 1D6

Dice Pools

Combat         6

Skills

Conjuring           5
Street Etiquette    2
Theology            1
  Christianity      3
Athletics           3
Unarmed Combat      3
Performance         1
  Oratory           2
    Religious       4
Spanish or Italian  6
Church Latin        5
English             3

Cyberware

None

Contacts

Choose 2

Gear

Used Car worth 2,950 nuyen (often breaks down)
Religious (Conjuring) Library
  Rating 6 (300 lbs)
Car Phone
Ordinary Clothing
Priestly Clothing
Priestly Equipment
Conjuring Materials (8,000 nuyen worth)

Starting Cash

3d6 x 1000 nuyen + 600 nuyen

The Jack-Of-All-Trades

Attributes

Body           4
Quickness      5
Strength       4
Charisma       3
Intelligence   4
Willpower      4
Essence        2.0
Reaction       4
Initiative     4 + 1D6

Dice Pools

Combat         6
Hacking        10

Skills

Armed Combat         4
Computer             6
Car                  4
Etiquette (Street)   5
Firearms             6

Cyberware

Chipjacks (Four, plus one included with Skillwires)
Cybereyes
  Flare Compensation
  Low-Light
  Thermographic Imaging
Datajack
Datasoft Link
Display Link
Headware Memory (90 Mp)
Skillwires (6)
Smartgun Link

Contacts

Choose 2

Gear

Heckler & Koch HK227 (w/ built-in Smartgun)
Lined Coat
Fuchi Cyber-4 
  Bod      6
  Evasion  6
  Masking  6
  Sensors  6 
  Attack   4 
  Evaluate 4
  Sleaze   5
Skillsofts (all general)
  Three KnowSofts (3)
  Three ActiveSofts (3)
  Two LinguaSofts (9)

Starting Cash

3d6 x 1000 nuyen + 410 nuyen

The Mage Hunter

(Dwarven Physical Adept)

Attributes

Body           4
Quickness      5
Strength       7
Charisma       3
Intelligence   3
Willpower      7
Essence        6
Reaction       6
Initiative     6 + 1d6

Dice Pools

Combat:        7

Physical Adept Abilities

Strength +2
Reaction +2

Skills

Etiquette (Street)       1 (3)
Firearms                 6
Interrogation (Physical) 2 (4)
Stealth (Urban)          1 (3)
Unarmed Combat           4

Cyberware

None

Gear

Colt Manhunter 
  30 rounds regular ammo
Form Fitting Body Armor (3)

Archetypes from NAGEE 2, for 2nd Edition

Anti-Blade Barrier

see Blade Barrier, SR2 Grimoire

Biophysical Armor

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+1)M

This spell is essentially an Armor spell that protects the body from influences that interfere with its natural rhythms. It must be cast on a voluntary subject, and every two successes add one die to the Body attribute to resist damage from Black IC/Personas, electrical shock (stun batons, shock sticks) and vertigo (such as ultrasonic induction). It doesn't aid in normal combat related situations so no, the spell cannot be used in conjunction with the standard armor spell in melee/firearms related combat.

The spell does not aid against the effects of aging in any way. It does help the subject fight off the effects of Poisons, Pathogens, Toxins, and related substances (even against the reactant of a "Stonebiter" Bat). It also gives its dice to the recipient to resist the effects of Health spells.

Enhance Willpower

  • Jonathon K. Henry
  • Health
  • Type: Mana
  • Range: Touch
  • Target: 2 x Willpower
  • Duration: Sustained
  • Drain: (F/2)S

This spell, cast on a voluntary subject, gives defense dice (one/two successes) vs. attacks similar to those the Mental Armor spell aids against. It also directly strengthens the psyche, allowing the subject to resist the effects of Drain more readily. It doesn't directly change the Willpower attribute. It enhances the recipient's ability to deal with the varying energies of Astral Space. The spell also does not enhance the ability to resist its own Drain.

Flame Barrier

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2+3)M

This spell is similar to the existing Very Restricted Target physical Barrier spells . The spell gives a Barrier Rating equal to its Force against fire-based attacks of all sorts. This includes all spells with the elemental effect of Fire, but it does not protect against the Ignite spell. It also does not afford complete protection against heat in a pure form. Against heat and heat-related attacks (lava flows, light-based lasers, etc.), the spell functions as an Armor spell (+1 die to Body to resist damage for every two successes).

Flight

  • Jonathon K. Henry
  • Telekinetic Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+2)M

Only voluntary subjects can be affected by this spell. The number of total successes are the "flight pool" of the user of the spell. Dice from this pool can be used either for speed or for maneuvering and dodging. The flying subject can move at a maximum speed of (flight pool dice allocated x Magic Rating of caster) in meters per Action Phase. Complex maneuvers have target numbers set by the GM, and the dice allocated for dodging are the only dice that can be used to help reduce damage while flying - the Combat Pool may not be used for this purpose.

For example, Jeremie gets 15 successes with this spell, and he has a Magic Attribute of 7. His top speed is 105 meters per turn, though he would be moving in a straight line, with no ability to turn. In that example, he had all his "flight pool" dice allocated to speed. If he were moving at a speed of 0, that is no dice allocated to speed, he could effectively hover in place and gain 15 dice to "in-place" maneuvering (dodging and the like). Or Jeremie can allocate 7 dice to speed, leaving him with 8 dice for maneuvering. Note that any alteration is speed allocation, results in appropriate change to the "maneuvering" ability of the user.

>>>[15 successes? What, he rolled 20 dice? Remind me not to mess with Jeremie.]<<<
—Jerry (09:03:33/05-16-92)

Foresight

  • Scott Crain - Jonathon K. Henry
  • Detection
  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)D

Similar to the already existing Combat Sense and Personal Combat Sense spell theories, this spell allows for a limited precognitive view of the area around the spell's user. every two successes adds one to the Combat Pool of the user, as the spell gives some indirect insight into "where he should or should not be at the time" and "what to do to stop this action." This spell can only be cast on a voluntary subject.

>>>>>[Read between the icons, chummers. This is a precognition spell. Not only will it play angel for you, but it also gives random, *accurate* precog flashes while it's up and running. Great for buying BodyLotto tickets.]<<<<<
—IChorse<01:07:01/06-23-54>

Increase Matrix Reaction

  • Jonathon K. Henry
  • Health
  • Type: Mana
  • Range: Touch
  • Target: 2 x Reaction
  • Duration: Sustained
  • Drain:
    • Increase Matrix Reaction + 1 (F/2+1)M
    • Increase Matrix Reaction + 2 (F/2+1)S
    • Increase Matrix Reaction + 3 (F/2+1)D

This spell is essentially a variation on Increase Reaction spells. The spell will not work in Increase Response systems on Cyberdecks. It will not work in conjunction with Increase Reaction spells of other forms, as they are not designed to work with the mind and its fuller faculties in simsense realities.

The spell adds its rating to the Willpower of a decker who is attempting to Cut and Run from Black IC. If the decker already has a Willpower-increasing spell on himself, the Increase Matrix Reaction spell takes precedence and is not cumulative. The spell functions in all other ways as any other Increase Reaction spell does, adding directly to the Reaction attribute.

>>>>>[You need a physical version of this spell to talk to the hyped response systems in your deck properly, and its a headbuster. Wiz and Weitek just don't play nice together.]<<<<<
—IChorse<01:18:22/06-23-54>

Magesword

  • Jonathan K. Henry
  • Transformation Manipulation
  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2+1)S

This spell creates a blade of energy equal in length to the caster's Willpower attribute x 30 cm. If the length is equal to 1 meter or more, it has a +1 reach. Spells that assist the Willpower attribute do not increase the length of the blade.

The number of successes determines the range of the spell, as usual. The spell does a base damage of (Force)M. The caster can use either his Armed Combat skill or his Sorcery skill to wield the sword. The targeted individual uses Willpower to resist damage. Impact armor does not assist. Neither do most artificial shields, walls, etc., though they are not themselves damaged. ("What do you mean he died? His clothes aren't ripped up or hurt, there isn't a mark I see on him.") All mana Barrier spells function normally. The sword must first penetrate the Barrier (see p. 98, SR2. Any result of "Barrier damaged" means the Magesword has penetrated and will do damage, but its Power (Force) will be reduced by the Barrier spell's Rating). Physical Barrier spells do not in any way impede the Magesword. Dermal Armor (Bodyware section of Cyberware) does assist.

The Magesword can be in any shape desired by the caster, subject tot the length restriction. The magician controlling this spell can deflect Weapon Foci being used by another (whether or not they are bonded to the user). The magician can also attack Astral beings/entities with this weapon (as long as they can see them). The "sword" created by this spell does not have to glow or be visible to the physical world. Fully capable magicians usually have their "sword" non-visible and use their perception talents at the same time. Sorceror Adepts are not that lucky their swords are usually visible to the naked eye.

Magesword II

  • Jonathan K. Henry
  • Transformation Manipulation
  • Type: Physical
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2+2)S

This spell is essentially the same as the above mentioned Magesword, except that the sword is completely physical. The sword cannot pass through non-living objects like the mana version. Impact armor is fully effective as are physical Barrier spells. The Very Restricted Barrier spells are still ineffectual against it, even the Blade Barrier spell.

The sword can hit non-living objects. This allows it to be used against doors, cars, etc. It can still be used to defend against Weapon Foci. The sword cannot hit purely Astral beings/entities. If a creature/spirit is manifest, it can be used to attack them. The power of Immunity to Normal Weapons does not aid the subject from attacks by this "weapon."

The damage by the weapon is (Force)M. Reach modifiers are as for the mana version. The sword is visible at all times, and sheds a minor amount of light (about equivalent to a standard firefly).

>>>[A pretty huge firefly, I'd guess. An Awakened firefly, maybe?]<<<
—Silver Cianide (08:47:38/05-16-52)

Notes On The Magesword Spells

The sword must remain within line of sight of the caster at all times. Mirrors and/or Binoculars can assist as long as the spell doesn't go beyond the range determined by the spell's successes.

The "movement" speed of the spell is equivalent to its successes in meters per Action Phase with "running" modifiers being equivalent to the spell's Force.

The mana version can be cast from the Astral Plane and utilized into the physical world through the usual grounding methods. The physical version of the spell cannot be cast from the Astral.

The Initiate Talent of Shielding is of great benefit to those defending against both versions, raising both the target to hit and giving extra dice to resist the damage with.

Quickening And Locking Mageswords

If the caster wishes to maintain self-control over the spell, the functions remain the same in all ways.

If the caster wishes to make the sword usable to someone else, the "sword" becomes self-sustaining and does not keep any of its self-motivation ability. It is thus considered an object that is to be wielded by an individual. Any living creature may utilize the mana version of the spell. They do not need to be able to see it, though perception of the weapon's dimensions does help (target numbers go up by 1 otherwise). The damage the weapon does becomes standard for melee combat (Force)M, with any appropriate reach modifiers. The target resists damage according to the version used. Spell locks for this spell usually become the handle of the weapon.

>>>[Your magical skills are no match for the power of the Dark Side...]<<<
—Vader<12:13:43/06-21-54>

>>>[??!??]<<<
—IChorse<01:44:26/06-23-54>

>>>[I suspect the sword retains an astral link to it's creator, just like normal Quickened/Locked spells, right?]<<<
—Myra (08:57:21/05-16-52)

Mental Armor

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+1)M

This spell is similar to the Armor spell. It must be cast on a voluntary subject, and every two successes gives an additional die for the purposes of resisting any form of attack against the psyche. This includes Mana-form Combat spells, Mind Controls and Probes, Fear and Weakness powers of paranormals, as well as the Essence Drain attack of a Vampire. It will also defend against combat attacks in the Astral in much the same way that an Armor spell protects the body in the physical world.

Mental Shields

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Mana
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2+2)L

This spell is essentially the same as the personal version of the Spell Barrier spell, giving a Barrier Rating equal to the Force against the attacks mentioned under Mental Armor. There is a +1 Drain Target because the spell also affects the attacks of Parabiologicals.

Movement

  • Jonathon K. Henry
  • Telekinetic Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+2)S

This spell directly copies the spirit/elemental power of the same name. It does not protect the user of the spell from some of the more harmful side effects. When combined with the Weather Guard spell, most if not all of the adverse side effects of travel are negated (air friction, vertigo, etc.). The spell can be cast on any person or object. Movement is multiplied by the number of successes.

Potential uses of this spell, besides the standard movement increase, are:

Firearms Enhancement: When placed on the chamber of a weapon, the spell enhances the Power attribute of a projectile. The level of enhancement is equal to the success level of the spell. There is no additional recoil modifier for use of this spell.

>>>>>[Remember, GMs, if you allow this, adjust the target number based on the materials list modifiers.]<<<<<
- Aroooo (/)

Vehicle Speeds: This can be very dangerous if the pilot/driver of the vehicle is not aware of the spell's placement. All target numbers are increased by the success level of the spell with appropriate modifiers for rig level (if any), etc.

Vehicle Economy: If careful control is utilized, the spell will enhance the economy level of a normal vehicle by the success level of the spell. A vehicle that has an economy of less than 1 KM/Liter will have the economy increased by .1 KM/Liter per success. A vehicle that has 100 or more KM/Liter economy (as some mopeds do) has the economy modified by 10 times the number of successes.

A vehicle has a 15 KM/Liter economy rating. The casting magician obtains 5 successes with the spell, thus enhancing the economy by 5 KM/Liter. Another vehicle has .5 KM/Liter economy. The same number of successes on this vehicle will enhance the economy by a further .5 KM/Liter (5 success X .1 KM/Liter).

>>>[Remember, your referee might disallow some of these options. Check with your referee before basing a plan on a specific option, or you could be unpleasantly surprised.]<<<
—Jerry (10:41:20/05-16-92)

>>>[The rep this spell has for doing ten dozen different things is overrated, chummers most of those effects are other spells that somehow added to the Movement spell's rep as a Swiss Army spell. Kind of one of those urban legend things.]<<<
—IChorse (04:46:04/06-20-54)

Pathkeeper

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+2)M

This spell has a few purposes, most of which are minor in their effect, but have an overall effective usefulness. The spell allows the magician or individual affected (who must be a voluntary subject) to walk without distraction over any standard medium. This includes water (such as a river or lake), a rocky incline (such as a mountain slope or desert creek), etc., without penalty for movement. The spell also offers a limited amount of protection from the terrain the recipient is moving through.

For example, choppy waters go smooth in a radius equal to the caster's magic attribute in meters, around the user. The user will also gain no distractions from such things as briar thorns, cactus pines, jagged rocks, etc.

To get a good idea on the spell's diversity, consider the spirit power of Guard, with a twist (levitate-like powers over water or mud). The spell will not protect from such things as lava, electricity, wire fencing and caltrop-like obstructions. The user also cannot walk through something (this is not a Passwall spell). The recipient must willing (so no, you can't suddenly strand a fish on the water's surface). The spell will not work on non-living objects.

If the caster of the spell designates the spell to be used by an individual underwater, and an Oxygenate spell is used in conjunction, the individual can move at standard movement without penalty. It has been hypothesized that if a Hydrate spell (oxygenate for a water breather) were used in conjunction with this spell on a water traveling target, they could move about on land without penalties.

>>>>>[Y'know, most of the Nature Spirits I know wouldn't be too happy about people giving away their secrets.]<<<<<
—IChorse<04:54:22/06-20-54>

>>>>>[Do you spend all night thinking this stuff up? I haven't seen one of your time stamps in double digits yet.]<<<<<
—Metallic Marauder<14:34:12/06-21-54>

>>>>>[Buzz, vatboy. I don't do daylight.]<<<<<
—IChorse<01:12:34/06-22-54>

Resist Allergy

  • Matt Bunch - Jonathon K. Henry
  • Health
  • Type: Mana
  • Range: Touch
  • Target: 10-Target's Essence
  • Duration: Sustained
  • Drain:
    • Resist Nuisance Allergy (F/2+1)L
    • Resist Mild Allergy (F/2+1)M
    • Resist Moderate Allergy (F/2+1)S
    • Resist Severe Allergy (F/2+1)D

This spell allows the caster to dull out an allergy's effects on the target. For the spell to function, the caster must touch the subject. Once the spell has been successfully cast, the caster does not have to maintain physical contact to sustain the spell.

This spell does not remove the allergy. It just alleviates the effects of the allergy. The spell does not aid against Vulnerabilities. For example, a vampirically inflicted individual is exposed to sunlight while under the effects of a Resist Deadly Allergy. As long as the spell is in place, the subject is protected from the harmful effects of the sunlight. If a Shapeshifter is touching or comes into standard contact with silver they are protected in a similar fashion, but if the silver is used as a weapon against the character, it still has its modifiers to damage (+1 Damage Category).

>>>[Some referees might decide that each allergy requires a specific spell.]<<<
—Jerry (10:52:59/05-16-92)

Warplight

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2+3)M

This spell is similar to the power of Adaptive Coloration used by the Bandersnatch. The number of successes divided by two indicates the modifier to the perception tests needed when using the standard visual spectrum. This includes Thermographic vision and the UV spectrum, but not sound or EM fields. If the subject is moving at a rate greater than 10, the modifiers to perceptual tests are doubled.

The spell also acts as full armor against standard lasers, subtracting the number of successes from the Power of the weapon.

Weather Guard

  • Jonathon K. Henry
  • Transformation Manipulation
  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2+2)S

This spell protects a voluntary recipient from the elements. This includes the effects of rain, sleet, hail, snow, desert heat and sandstorms, etc. It does not protect a person from spells with elemental side-effects, such as Flame Volt or Acid Bomb. Harsh winds are reduced to gentle breezes (for the protected). Dehydration due to prolonged exposure to the sun will have no adverse effects, though standard consumption of water is still required.

The spell does not aid someone in perception tests against fog, rain and the like, nor does it protect someone with a Severe Allergy to the effects of sunlight. It will negate the effects of distraction due to rain, wind, etc.