N.E.R.P.S. ShadowLore Edited By: Robert A. Hayden NERPS : ShadowLore was assembled and published in the bowels of Mankato State University. I'm Robert Hayden. My permanent address is P.O. Box 4041, Mankato, MN 56002-4041. Via email, I can be found at hayden@krypton.mankato.msus.edu. Note that the above addresses are subject to change, especially email, as I am bound to enter the real world someday. NERPS: ShadowLore was released on April 15th, 1994. Down with I.R.S. thieves. This updated version with a few minor changes was released on May 2, 1994. You are free to pass on this document to your friends or enemies, at no cost to the user or profit for yourself, in either electronic or hardcopy format. If you distribute via hardcopy, you may charge to cover printing and materials, but not for profit. Shadowrun is a registered trademark of FASA, Inc. They actually make money off of the game. The copyrights of each article are held by the original authors. This compilation is copyright © 1994 Robert A. Hayden ABOUT THE EDITOR Robert A. Hayden is a senior at Mankato State University, a campus of 15,000 located in southern Minnesota, United States. He's majoring in experiential education, with an emphasis on computer administration. He is also the administrator of the four ShadowRun Internet mailing lists, as well as serving the Mankato State Student Senate as a member of the Academic Computing Committee. In addition to ShadowRun, computer and education related activities, Hayden spends his free time involved with various aspects of political activism. A staunch supporter of civil and privacy rights, and a member of the Electronic Freedom Foundation, Computer Professionals for Social Responsibility, and the American Civil Liberties Union, Hayden can often be found wandering the nets or the real world, passing out opinions to anyone who will listen on issues of constitutional, civil and electronic rights. In addition, he is part of the south-central Minnesota gay/lesbian/bisexual civil rights movement and is an active voice at Mankato State on the same subject. When I was in the military, They gave me a medal for killing two men and a discharge for loving one -- Leonard Matlovich LEAVE OUR PRIVATES ALONE End the ban on gays in the U.S. military This book is dedicated to the poets, the storytellers, the lovers, the imaginers, the creators, the inventors, and the dreamers. Without them it would have never seen the light of day, and without them humankind would still be living in caves freezing to death. Never let the creative spirit die, for its death takes with it our very reason for existing. STOP CLIPPER STOP TELEPHONY KEEP CYBERSPACE FREE Join the E.F.F. eMail to info@eff.org for information Table of Contents RACES 05 Halfling 06 Minotaur 06 Ogre 07 MAGIC 08 Spells 08 Physical Adept Skills 12 Totems 14 Health Adept 18 Null Adept 19 Blood Magic 20 Waking the Dead 22 Gathering Magic 24 Ragaining Essence 24 Gradual Initiation 26 Dead Zones 29 CYBERWARE 32 Brand Name CyberWare 32 BIOWARE 37 Optional Rules for BioWare and Magic 37 BioSculpting 38 ShadowFurry 39 Enzomatic Reinforcer Treatment 44 MATRIX 45 Programming Languages 45 Matrix Combat (version 2.1) 48 MultiTasking 53 CPU Controllers 56 TECH 57 Consolidated Ammo 57 Clustered Datajacks 59 Expert Systems 61 Signal Router 62 Low-Altitude Vectored Thrust Vehicles 63 Gadgets 68 BEHIND THE SCENES 76 Matador Files 76 Toxin Exposure 77 Two-Weapon Combat 79 Unarmed Combat 80 Contacts / Archtypes 81 RACES BACKGROUND "look different" by most scientist, and halflings In 2048 an intensive (homo sapiens waerlous) classification project of which are often confused paranormal races was with dwarves. undertaken by researchers at the London Institute of Table of Attributes Paranormal Studies. Doctor Human Henry McAllister, Associate Halfling Minotaur Ogre Professor and Project BODY 6 Leader for the 6 10(+4) 9 classification project, (+3) published a paper in QUICK 6 February of 2054 that has 8 (+2) 6 been a topic of debate ever 6 since. His revolutionary STR 6 results showed that not all 5 (-1) 9 (+3) standard races of Dwarves, 10 (+4) Orks, and others are the CHAR 6 same. Some subjects, 7 (+1) 4 (-2) showed vastly different 5 (-1) physical attributes. INT 6 7 (+1) 5 (-1) Contrary to the opinion of 4 (-2) the majority of the WILL 6 scientific community, there 6 5 (-1) is substantial evidence 5 (-1) that there are more than ESS 6 the five commonly accepted 6 6 metahuman races. Through 6 sophisticated and detailed REACT 6 studies of the physical, 7 5 mental, and genetic 5 attributes of humanity, EYES --- this scientist has been Low Lt Thermo able to confirm the Low Lt existence of eight distinct SPEC 1 --- metahuman races. The *1 *2 first five are the commonly -- accepted ones dwarves (homo SPEC 2 --- sapiens pumilionis), elves -- *3 (homo sapiens nobilis), -- humans (homo sapiens RUN x4 sapiens), orks (homo x3 x3 sapiens robustus), and x4 trolls (homo sapiens ingentis). The other three *1 == Halflings are ogres (homo sapiens receive a +1 die bonus when humongous) and minotaurs using Social Skills. (homo sapiens taurus), *2== Trolls and which are often considered Minotaurs have a +1 Reach to be orks and trolls that for Armed/Unarmed Combat. *3== Minotaurs of orks. Ogres have low have a pair of horns that light vision, just like will do (Str)M physical orks. damage. This attack Minotaur attributes fall does not benefit from the between those of orks and +1 reach, though. trolls. Physcial strength, Overview of new forms of endurance, and quickness metahumanity: fall right between those of orks and trolls. Halflings were generally Intelligence is equal to considered to be unusual orks while mental endurance dwarfs. However the and socialization skills testing process proved them are equal to those of to have very different trolls. Minotaurs have the attributes than generally same long arms as trolls, associated with dwarves. but instead of body-wide Halfling physical and dermal growths, minotaurs mental endurance are the possess long pointed horns same as humans. Physical on their heads which are dexterity is much faster strong enough to function than human, making them the as weapons. Minotaurs quickest of the metahuman possess the same races. Physical strength thermographic vision of is lower than that of trolls. humans. Intelligence and socialization tests on halflings yield higher than HALFLINGS human scores. They also Homo Sapiens Waerlous show a strong Todd Montgomery (Quiktek) tendency towards communication skills. The most startling difference MODIFIERS between dwarfs and +2 Quick, +1 Char , +1 halflings is the fact that Int, halfling possess low light -1 Str vision, not thermographic Low-Light Eyes vision like dwarfs. +1 die when using Social Skills Ogres are physically similar to orks. Their ALSO KNOWN AS: physical endurance and Warrows dexterity are equal, but Wee Folk they are much stronger. In fact their strength, caused Appearance: by much denser muscle Average Height: 1.1 m, tissue than orks, is equal Average Weight: 50 kg. to that of trolls. Mental capabilities are similar Identification: Warrows with intelligence and appear to be human children willpower being of ages 8-10 yrs. Hair and significantly lower than eye color vary as it does human. Socialization in humans. The childish skills are equal to those facial features of this race disarm most people. kilograms. They have short Most individuals have fur covering their massive displayed the most uncanny muscles. Fur color ranges ability to persuade adults from red-brown to almost of all races with their black. Minotaurs have charm. faces reminiscent of bulls. They have short horns Young: Gestation period is growing from the edges of 8 months. Newborns are their foreheads to a length typically 16 inches long of 15cm to 30cm for and 5 lbs. in weight, but females and 30cm to 60cm are very healthy. Unlike for the males. Minotaur other races, any individual females have two mammae and who changes into a Warrow all minotaurs have 34 does so between the ages of teeth, including four 6 and 8. Warrows also seem enlarged canines. to develop quicker mentally Minotaurs are very heavily than their other racial built. They have long counterparts. The reasons legs, making them good for this are not understood runners, but their massive at the present. size slows them down. Notes: Legally in UCAS and Habitat: In urban areas, North America, Warrows are minotaurs tend to live in termed Dwarves. The standard human houses. general population sees them as Dwarves or small Habits: Minotaurs can be human children even though active day or night. Their their appearance and diet is omnivorous. Since mannerisms can be vastly they have just recently different. awakened, they tend to be rare, so they live relatively isolated. MINOTAUR (which may very well be due Homo Sapiens Taurus to the fact hat they Manny Suarez aren't yet accepted yet by population.) Metabolic Robert A. Hayden studies show that the approximately 60 years. Their breeding season is MODIFIERS: unrestricted. Gestation is +4 Body, +3 Str, 250 days. -2 Char -1 Int, -1 Wil Young: Usually one. Birth Thermographic Vision weight is 2.5% of the +1 Reach mother's weight. Suckling Str(M) Attack with time is about 10 months. Horns Commentary: Minotaur are Identification: Minotaurs usually associated into measure approximately 2.4 troll society without meters and weigh 225 difficulty, although a growing socio-political ogres are found in single movement towards separatism or pairs, not in communal has become evident. groups. Life expectancy is 70 years. Breeding season is unrestricted. Gestation OGRE is 300 days. Homo Sapiens Humongous David Altman Young: Only one. Birth weight is 3.0% of mother's weight. Sucking time is 11 MODIFIERS months. +3 Body, +4 Str -1 Char, -2 Int, -1 Commentary: Ogre's eyes are Wil heavily endowed with rod Low Light Eyes structures, this allows them to see in dim light Identification: Ogres far better than Sapiens. measure 2.6 meters tall and weigh 230 kilograms. Skin color varies between pinkish-white to ebony, and usually darkens slightly after expression. Ogre's body proportions differ from Sapiens in both arm-to- leg ratios and girth-to- height ratios, both are generally 30% more than in Sapiens. Ogres are very heavily built and generally have both denser skin and bony deposits on or under skin. Body hair is more developed than in Sapiens, but less than Ingentis. Ears are normally rounded, and do not come to points as in other metatypes. The sloped skull has 34 teeth, prominent lower canines. Females have two mammae. Habitat: Ogres prefer caves or large above ground dwellings in the wild. In urban areas they prefer large, above ground, but enclosed spaces. Habits: Ogres are diurnal. Their diet is omnivorous, although a strong tendency toward carnivorous behavior has been observed. Usually MAGIC Spells >>>>>[Heyo once again sheets on this one! Lead chummers! None other than all over the place, and one your fuzzy ear-to-the- of the walking corpses took pavement here to tell you a burst without wincing! about something YOU need to He was actually know about. Trust me. As smiling!]<<<<< usual, it's open for your -Jander <16:34:44 / comments, remarks, and 07-23-54> crack-shots. Sorry about the cut & dry tone of it, >>>>>[Seriously? We can but I pirated this off of get that for you...]<<<<< API. (Dry & monotone -Da Goon Skwad defined.) The text was <18:23:14 / 07-23-54> verbatim, I spliced in the sound bites where >>>>>[Errr, no applicable. Share & thanks.]<<<<< Enjoy!]<<<<< -Jander <18:30:35 / -Tyger Any When> >>>5 Mp Deleted by Sysop API:Seattle Tuesday night there was a >>>>>[Sorry. Tyger kinda shooting incident near garbled the last part. Dante's Inferno involving Something about the wire two rival gangs. Police tap being 'violated', and a are still sketchy on the 'system corruption' It was incident. Eyewitness deleted to save the accounts claim that some of collective tails of the the combatants had taken (very, very) guilty.]<<<<< several shots without any -Shadowland signs of injury. <13:23:42 / 07-23-54> (Voice, male.) "Dis guy, >>>>>[We all have our off no foolin', he took ten, days... Seriously. Any twenty shots to da chest. word from 'yall about what Dinnt even flinch! An' he the frag those guys were wasn't wearin no jacket, on?]<<<<< Check it chummer?" -Tyger The police have determined that at least one of the >>>>>[The Almighty Tyger gang members was under the hasn't heard yet? I'm influence of a spell, if simply amazed. New trip not more. A Lone Star called "Buzz". First trip official press release on us. Come on down to the states that they have no 'barrens, if you want a comment. try.]<<<<< >>>>>[No kidding! I just wanna see the body-bag -Tyger Meaning for every 3 extra successes, the target can Buzz have a stat Rob Rubin / Winona RPSIG boosted +1. Or the mage 1d6 per 2 successes. The caster must make this clear Type: Physical before the spell is cast Range: Touch what successes are going Target: 12 - Essence where. Drain: (force) S Duration: "Permanent" The down side to all this, is that the spell is This spell needs a willing addictive. Every time the target. Upon successful spell is cast on a target, casting, the subject has an the target must roll a adrenaline surge, and an willpower test. The target endorphin rush number is the force of the simultaneously. It also spell. However, they must affects the mind such that overcome a threshold equal it feels nothing but to their UNMODIFIED pleasure. (charisma+body / 2) - 8. If they succeed, they If the target has blood remain 'normal' after filters, symbiotes, exposure to the spell. If pathogenic defenses, or any they fail, they are other filtration / addicted to the spell's purification systems, each effects. (Detoxing them is level adds one to the the GM's problem, sorry.) target number of the caster. Again, if the target has any filtration / The spell lasts for 5 - 15 purification system, they minutes (2d6 + 3). may use them as normal. Effectively, the spell works to add a +1 to Example : Bob the Samurai strength, +2 to willpower needs an edge. He asks (to racial maximum), +1 to Cyan, the resident mage, to reaction and -2 to cast 'buzz' on him. Cyan intelligence. (Minimum of casts the spell, target of 1.) All damage modifiers 11 (Bob is a samurai, are halved (round down.) remember....) Cyan then rolls 2d6, getting a 7. NOTE: The loss of Meaning the spell will last intelligence DOES NOT ten minutes. effect reaction. After the ten minutes are At the time of casting, the up, Bob then rolls his mage can use his extra willpower (Surprisingly, he successes to either bounce has 5 dice) with a target up the numbers or extend of 3 (The spell force) and the time. The stats a threshold of 4 (a High body and decent charisma.) Type: Detection Bob rolls a 6, 5, 5, 3, 1. Range: Extended Bob is now addicted. Had Target: 4 Bob made one more success, Duration: sustained he would have been OK. Drain: see below Note: requires Karma can be used as usual. voluntary target If the target has any Allows the caster to "chat" bioware designed to boost with the target (must be the body's natural systems human or metahuman). If (synthacardium, adrenal the target is unwilling to pump, suprathyroid gland, communicate, then no link and so on) they must make is established. Like a another body roll normal conversation, the (Cyberware doesn't count), other person in the link with a target number equal only knows what the to the number of minutes "speaker" wants to tell the spell was in effect, him. and a threshold of the spell's force. If it There are two ways to fails, the target has calculate the drain code overworked a system, and for this spell 'burned it out'. It will not work until repaired. 1) From scratch new sense Example : Bob has an D adrenal pump. When the superficial mind spell wears off, he rolls +1 his body again. His target sustained number is 10, and he needs +1 3 of them. Bob rolls 11, detection spell 10, 4, 4, 3 & 1. He's now -1 not only addicted, but his restricted tgt. adrenal pump has -1 voluntary subject overextended itself and 1 will not refill again. Not extended range like he cares, he wants -1 another hit from Cyan... specific target -1 Other systems are up to the discretion of the GM. total: [(F/2)-2]S Likely system failures happen in any reflex / 2) Based on MindLink brain based systems. new sense (Wired, boosted reflexes, D Headware memory, and so deep mind forth.) +2 +1 sustained +1 Telepathic "Chat" detection spell Stephen Wilcoxon -1 restricted tgt. -1 voluntary subj. -1 extended range - 1 total: [F/2]D David Altman Duration: Sustained Drain: [(F/2) + 2]D Type: Physical This spell was created and Range: LOS copyrighted by Maxximillian Target: Body (R) "Warlock" St. Cyr, in 2054. Damage: D Zurich Orbital Proprietary Duration: Instant Knowledge Office #CFF99131- Drain: [(F/2) + 6]D YX. Submitted to International Journal of This spell was created and Hermetic Magickal Science. copyrighted by Lord The classification level of Jefferey Farnsworth, this spell has been U.C.L.A. Occult Studies. established by the IAAT to First Published in be Entrant Master level or International Magick, higher. Metaphysical, & Paranormal Association Journal, 2053. DT DL Magic Copyright code: +1 Physical spell Zurich Orbital Proprietary +1 Sustained spell Knowledge Office #MS16642- +1 Elemental (fire) SL Effect Upon casting of this spell, Damaging manipulation a comet will fall from the +1 Creates specific sky and hit any location (Willpower) test at within the line of sight of x1 successes the caster. A tremendous explosion will accompany This spell creates a impact, as well as "swarm" of fiery stars that secondary and collateral will attack any one person effects. These are that the mage designates, resultant from the blast. they will do this for a number of turns equal to This is an area-affect the mages Sorcery rating. spell that causes physical The mage does not have to damage, and has a Blast consecutively inflict Elemental affect. Also, TN# damage, but can order the will be +1 because of the Fireflies to attack, then disorientation on the stop, then attack again, impact. until the spell ends. The fireflies can also set fire to anything flammable. FireFlies David Altman Note: This spell is horrible to witness and feel. The fireflies attack Type: the person by flying by him Physical at a close distance, thus Range: LOS creating jagged burns Target: 4 marks, and essentially Damage: M flaying him at the same time. This is an intimidation tool as well as a combat spell, Thus any spectator or the victim himself must make a Willpower versus the spell in order to keep from breaking down mentally. Rain Spells Chris Ryan These area-effect spells cause a downpour (of water) in an area. Against certain targets elemental effects can occur, see GrimII p.112. This is the ONLY form of damage that occurs with these spells. If the area-effect has no targets to be affected by elemental effects (e.g. a garden bed or a human), then the spell will just wet the area affected for the sustained duration. Type: Physical Range: LOS Target: 4 Damage (For Elemental Effects only): Drizzle L Steady M Heavy S Tropical Downpour D Duration: Sustained Drain: Drizzle (F/2)L Steady (F/2)M Heavy (F/2)S Tropical Downpour (F/2)D Doctor Doom 301-600 +4 601-1250 Class: Manipulation +6 Drain: (F/2)S 1251-2500 Type: Physical +8 Duration: Instant 2501-5000 Target: The base Target +10 Number is 4, 5001+ modified by distance. Target not visible Max. Range: Magic Attribute in km. Also, this spell is not entirely accurate in terms Research and Development of targeting the by: destination. This Doom Technologies & translates into game terms Dark Thought Publications to "scatter" (borrowed from >> Working on solutions the rules concerning hand best left in the dark. << grenades, SRII, page 97). Once the mage has The threat of teleporting successfully teleported, into a solid object is roll 2D6 for the distance almost non-existent, in meters from the target applying Einstein's point. Roll 1D6 for postulate that no matter, direction, as per the of any from, can occupy the illustration on page 97. space occupied by other matter. This also However, all is not lost coincides with the precept for the hapless mage who in the Grimoire that no two MIGHT appear as far as 12 auras can exist in the same meters away... After the space. scatter roll is made, the magician may reduce the Target location to which distance by 4 meters per the magician shall teleport success made. must be in Line of Sight. The target number may be Passengers: modified by distance The magician may, if he so traveled...(the chooses, take passengers modifications presented with him. The maximum here are "borrowed" from number that may accompany the optional rules him equals his Magic regarding target number Attribute divided by 3. modification for LOS The target number increases spells, Grimoire II, page by +2 per passenger. Upon 111) successful teleporting, each passenger must make an DISTANCE (meters) TARGET attribute test: MOD. 0-150 Willpower: None (meters/200)D Stun damage 151-300 [The minimum +2 being 2D.] This is due to the extremely unpleasant (one might almost say "mind pummeling") effects that teleportation has on the nervous system. Stipulations: The spell cannot be cast on someone to teleport them AWAY from the caster. Passengers must be willing subjects, and be within physical contact (either directly or indirectly through a human chain) with the caster. The caster cannot be forced to teleport someone with him. Just because someone is in physical contact with him (e.g. he is grappling or being physically bound by someone) and the magician decided to teleport, his assailant is NOT transported with him. The inertia of the magician is NOT negated by teleportation. For example, a mage has fallen off a twenty-story building, and after plummeting past the tenth story, he decides to teleport to a location six feet off the ground. Once there, he will still impact the pavement with the same force he had before he teleported, i.e. SPLAT, and the unfortunate mage will most likely expire from a combination of deceleration trauma and cement poisoning. Physical Adept Skills Mark Mohan Heat/Cold Endurance COST: This would be added the (.25/per die) (meta)human average distance after an athletics When the adept is faced test. Two good reasons why with a temperature the Olympic Games became challenge he overcomes his such a farce. physical feeling/reactions by mental fortitude. Alertness The character rolls versus COST: (.5/per a Target Number (TN) of die) what the GM feels appropriate. A good guide The adept has trained all to the numbers is the his senses to noticed the success table in SR book unnoticed, see the (i.e. 2 being slight nippy, unseeable and smell the whereas 12+ is your sitting unsmellable. He no longer in an ice block etc. 2 relies on just one set of being a hot day, 12+ they his sense and thus become are cooking you in an more aware of his oven.) Each success give surroundings. He adds the the adept 5 minutes of Alertness dice to his activity or 15 mins of perception Rolls. sitting around being totally Inactive. Shattering Blow COST: (.5/per Deep Breathing die) COST: (.25) MODERATE +2 TN, -1 The Adept has practiced Reaction breathing exercises and can SERIOUS +3 TN, -2 use his lungs to a greater Reaction extent. Each .25 of a magic DEADLY +5 TN, -3 point spent gives him an Reaction extra 30 seconds of holding his breath The adept summons all of his focus into a dramatic move which can destroy the Jump hardest stone! COST: (.25) The adept makes an The adept uses his entire Unresisted test with number body to propel himself of dice in SB vs. the forward/upward. For every Barrier Rating of the .25 he spent in jumping he object of his attack. gets and extra upward lift of 25cm and an extra 50cm One or more successes forward. breaks the object (5+ successes would be incredibly impressive and flashy) 0 successes - nothing happens - bit of a sore limb. Roll of Ones - Oh dear. The limb is broken. Do not pass GO, go directly to The Doc. If used against living things. The combat attack - treat as Aimed Blow. If the attack succeeds then area broken. The recipient of the blow can't move the limb, 'cos it hurts. Note: You could say the character with the broken limb can not use that limb at all no shooting wielding a swor, etc.) Level To Break Moderate Hands/Feet Serious Limbs/Ribs Deadly Necks/Skulls COST: Light die) (.5) Armor Penetration: RATING Moderate (1) Serious The adept has practiced (1.5) thrusting his fingers into soil and sand to obtain After careful study of the this discipline and can Human Anatomy, (or lots of penetrate through most beating up people) the forms of body armor, why adept has perceived certain even plate mail is said to nerve clusters in the body. be useless against the He has toughen his fingers Master of Steel Fingers. to penetrate these zones. Today's Martial Artist has Each .5 spent negates 1 adapted to the Street point of impact armor. Environment and as such knows the strengths and weaknesses of modern Power Blow protection, but can still COST: (.5 per strike home his blows ! +1 power) Three level of pain can be This ability allow the inflicted : adept to focus his power Light +1 (chi) into any blow ! Moderate +2 Serious +3 Can be used with any hand The "damage" is put on the to hand attack (hand or Mental Track and weapon). Each .5 adds +1 to is remove as normal. the power (Str) of the attack. These blows can penetrate up to 4 points worth of Impact Armor. Breaking Blow COST: (.5/per Use: die) Unarmed attack-same as killing hands although it This ability allow the doesn't cause physical adept to break and destroy damage and will only do the barriers with his bare damage level it is bought hands. For each level add at. These blows penetrate one to the power of the most armor types up to 4 attack and reduce one from points of impact armor. the Barrier Rating. This can be used in conjunction Note : people with with Power Blow, but can this skill can develop only attack objects with body protection which will Barrier Ratings (this lower the Stun inflicted by includes vehicles). one damage Level. Steel Fingers COST: (.5/per Totems Ant Eater advantages as well. He is David J. Altman a MAJOR opponent of Insect Spirits of all kinds. He gains an additional +1 Characteristics: modifier to his die rolls Ant Eater, or Snout in ALL actions against any Tongue, is the great insect form, as well as ravager of the insect against Spider and her world. He is also one of related machinations. This the most purposeful totems includes resistance tests of the Sixth World. He against ALL attacks, as is naturally inquisitive, well as ALL attacks made and can often sniff out against an "insect form." trouble, or those in This number however is NOT trouble, with little cumulative with the effects difficulty. of Initiate Grade.] Environment: Any Land Advantages +2 Dice to Detection spells +2 Dice to Manipulation spells +2 Dice to Conjuring Spirits of Land (not desert) Disadvantages: Ant Eater is often slow to thinking and often times very stubborn. A Shaman of this totem requires a willpower test with a target of 4 to break off from his current action, be it attacking reading a book, swimming, etc. It is an unresisted test however, making it a little more "merciful" on the Shaman in question. He also is always looking for a meal, and will VERY rarely turn down an offer to eat of any kind (same willpower test above to avoid or turn down the offer). [GM's Note- Ant Eater has an additional set of The Wyrm Ouroboros attempting to "pull the Characteristics: Dingo is the one of the great plains wanderers. He is similar to the western worlds "coyote" in many ways, though he is not as transient in his nature. Dingo is protective of his own, and will defend his kin, but not necessarily to the point of death. He also is not bound to anything, except perhaps his word. Environment: Plains and/or Prairie Advantages: +2 Dice to Detection Spells +2 Dice to Health Spells. +2 Dice for Conjuring Prairie Spirits. Disadvantages: Dingo is often considered to be a coward by others around him. If given the opportunity, he will opt for retreat, so as to deal with the situation from a better vantage point. He is not a coward in the true sense of the word, but is often misunderstood by others. A Dingo Shaman must make a willpower test with a target of 4 to remain in a given position/situation, or else he pull back to get a potentially better advantage. Dingo is also easily tricked and/or manipulated by others. He suffers a -2 to all his negotiation attempts, IF the other party is Dove Ethan Court Dove shamans posses, almost as a side effect of their "choice" of totem, an Characteristics: heightened awareness of Dove is thin and others' feelings. This austere. She is does not allow them to read flighty; quick in motion minds or to and in thought. She broadcast/receive others' seems naive and emotions in any real sense, inexperienced, often it instead allows the Dove jumping to conclusions shaman an infallible sense and believing in of when someone is in pain, people's better natures. even being capable of use She avoids combat as a locator. This form of actively, and is primarily empathy allows the Dove a healing totem. She is shaman to avoid physically fastidious in dress, damaging someone, as to do though often wearing simple so is almost as painful to and functional clothing. the Dove shaman as it is to The Dove totem is the the victim. The Dove totem of those who shaman must use Willpower practice the healing to resist a deadly stun traditions of the ancient with a Target Number of 4 Christian sects, and in if she witnesses a death fact is one of very few due to violence. totems to be openly espoused by the Catholic Church. Koala The Wyrm Ouroboros Dove is a healer. It and reason for being. She will refuse healing to none, oftentimes Characteristics: healing even her Koala is not a enemies. fighter, though she is quite capable of defending Environment: Urban herself and her kin. Her Advantages: affinity for nature +2 dice Healing has allowed her to remain Semi-empathy in touch with the natural +2 dice for conjuring balance of life, and any Spirit of indeed is the most powerful Man. of the known Totemic Disadvantages: Healers. If cornered, -1 die for casting any she will retreat to the non-stun spell. A Dove safety of the trees, and shaman cannot refuse remain there until the healing to anyone who danger has passed. requests it. A Dove shaman Environment: will not tolerate evil or Any Land noble actions. Advantages: +3 Dice to all Health and strength respected and Spells admired by many tribes. +1 to all Health spell The animal figures in the die rolls magic and shamanism of +2 Dice to Conjuring nearly all ancients as Spirits of Sky their progenitor, and Waters. protector, or as a source Disadvantages: of power to ward of disease Koala is not a or to excel as a hunter. fighter. A Shaman of Others are awed by the this totem will often try animal and consider it an and find peaceable omen of disaster." solutions to any situation. The PUMA, They also abhor violence in Legendary Lion of the any form, thus ALL combat Americas - Jim Bob related actions suffer a Tinsley -3 penalty to the die roll (firearms, gunnery, As to Indian myth, from armed or which most of the Shadowrun unarmed combat, totems are taken from, spells, etc.). This Panther is feared and penalty is NOT incurred respected, and in some He when is regarded as the defending themselves Protector of the universe. or another being. In The Zuni believed that the fact, if defending another ancient ones wanted the or themselves, they world to be guarded by get a +1 to all their those keen of sight and die rolls (mundane or not). scent. The puma (the greatest of them) was the [GM's Note- An Initiate of sentinel of the north (the the Koala Totem has all the most important position). numbers for his/her The Miwoks believed him to advantages modified by be the ideal hunter, while grade. Thus, a grade 4 the Apaches and Hualapais Koala Shaman would have +7 thought her wailing was the dice to all Health spells, omen of death. In Navajo and a +5 to all health myth a hero was wounded by spell die rolls. witch objects shot into his Their defense ability body. Puma extracted them however is not modified, so and saved his life. They no the Grade 4 does not get also thought that the Puma to add +5 to all their benefited them by leaving defense die rolls.] the better part of the portion of its kill for the people to eat. Conversely Panther the Papago and the later Daniel Waisley white settlers considered the cougar a flesh eating beast. The Inca hunted BACKGROUND: many animals in great round- "The puma is prominent in ups where they would hunt American Indian mythology, the hunter. They found it with its cunning, agility, much easier to catch bear and deer in the rounds-ups other English and Indian then panthers. To many names (the Indian societies it was America's) both a Totem and a source Characteristics: of help for hunting and Panther goes by many warfare. In fact the Hopi names and faces; to and Zuni took carved some He is Panther, to mountain lions when hunting others She is Puma and some deer in hopes that they know It as Mountain would be as good at it as Lion. Panther likes it the mountain lion was. In this way, for Panther many cultures the puma was believes in stealth. often deified for its His prey never hears him ability to hunt. before he strikes. Puma is a great warrior, but The panther is the largest prefers the stealthy lone carnivore in North approach, for it does not America. It is known for do to go off half cocked. its strength and speed. In Cougar is very patient fact, a Panther will often and quite, he will wait for beat the larger Jaguar in the right moment to battle. Of all the great strike. Panther tends to cats the panther is the one try and protect mankind and to hunt the most out of innocents from harm. Puma proportion to its size. is mostly solitary but The tiger and jaguar my will sometimes have hunt large animals, but close companions who she they only hunt prey up to will defend to the about 2-3 times their size. death. Cougar kills The panther on the other quickly and will use the hand is known to hunt most efficient means animals up to 3-4 times to do so. He also tries its, giving precedence to to leave little evidence of the fact that it is one of his acts. Mountain Lion the most dangerous of hates Evil and will hunters. Panthers are also try to hunt it down and very quite hunters and make slay it. little noise when hunting. Environment: Forest and Mountain Panthers are noted to purr Advantages: and scream (best +2 dice for combat and description) much like a illusion tabby but 10 times as big +2 dice for summoning and loud. Panthers also either have round not slitted forest or eyes. They tend to rely on mountain spirits eyesight for hunting, but (choose). have acute hearing and smell. Totem Identification: Panther, Mountain Lion, Cougar, Puma, Catamount and assorted minimum quickness and in intelligence of 4, Puma smoke and mirrors.' believes in attacking prey intelligently and Possum quickly. Panther also Chris Ryan believes that her shamans should be able to hunt and kill without magic (the Characteristics: need to take stealth and Possum is curious, either unarmed or armed friendly and a combat as skills). When in collector by nature. She the midst of a large combat is one who prefers the the shaman must make a night, avoiding the fierce willpower test tn# 5 light of day. Possum to stop fighting as his fights only when instincts tell him to necessary, and tries to do keep on lashing out. it on her terms. Quirks: Favored Environment: Puma is not a coward, Any urban environment he will attack with trees or in the powerful enemies if need wilderness. be, but will try to shift Advantages: the odds in his favor +1 dice for all Health and will wait for the right spells moment +2 dice for all and not charge right Manipulation spells in. Panther shamans are +2 dice for any know to be quiet conjuring by night. individuals, and will not (If your campaign get into needless includes spells for arguments or Low Light and conversations. Cougar Thermo vision, then possum shamans are also known shamans receive an extra +2 for using the bare minimum dice for these spells.) of words or gestures Disadvantages: when doing magic, they do A Possum shaman must not like to be noticed. eat unprocessed food only The shaman will use and suffers a the name he or she feels +1 to target numbers most comfortable with involving any actions in talking about his requiring vision in bright totem, for the shaman light, including daylight. realizes that they all describe the totem equally well. Tiger David J. Altman Note: the use of all he/she throughout the text was intentional. Characteristics: After all its like Orou Tiger is a stealthy said - 'Panther believes hunter and prowler. She is a loner who is both Characteristics: ferocious and cunning. She The comparison to the is sleek and beautiful, western world's Wolf especially when making totem has been made her kill. Tiger often repeatedly in the past. exudes a kind of deadly Wild Dog is a very pack charisma. Subtlety is how oriented creature, and she prefers to deal with will usually operate within her enemies, but she a pack like environment. will face challenges Do not underestimate him directly if she has to. however, for he is She is a cold and capable of independence if ruthless huntress who will left to himself. not stop until her prey Environment: is caught. Any Land, not Preferred Environment: inhabited by Man Jungle Advantages: Advantages: +2 Dice to Combat +2 Dice for Combat Spells spells +2 Dice to Detection +2 Dice for Detection Spells spells +2 Dice to Conjuring Disadvantages: Spirits of Land Tiger is often (not Desert). unpredictable, she will Disadvantages: sometimes be brutally A Shaman of Wild Dog direct, other times will prefer to work in a excruciatingly subtle. One group environment, and in constant is her loathing of fact gains a "moral boost" leaving survivors of a when doing so. All his kill. Tiger can be cold spellcraft (Conjuring, and cruel to the point of Sorcery, and Theory) alienating her gains a +1 to the die roll comrades. Her charisma and in question (5's are appeal can cause problems 6's, etc.) However, if within and without the left to himself, he often party. Tiger shamans must flounders somewhat, make a Willpower Test thus lowering his moral during and immediately standing with himself after combat to avoid a (lower ALL target frenzy in which they numbers, mundane or not, by try to get to, and kill, 1). any surviving opponents, or if all opponents are dead (and the Tiger shaman has failed the test) they may turn on friends. Wild Dog The Wyrm Ouroboros Health Adept Jason J Carter Abilities: necromatic mages. Full access to Astral Space. For rules on zombies, see May only cast Health the Waking the Dead article spells and spells here in NERPS: ShadowLore. using the Venom For purposes of temporary Elemental effect. control over zombies, May summon Watchers healers have a Threat and rating of 1. PC health Zombies. adepts should be allowed to control zombies on for as Health Adepts fall into two long as they are in direct categories, Healers and confrontation with a Necromancers. necromancer. Once there is no combat around the PC Healers would never summon should be either required zombies, although they are to banish/destroy the known to try to gain zombie or declare his control over them when they character a NPC and hand it encounter them. Once they over to the GM. gain control they banish or destroy them ASAP. It is VENOM ELEMENTAL EFFECT not uncommon for healers to have no or little conjuring Primary Damage: skill since Watchers are Spells of this effect form not as useful as a nearly acidic poison. elementals. Still Watchers Manipulation spells of this can be a valuable tool for nature will not affect watching over patients. inorganic substances, All PC health adepts should including all spirits. be healers. Combat spells with this special effect cause damage Necromancers summon zombies to the aura and will work and enjoy using them. on inorganic targets. Necromancers tend to be magical threats, since Secondary Effect: summoning zombies is not a Living. organic targets of nice thing to do. Some Venom suffer immense pain necromancers are rumored to from the toxin. If the cast spells using an Secondary Effect roll undocumented venom exceeds the target's body elemental effect. (plus EE mods) then the Theoretically, healers victim suffers a +2 to all should be able to use these target numbers for the rest spells also, but it is not of this and the next Combat in the nature of most to do Turn. so. Full mages who use zombies are know as Null Adept Michael D. Bourgon and Dark Thought Publications A Null is the colloquial miscellaneous target or term for a being possessing have physical effects no astral presence, or operate normally. without a remarkable and Anonymous research in the individual one. To the SeaTac area suggests that best efforts of science and combat spell effectiveness magic both, they remain is unchanged, as well as unexplained, and no causal healing spells. Spells relationship has been which augment existing discovered for this strange senses also are unaffected. phenomena. Game Notes: A Null is, so far as Nulls must spend priority B science will speculate, a on magic, and must be base- mutation, a deviation from stock human [homo sapiens the standard genetic sapiens]. They are, pattern of homo sapiens however, non-magical: This sapiens, perhaps an merely represents the experiment by Mother Nature modification of their link in the world of the Third with the Astral Plane. Awakening. No data exists to explain the null's lack Neither their emotional nor of presence on the Astral cerebral characteristics Plane, and most may be determined from Thaumaturgical circles deny Astral Space. No their existence with a manipulation of these may shudder. occur, either, as to do so would require a receptive Nulls do not make astral target for the spell. For "noise," having no astral all intents and purposes, a presence to speak of. This null appears as a body is not to suggest that they without a mind - physical do not have one, rather, health may be evaluated, this means that they cast but any clues as to the only the shadow of a normal nature and/or existence of astral presence, displaying their thoughts/feelings go only the disturbance normal unseen. for a living mass. Reactions to nulls vary; Generally speaking, spells from merely strange designed to interpret the glance, muttered aura, detect/manipulate the "unnatural," to acute perceptions/thoughts/emotio digestive upper abdominal ns of the null are distention [regurgitation]. unproductive. The spells This last is purely are simply unable to find a psychosomatic, and seems to presence to connect to. follow hand-in-hand with However, spells which some of the more merely require a fundamentalist magical disci Magical information extraction methods are useless on a null, so they are ideal for courier or information dealer positions, and often found in similar positions both in and external to corporate hierarchies. They are, of course, still susceptible to more conventional means of coercion. Blood Magic RAPHAEL LUTA Blood has been used for magic. magical purposes for hundreds of years. The Anyway, for those who can most famous adepts of blood use it, blood can help in sacrifice, especially human several ways in the magical sacrifices, were the Aztec process : and Mayan priests and Celtics druids. Blood is First, it can enhance also frequently found in the power of any spell primitive Greek or Roman that can be cast in a rituals. Blood is ritual manner important in magic because it represents life force at Second, it can help in its most basic nature. By summoning some spirits capturing the evaporating and even free spirits essence of a dying body, a skilled magician can Lastly, it allows the dramatically improve the caster to use some energy of his spell by specific ritual magic, linking it to the mana of which requires blood as the body. This augmented a component energy allows the spell to be more powerful but it is USE IN STANDARD SPELL also more demanding on the CASTING caster because he must Blood can be used plainly control the fabrics of the to enhance nearly any spell spell and tie it cast during a ritual. simultaneously to the mana Simply assume that the of the dying spirit. blood correctly sacrificed during the casting of the However, for such a feat to spell allows the caster to be possible, the magician add as many dice in its most have an inner magic pool as the numbers comprehension of the indicated in the chart fabrics of the astral below (for those who play space, thus making this Vampire The Masquerade, kind of ritual only simply use the blood pool available to initiates. value of the sacrificed Another important component creature). of Blood Magic is faith in the results it can produce. Victim The sacrifice can't carry Dice more power that the caster Human 10 thinks it will carry. In Cow, Pig, ... 5 Astral Space, the will and Fox, Dog, ... 3 the emotions makes the Chicken, Rabbits... 2 magic happen, if you think Birds... 1 sacrifices are just abject things you can't get any This doesn't require a test effects to help your if the caster knows how to make a correct sacrifice AN ORDER !! and has enough faith in the results but if you really However, a spirit will want to you can make a usually execute orders Willpower 4 Unresisted Test because sacrifices are for to see if the caster really him an easy way to get a believes in magic and lot of karma. It should be manages to capture the noted that the spirits mana. These dice can be attracted tend to be a used for any of the tests little toxic or playing the except drain resistance, in role of a god/devil. They fact drain goes up a +2 TN also tend to be very because of the stress due powerful, having gained to the channeling of a lots of karma through foreign life force. sacrifices. However the advantages RITUAL MAGIC granted to the magician Instead of the usual cannot exceed twice the benefits granted for all grade of this initiate. the spells, blood can be For the purpose of used in some specific ways, determining this limit, the dealing with the fields grades of the magicians traditionally associated within a group add up. with it : purification and power over life or death. USE IN CONJURING These "special effects" are Blood can also be very always obtained through helpful and potent in lengthy rituals requiring conjuring spirits, because lots of preparation and it is the life force of a usually carried out during sentient being it has the some holy season or day. unique ability to enable They are very strongly tied the caster to summon a with religion. They work a free spirit. little differently from the traditional spells in that The blood, instead of they have no force. Thus a adding up to the pool of magician wishing to use the magician can be used as these can only draw dice karma in order to deal with from its magic pool free spirits. The magician (that's why it's usually a can promise to give the team magic...). spirit the karma released by the sacrifice in The drain is always : 4D exchange for the and target number for the performance of a service. spell depends of its nature Allow as many karma as dice but it's generally bloody normally gained from the hard :) (between 6 and 10). sacrifice, though some individuals may give more Note : the rituals karma points (gamemaster provided here are just appreciation). examples, lots of effects can be thought of. The Be careful, YOU CAN'T FORCE results obtained can be A FREE SPIRIT TO CARRY OUT very easily toxic, depending on the he can have them) magician performing the ritual. Rituel de la Langue Brisee de Thanatos (Ritual of the Rituel de la Vraie Grinding Tongue of Renaissance Thanatos) (Ritual of Pure Rebirth) Target Number : 10 Target Number : 10 This ritual allows the This ritual is designed to caster to contact a dying help metahumans get back spirit and ask him a few their "purity" of human questions. This requires a form (the only acceptable body freshly dead (the form for a druid of essence of the body must Broceliande). In order for still be present, use the this ritual to be essence loss of astral effective, it must be traveling magicians). performed at midsummer eve. During the course of the It requires the "subject" ritual, the caster must use of the purification to be a knife to cut open the bathed during the all night heart of the corpse, then ritual in the blood freshly remove it, and invoke the of sacrificed individuals spirit of the recently dead of each major sentient and to it a few questions. species (human, elf, dwarf, It was traditionally used ork, troll, sasquash, ogre, by the Grand Druide de minotaur, etc.) Broceliande on the death of his master to ask the Rituel de la Nouvelle Terre spirit to help him guide (Ritual of the Purer Land) the tribe and also to prove Target Number : 8 his worth as a magician. It's a conjuring ritual This ritual is used to that can very easily turn purify a small parcel of toxic if the caster wants land from pollution. It to abuse the spirit (GM's takes three days to call for rebellion or perform and requires blood such). to be spilled on the border of the territory to be purified, during which time the magician must be building up the energy of the spell, then he must invoke spirits to clear the land, thus this is a conjuring ritual mainly. The dice are drawn from Conjuring and Totem modifiers also apply (i.e. if a druid/shaman wish to cleanse his forest from pollution and his totem gives him advantages for conjuring Forest Spirits, Waking The Dead Todd Montgomery (Quiktek) >>>>[ I know. I know this their spirits are still is old, but it is a good part of the whole system of piece of an article and it birth,life,death. Wo to does give us a large lead anyone who defiles that into a new area of magical system. ]<<<< threat.]<<<< --One-Who- -Quiktek<12:03:50/07- Knows<12:04:48/07-27-54> 27-54> Creating Zombies: VooDoo >>>>[ It is no threat Synthesis Neomancer. It is defilement Excert from AMPR of the Earth, of the soul Transactions on Spirits, mother. The dead belong to Vol. 15, No. 8, By Dr. her. The spirits of the Hansen Gerron Beker dead must be left in peace. I weep for their souls. Association of Magical ]<<<< and Paranormal Researchers --One-Who- Press, Washington, DC Knows<12:03:56/07-27-54> Posting: MagicNET and AMPRnet, August 2048. >>>>[ Those voodoun mumbos ain't nothin' but cracked. VooDoo priest have long Tay ain't got spirit left. guarded the secret to The ded ain't got any reanimating dead tissue. spirit. All those voodoun The practice, which is priest and priestessez do frowned upon both legally is pop some ol' tired and religiously, has spirit into the body. started to flourish in New Fragged thin' is so mad and Orleans of late. A VooDoo upitty it goes plum loko. I zombie is a very unique seen me one when I smaller construct to the world of (No cracks from yous magic. The process of Dandy). They hate creating this construct is everythin' and everyone. involved and can be quite Only person they even costly. The first step is, 'motely here to is the obviously, acquiring a Houngan (that is voodoun body. The stage of decay of priest/priestessez to you the body is really of no northern types). And under great importance. Along that they don't have ah with the first step is the choice. ]<<<< gathering of necessary -Mickey<12:04:15/07-27- ritualistic items which are 54> required for the conjuration portion of the >>>>[ Spirit of the process. After all the deceased or just inhabited, equipment has been gathered tis not a difference. It is the next step is the a malignant blotch on the preparation of the body. human record. The bodies of The body must be cleansed the dead, as well as, of any and all previous emotional trauma. This step still summon Elementals as is ultimately the normal. most dangerous. Individuals who have undergone Preparing the Body: tremendous emotional Base Materials Cost: distress before death can 1,000Y X (Force of the manifest strong responses spirit to to being turned into a host inhabit the body.)^2 for the "Zombie" spirit. Hermetic Circle of After the body has been Rating equal to Force cleansed it is an open of spirit. receptacle for the VooDoo Base Time: priest. The priest now Force of spirit X 2 summons a special spirit to days inhabit the body. This Plus time for Hermetic conjuring, which is Circle accomplished in a fashion similar to the summoning of Unlike any other summoning, Elementals, is one of the this process requires a easiest aspects of the large amount of advance process. The spirit then preparation. Once a body inhabits the body and the has been found it is process is ended with the prepared for inhabitation priest bonding the spirit by the spirit. The details to the body. After a short of the process vary, but it period of time, usually on always involves some sort the order of 2-3 days, the of immersion of the body body is fully mobile and into a specially prepared under direct control by the mixture. The body will soak VooDoo priest. The number in these fluids which will of Zombies that a priest "cleanse" it of unwanted may have control over at properties. The Base Time any time seems to be and Cost of the dependent upon the magical preparation can be cut down capability of the priest by making a Sorcery (Ritual not the charismatic appeal Spellcasting) Unresisted of the priest as it is with Test at a Target Number of Shamanic spirits and the force of the Spirit to Hermetic Elementals. inhabit the body. Successes divide into the time and/or Game Use: cost however the Mage This should be considered wants. If the test produces another magical threat. But no successes, the mage has this one of a Hermetic accidentally disturbed the nature. The people who spirit of the body and will practice this process of be haunted by a ghost of animating the dead should the body's owner. The body be given threat ratings as is also useless for making are done with Insect and a Zombie. Toxic Shamans. This is a Hermetic practice and is Summoning the Spirit: not limited just to VooDoo Once the body is ready, the Houngans. Also a mage who spirit to inhabit the body traffics in Zombies may is summoned. This is done exactly as if the mage was summoning an Elemental of the same force. But the main difference is the materials and circle have already been performed. Make sure to check for drain. Binding the Spirit: The spirit, once it has discovered it is to be put into the body, usually will try to go free. But the mage, by spending a Threat Rating point, binds the spirit to himself and the body for as long as the body can go without decaying beyond the point of usefulness. The spirit and the body are now one. They can not be separated. Although the spirit may still be banished. The zombie may also be destroyed if the body is destroyed. A mage can have as many as his Threat Rating times his Magic Attribute in force points of Zombies. Zombies have been known to go free. A free Zombie spirit can leave the body and automatically receives the Possession power in addition to other powers granted by going free. (Vastly different from the Corpse Cadavre of Note: The zombie's Paranormal Animals of Physical attributes Europe) depend on the force of the Spirit which inhabits Identification: it. Its Mental The zombie appears as attributes reflect its a reanimated human or nearly mindless state metahuman corpse in and eternal hatred of varying stages of decay. everything. Habitat: Anywhere Magic Capability: Innate Habits: The zombie can follow simple (20 words or less) commands from its creator or complete simple tasks. It will follow all instructions until it is destroyed. Zombies hate all living things and if not restrained, will try to kill and mutilate without regard. Range: Worldwide Commentary: Very little is known about Zombies. Powers: Immunity to Pathogens, Immunity to Poison, Pestilence, Immunity to Normal Weapons. Weaknesses: Vulnerability (Fire), Decay BODY Host + F QUICKNESS (F-1)*2 STRENGTH F+2 CHARISMA 1 INTELLIGENCE 1 WISDOM 1 ESSENCE F REACTION F-2 ATTACKS Humanoid Zombies decay. But the spirit in the body tries to prevent this. Every time a number of weeks goes by equal to the force of the spirit, the Zombies Physical attributes decrease by 1. When all attributes reach 1, the spirit is destroyed and the body rapidly decays to dust. Gathering Magic David Altman Gathering Magic - A Higher Mystery Game Mechanics: Once a mage (Initiation After long experimentation Level 1) has decided to and research, scientists at cast a spell, and specified U.C.L.A Occult Studies have a Force Level, he may try discovered a new derivative to "Gather Magic" in order skill. The skill was to make it more potent. To discovered to be a related do this he must relax and derivative power of go into Astral Space. For Centering, but one that was every Complex Action he seemingly available to only spends in astral space (up Structurally Astrally to a maximum equal to his Sensitized mages of second Magic Attribute) he may try rank (Read: Initiate Level to "Gather Magic". Every 1). This power allows the action he may roll a number casting mage to attune to of dice equal to his Magic astral space and "draw" Attribute - this represents astrally energy previous to him using his "sensitivity" casting a spell. The mage to the threads and currents was able to influence, by of Astral Energy- to Gather virtue of his Astral Magico- Magical Force. Target Gravity, waves of raw Number is the Declared Astral Energy. While more Force of the spell. For studies are needed, the every 2 success he gathers news would be extremely one point of magical force. exciting, even At the end, he MUST cast revolutionary to the field. the spell at the declared More updates as they come force or loose the spell in. and the Gathered Magic. Reprint from the Astral Peek Benifits: Column, of Magickal For every point the Proceedings, August 2054 mage gathers his Drain Target number goes down 1, thus possibly reducing a spell that would have caused physical damage to stun damage. EXAMPLE Say the mage has an Magic Attribute of 7. He decides to cast a Force 9 fireball. Its combat time, and his crew is badly outnumbered. He declares all this stuff and goes into astral space to Gather Magic. He spends only 2 complex actions doing this (he's in a hurry) and gets 4 successes. Now he must cast the spell, which he does, his Drain Target number is now 7. In addition, he resists the spell as if he had cast it at Force 7 (Drain is stun, not physical). Regaining Essence Todd Montgomery (Quiktek) This is a touchy matter. Essence is a very delicate thing. It should be rare for a character to replace lost essence, but it should be available. GMs can use this to reward good players. Feel free to comment and modify it if you like. Magic and Essence are different. Magic CAN NOT be regained once lost. Any essence recovery does not recover magic. And further losses to regained essence will reduce Magic as if the essence was never regained in the first place. Sting gets back 1.0 replaced may regain points of essence essence, BUT they do so at after receiving a slower rate (natural rate homeopathic medical is 0.01 per 6 months). treatments from Joseph- Black-Bear at the The natural rate of essence Seattle Rehabilitation return, 0.01 per month or 6 clinic. Sting's Magic months for cyberware rating is a 4 and total removed, is the base rate. essence of 5.5 (was 4.5 but Factors such as 1 point is gained Rehabilitation, Natural and back). Sting decides to Homeopathic treatments, get some cyberware Meditation, etc. can installed. The total increase this rate. If no essence cost is 1.0. This treatment is used the base drops Stings essence back rate is regained in essence to 4.5 but drops his each month. Magic to 3. Each treatment has a Cyberware actively keeps maximum regain. This is the essence from regenerating. amount that the treatment While cyberware is ALONE can regain. Once a installed the essence it is treatment has been used for taking up can not be enough time to have regenerated. Essence not contributed its maximum being actively taking up by regain it is ineffective. cyberware can occur as the result of upgrading of At the end of a month of cyberware. This "free" treatment a willpower roll essence may be regained. is made. This is done for each different treatment if The regaining of essence more than one is being happens very VERY slowly. used. The target number is Without any treatment given with the treatments. essence returns at a rate One success is required to of 0.01 per month. The regain the essence for that fastest rate at which month. Zero successes essence can return is 0.1 regain no essence. per month. The maximum essence that can be Each treatment has an regained is 90% of what was availability. This lost. This is regardless of availability assumes the natural rate or combination character is going to great of treatments. lengths to remain unnoticed. If the character How to regain essence: can legally attain the People who have lost necessary chemicals or essence through paranormal substances and convince a Essence Drain, Drug Abuse, professional to lend them and severe trauma may help, then ignore the regain essence. Also availability. Characters persons who have had with skills that seem cyberware REMOVED and NOT appropriate to the treatment may try using their skill to determine the correct administration of compounds, etc. Treatments and Practices: Rehabilitation: Drug, Clinical, Cost: 5,000Y/month Availability: 4/48 hrs. Effects loss through: Drug Abuse, Severe Trauma, Paranormal Essence Drain Increase of Base Rate: +0.03 per month Maximum Regain: 90% of essence lost Target: 5+(Essence Lost (round up))- 1 per month of treatment limit is Target Number of 4. Cyberpsychotic Rehabilitation: Psychiatric readjustment to physical (and mental) addictions encountered with cyberware usage. Cost: 3,000Y/month Availability: 6/72 hrs. Effects loss through: Cyberware Increase of Base Rate: +0.06 per 6 months Maximum Regain: 50 % essence lost Target: 6+(Essence Lost (round up)) -1 per month of treatment limit is Target Number of 4. Dietary control and month (or +0.12 use of natural per 6 chemical agents to months for stimulate tissue Cyberware) and nerve regrowth Maximum Regain: 60% of Cost: essence lost Target: 1,000Y/month 4+(Essence Lost (round up)) - 1 Availability: 6/72 hrs. per month of Effects treatment limit loss through: Severe is Target Number Trauma, of 2. Paranormal Note: Incompatible Essence Drain, with Cyberware Homeopathic Increase of Treatment Base Rate: +0.02 per month (or +0.1 Chemical Nerve per 6 months Regeneration: for Cyberware) Chemical stimulus used Maximum Regain: 50% of to essence lost reconstruct and Target: 4+(Essence treat Lost (round up)) -1 damaged nerves per month of treatment when limit is Target Number of cyberware is 2. used. Note: Incompatible Cost: 8,000Y/month for with first 6 Naturpathic Treatment months, 1,000Y/month for Naturpathic Treatment: remainder. Dietary control with Availability: 8/4 days Natural Effects loss through: Substitutes to Cyberware, stimulate Paranormal natural regrowth. Essence Drain, Only Severe Trauma natural ol' time Increase of Base Rate: home +0.05 per remedial month (+0.03 per substances used month for Back to nature. Cyberware) Cost: 2,000Y/month Maximum Regain: 70% Availability: 6/72 (Cyberware), 50% hrs. otherwise Effects loss through: Target: 7+(Essence Severe Trauma, Lost (round up)) -1 Paranormal per month of treatment Essence Drain, (first 6 months only) limit Cyberware is Increase of Base Rate: Target Number of +0.03 per 2. Meditation: Includes Yoga, Tai Chi, etc. Mind over body. Cost: 0 (Requires skill) Availability: -/- (Instructor: 4/48 hrs.) Effects loss through: Cyberware, Paranormal Essence Drain, Severe Trauma, Drug Abuse Increase of Base Rate: +0.01 per month Maximum Regain: 60% of essence lost Target: 4+(Essence Lost (round up)). Note: Test uses Meditation skill (Tai Chi, Yoga, etc.) instead of willpower. Gradual Initiation Jason J Carter The purpose of these rules Sorcerer Adepts just as is to reduce the drastic useful as it is for full increase in power gained by magicians and Shamanic and magicians upon their first Elemental Adepts. initiation. Under the normal rules the character Initiation & Metamagic gains six metamagic powers All magicians begin life as and access to the what is considered to be a metaplanes. This is quite Grade 0 Initiate. This is a bit of magic for just 9, to say that a Grade 0 12, 15, or even 18 Karma Initiate is any character points. However instead of who is magically active, increasing the cost of not that they have access initiation to an outrageous to metamagic powers or the level or ignoring it, we metaplanes of astral space. will make the gain of An easy way to look at it powers more gradual. These is to say the Grade of the rules also include quasi- Initiate is the number of metamagic powers that make times he has undergone initiation for Conjurer and Initiation Ceremonies. Mages, Shamans, Elemental Each time a magician Adepts, and Shamanic undergoes an Initiation Adepts Ceremony he gains several Since mages, shamans, things. First of all his elemental adepts and grade increases by one. He shamanic adepts have access also adds a point to his to all the magic skills and Magic Attribute Rating. He astral projection and may also attempt to remove thereby all the Metamagic a Geas. Lastly he gets a Powers, they follow the Metamagic Power. same rules for gaining new Metapowers. There are also several abilities that all Grade 1: Metaplaner magicians have, but which projection, Choice of are not felt until the Standard Six Metapowers first initiation. All Grade 2: Choice of Five magicians have a bonus to Remaining their Astral Initiative Metapowers equal to their Grade. They Grade 3: Choice of Four also have an Astral Pool Remaining with a number of dice equal Metapowers to their Grade. This Grade 4: Choice of Three Astral Pool can be used Remaining augment either the Astral Metapowers Combat Pool or Magic Pool Grade 5: Choice of Two which the character is in Remaining Astral Space. Metapowers Grade 6: The Remaining Cost of Initiation Metapower The cost of Initiation is Grade 7+: Unknown equal to (5 + Grade being gained) x Initiation Conjurer Adepts Multiple. The Initiation Several new Metamagic multiple has a base of 3, Powers have been added for but is reduced by the use by Conjurer Adepts. following modifiers. The GM needs to consider them Magician is a member of a closely since they reduce Magical Group: -0.5 and eventually remove the Magician undergoes an limitation that Conjurer Initiation Ordeal: - Adepts may not enter Astral 0.5 Space. Magician is guided by a magician who has Grade 1: Spirit Centering the Metamagic Grade 2: Spirit Quest power he is gaining: - Grade 3: Spirit Vision 0.5 Grade 4: Masking Grade 5: Spiritual Travel (This applies for Physical Grade 6+: Unknown Adepts whenever they are guided by a higher Grade Sorcery Adepts Physical Adept.) The number of Metamagic powers available to Sorcerer Adepts is Spell Sight is a very increased by the addition limited form or astral of a new Metamagic Power. perception gained by Sorcerer Adepts also Sorcery Adepts due to their eventually overcome close association with the limitation that they manipulation astral energy. cannot enter Astral Space, An Adept with Spell Sight although not to the degree can "see" the astral energy that Conjurer Adepts do. created with the Sorcery Skill. This means the Grade 1: Choice of adept can center to improve Shielding or Centering spellcasting and detect Grade 2: Power not chosen both Wards and The Sending at Grade 1 and Spell of a ritual sorcery spell. Sight Grade 3: Choice of Spirit Centering Dispelling or Quickening Spirit Centering is a Grade 4: Power not chosen slight modification to at Grade 3 standard Centering which Grade 5: Spirit Vision only Conjurer Adepts can Grade 6: Masking use. Besides being able to Grade 7+: Unknown use Centering to Reduce Drain or Reduce Penalties, Physical Adepts Conjurer Adepts may use Only two of the Metamagic Centering to Gain powers can be gained by Additional Services. The Physical Adepts, although target number is the Force they are allowed to of the Spirit. For every 2 purchase Astral Perception. successes on the Centering Upon gaining Grade 1, Test, the Conjurer gains Physical Adepts with Astral one Service, assuming he Perception may gain either gets at least one on the Centering or Masking. The Conjuring test. second power is gained at Grade 2. If Astral Spirit Quest Perception is not a power Spirit Quest is a Metamagic that adept possesses, then power unique to Conjurer he gets Centering at Grade adepts. Due to their close 1 and Masking when he relations to the Metaplanes purchases of Astral Space, Conjurer Astral Perception. Some adepts gain the ability to would say that Initiation Astrally Project to the is not as effective for Metaplanes dispite their Physical Adepts, but the inability to use normal ability to buy additional Astral Projection. Spirit Physical Adept power with Quest can only be used for the new point of magic the Astral Quest types of makes up for the lack of Great Summoning, Spirit additional Metapowers. Battle, and True Name. Spirit Vision NEW METAMAGIC POWERS Spirit Vision is an power gained by Conjurer and Spell Sight Sorcery Adepts. It allows them to see fully into Astral Space. Spirit Vision is Astral Perception by a different name. Spiritual Travel is an Resistance Test. The power gained by Conjurer rating is also added to the adepts only. It allows magician's magic rating to them to travel through determine drain codes and Astral Space in a manner target numbers for these very similar to that used tests. The rating of the by spirits. Spiritual focus is the total number Travel is Astral Projection of dice for all the various by a different name. test associated with summoning a single spirit. Suggested Rules 2) The increase to the Modifications Magic Attribute Rating The following three rules of Power Foci does not modifications are intended count on any successes to put the Magic Attribute test involving the Rating into Conjuring. As Conjuring Skill. That is rules stand it makes no to say when the magician difference if your Magic is Summoning, Controlling, Attribute is 10 or 1 when or Banishing spirits. summoning or controlling spirits, although you had 3) Change the Conjuring better have a good Magic Drain Table on SRII Attribute if you plan on page 140 to the following: Banishing. 1) Replace the description of Spirit Focus with the following. Spirit foci increase a magician's ability to conjure spirits. The magician must declare the specific spirit type for which he will use the focus (e.g., water elemental, hearth spirit, desert spirit, an so on) at the time of bonding. A spirit focus only works for the type of spirit for which it was specifically bonded. A spirit focus provides a number of additional dice equal to its rating, and these can be used to summon, banish, or control a spirit of that specific type. The magician can also use the dice for the Drain Less than 1/2 (L) Stun Equal to or Less (M) Stun Greater (S) Stun Greater the 2x (D) Stun Note: This change will result in more powerful spirits, but will make magicians of all types, especially Conjurer Adepts, think again about reducing their Magic Rating by installing Cyberware or Bioware. Dead Zones J Roberson MANN-TELLER THEORY OF DEAD conflicting reports on just ZONES: ORIGIN AND what does and does not work EXISTENCE in a dead zone (DZ). In some cases, no piece of There have been many technology invented after reports of areas referred c. 1300 would operate: to as "Dead Zones", where gunpowder, electricity, or technology purportedly does cyberware. The "rule of not work. Their existence thumb" was that only have been theorized since nature's rules prevailed; shortly after the Awakening any manipulation thereof (Lowe, 2025) and an would fail. But these abundance of theorists, reports contain ranging from respected Mage- contradictions in scientists to vociferous themselves; electricity is neo-mages have contributed a force of nature, not to the information, both humanity; and gunpowder, true and false, collected while an invention of the on these areas. We have human race, is a natural endeavored to field-test reaction between natural all the data used in the chemicals. support of our theory, to eliminate ignorance and The problem is that almost shed an authoritative light every theory is based on on the subject. some arbitrary cut-off point: nothing invented BACKGROUND after 1800, 1200, 2000 There have been many would work. This means that devices used the same or society. These "Ancients" similar natural processes have the following elements would not work even if in common, whether invented within 10 years of mentioned in Homerian epics each other. Furthermore, or legends of the Zuni: all technology is based on Large populations with a a manipulation of a natural high leisure rate; exotic force; even the Matrix is powers and abilities; the generated on the manipulation of vast manipulation of the flow of amounts of power. Putting photons and electrons; these into modern terms, we cyberware is simply the can find analogs in: control of electricity and mechanical parts. We ask that you cast aside the urban myths of "no- cyberware" zones, or regions where the telegraph will operate but not the trid. Forget the myth that steam engines are used in the northern NAN because maglev and internal combustion don't work. We believe we have put together a solid theory on the origin of Dead Zones and their consequences. THEORY Much of today's magic and its effects are echoes of our myths and legends. Trolls, Orks, Elves, and Dwarves, Halflings, Ogres, and Minotaur all have neo- historical counterparts in folk tales and popular fiction. Tales of wizards scouring the countryside, of mystic shamans and priests battling spirits; all of these modern realities have a basis in the myriad cultures of the world. One myth that has not been explored by any but a few dedicated magicians and theologians is the Atlantis myth and similar tales of a pre-historical advanced Cybernetic higher manifestations of Modification and Mages magical power. Completely Fusion, Fission, and new and different types of the Energy wards, sustained and Infrastructure quickened area effect spells, and magical effects This is not to say that of a not-yet imagined this pre-historical society nature may very well have was exactly like ours. As been as normal as Heal and we have yet to find solid Treat are in today's evidence of their hospitals. existence, we freely admit this We postulate that the Dead hypothesis could be wrong. Zones are leftovers of this But it does fit the facts archaic age, areas which at hand and help explain were affected by ancient the DZs. For those wizards with powerful interested in more details spells that have now about this hypothetical Awakened as the Mana level society, we suggest rises. The Zones may have Pembroke's EarthDawn: the been so affected to deny or Fourth World. It is by far discourage entry of certain the most scientific of the types of people, to texts we discovered prevent the use or regarding the subject. operation of certain device, or as a whim on the Another theory which part of the mage. The power corroborates ours is the of the magic used to create Rising Mana theory. The the DZs is strong enough to stipulation is that the have survived the low Mana Awakening was merely the levels of the 5th world, beginning, and that the and is now bringing the level of magical energy in effects back into the the world is rising and has existence with the yet to peak. Like a person Awakening of magic. who awakens, it takes a little while for an alert This easily accounts for and aware status to be the variety in type and attained; it will be some magnitude of effect found time before Mana reaches from zone to zone. its full potential. If this Different magicians would pre-historical society had have found existed for some time prior different needs for their to the emergence of the 5th areas and so would have world, then it is safe to used different effects to assume that the Mana level discourage visitors. It may had peaked and was higher also account for the rather than ours currently is. specific nature of certain zones, as well as the If the magical level was general nature of others. higher, then mages would Depending on the reason for have been capable of a zone's existence, a instigating proportionately magician could have been as specific or general as Zone. desired in the formation of a Dead Zone. EDEN FIELD, MONTANA A large pasture in the NAN, Dead Zones are likely to this 50,000 square foot appear more often and more area apparently extends frequently as the Mana upwards in a hemisphere level continues to rise. centered on the field. Existing Zones will likely Apparently, nothing can see their effects increase. fly here except vehicles We will continue to study using direct thrust. Planes them in order to understand and birds will not fly. them and make adapting to Rockets work because their their existence easier for thrust is applied directly society. against gravity, constantly. Birds can fly only if they maintain their CASE STUDIES thrust by beating their wings. The result is: no HERBERT'S GROVE, NOVA gliding, and no lift is SCOTIA provided by wings, no A small zone in the matter what speed a vehicle northern part of Nova is at. Scotia, UCAS, this zone is approximately 5000 square The focus seems to be air meters on the surface. It pressure. A balloon rises is perpetually summer because the air within is there; it never snows, nor lighter than the air does the temperature drop without. Wings function by below the June mean lowering the pressure temperature for the area. above, allowing the This is apparently the only pressure below to push the direct effect of the DZ. plane up. Birds can fly by constantly beating their The indirect effects are wings to provide thrust; numerous. Obviously, the they are pushing against trees can't be in summer the air, rather than mode all the time, or their getting the air to push annual life cycle would be them up. Rockets work disrupted. They still grow because they push the new leaves, but at a rate rocket up, not just as a that they quickly assume reaction against the air. summer coloration. Birds flock around the area, SHAO LA, MONGOLIA their biological clocks Interesting because this apparently not telling them single building does not to fly south, though they allow Illusion spells to do reproduce. Animals that work. That is the only stumble into this zone find effect. We include it as an good hunting relative to example that DZs can alter winter conditions, but they paranatural laws as well as may or may not stay, others. depending on the real season outside the It is interesting because the temple is said to be a place of truth and beauty, where one can go to see reality in meditation. FINAL NOTES This brief case-studies list is by no means inclusive. There are zones where no vegetation will grow, where people can walk on walls, and where smokeless powder will not function (though Black Powder will). Zones are very complicated and have physicists struggling to discover just which laws are being broken (the Montana site is one such area, where they are still deciding which rules are affected). But Zones are not easily defined in the clear-cut sense that urban myth allows (no cyberware, no guns, etc.) CyberWare Brand Name CyberWare Todd Montgomery [aka Quiktek] Not every piece of recovery is, however, cyberware is the same. separate and must be paid Below is how I handle in full. cyberware in my campaigns. I have found it adds a lot Levels of Essence Effect: of variety and options for the Street Samurai and the Level Effect other cybered characters. on Essence It is also a nice device that a GM can use to Cost construct unique opponents. 1 +10% One central idea pervades 2 this article. That idea is +5% that cyberware can and is 3 modular in design. By 0% modular I mean that each 4 cybernetic item is made -5% first as a standard item. 5 This item is then modified -10% by the Street Doc (Who may acquire the item in a Alpha and Beta Grade myriad of ways) to cyberware has the percent interface with the user of reduction to essence in the item. This parentheses. modularization leads well Maintenance: to production and use of Frequency in months / cyberware and allows brand Percentage of cost to be names to differ in paid in maintenance per appearance and/or function. year. (Does not include Street Index) Cyberware Brand Names and Effects These are, by far, not the These brand names are used only brands available. Feel for adding variety to the free to make up special standard fair of cyberware brands for Shadowclinics, options. Below also Street Docs, and/or major appears some more options players in campaigns. to make any cybered Variety is the spice of character even more unique. life! A note on surgery: To get NOTE: Not all Brands carry the most out of these every type of cyberware. GM options, I suggest that the discretion. But some cost of surgery to implant suggestions appear below. cybernetic (and bioware) implants be included in the Used Cyberware's modifiers items cost. The cost of are in addition to existing m Shadow Clinic Availability means that if the character manages to find a Shadow Clinic he can purchase the Cyberware. Each Shadow Clinic has a rating AlphaI, BetaII, etc. These are CUSTOM pieces and ARE specific to the Doctor, Clinic, and patient. The item must be constructed for each patient. Damage to cyberware is handled as mentioned in Shadowtech, pages 39-40. Damage Resistance operates as detailed in Street Samurai Catalog (SSC) Page 98. The first number is the Target Number for a Serious Wound and the second number is the Target Number for a Deadly Wound. When a character is injured and Cyberware has been damaged roll 5 dice. For every one success generated for the piece of cyberware, the piece's damage level is reduced by one. Damaged cyberware functions in the same way as described in Shadowtech, page 40. Street Damage Brand Name Level Cost Availability Maintenance Index Resist. CUSTOM BetaIII(-50%) x13.0 Shadow Clinic 6/10% +.3 3/4 CUSTOM BetaII(-45%) x9.0 Shadow Clinic 4/10% +.2 4/5 CUSTOM BetaI(-40%) x7.0 Shadow Clinic 4/10% +.2 4/5 CUSTOM AlphaIII(-30%) x5.0 Shadow Clinic 3/10% +.1 5/6 CUSTOM AlphaII(-25%) x4.0 Shadow Clinic 3/10% +.1 5/6 CUSTOM AlphaI(-20%) x3.0 Shadow Clinic 3/10% +.1 5/6 ChibaWare 5 x2.5 +4/x2 2/15% +.3 6/8 Ares-Custom 5 x2.25 +5/x3 2/20% +.3 8/10 Fuchi-SeriesII 5 x2.25 +4/x2 1/15% +.3 8/10 Ares-Gold 5 x2.5 +3/x1.75 3/12% +.3 8/9 Ares-Silver 4 x2.0 +2/x1.5 3/11% +.3 10/12 Fuchi-SeriesI 4 x2.0 +3/x1.5 4/15% +.2 9/12 BorgWare 4 x1.75 +4/x1.5 1/20% +.1 10/12 Ares-Turbo 3 x1.75 +1/x1.5 6/12% +.3 10/12 Ares-Milea 3 x1.5 +1/x1.25 3/11% +.1 12/14 Fuchi-Synth 3 x1.0 +0/x1 3/10% +.1 12/15 Ares-MarkV 3 x1.0 +0/x1 2/10% +0 12/15 StreetLethal 3 x.9 +1/x1.5 1/15% +0 14/18 Vindicator(Ares) 3 x.8 +2/x2 3/12% +.1 15/18 Leme' 2 x.8 +0/x.5 1/20% +0 -- Vigilante(Fuchi) 2 x.75 +0/x.75 2/10% +.1 -- NAO-AFFS 2 x.8 +1/x1 4/10% +.1 -- CaTsClaW 1 x.7 +0/x.75 1/20% -.1 -- Warrant 1 x.6 -1/x.5 1/30% -.1 -- MCT-Samurai 4 x2.0 +3/x2.25 3/10% +.1 8/9 MCT-Kama 3 x1.5 +2/x2.0 5/8% +.2 10/12 MCT-Ninjitsu 3 x1.25 +1/x1.5 3/8% +.1 12/15 DuroWare 3 x1.5 +4/x4.0 12/2% +0 8/9 Boss-V5 3 x1.0 +0/x1.0 2/8% +0 12/15 Euro-MarkII 2 x.75 +0/x.75 2/15% +0 -- Shiawase-Torg 4 x2.0 +3/x1.5 3/11% +.2 9/12 Shiawase-Custom 5 x2.5 +4/x2.0 2/15% +.3 6/8 Shiawase-Alpha AlphaI(-20%) x3.0 +6/x3.0 3/10% +.1 5/6 Used As brand As brand+ As brand+ As brand+ As brand+ Cyberware x.5 -1/x.5 -1/+5% -.1 Yeah, Right Some other brands: Zeiss carries only cybereyes and eye options. The brand has the following brand name stats: Level: 3 Cost: x1.0 Availability: +1/x1.25 Maintenance: 4/7.5% Street Index: +.1 Damage Resistance: 10/12 Nikkon carries only cybereyes and eye options. The brand has the following brand name stats: Level: 3 Cost: x1.0 Availability: +0/x1.0 Maintenance: 3/10% Street Index: +.0 Damage Resistance: 12/15 RCA carries only cybereys, cyberears, and there options. The brand has the following brand name stats: Level: 3 Cost: x1.0 Availability: +0/x1.0 Maintenance: 2/10% Street Index: +.0 Damage Resistance: 12/15 Repair is the same as in vary with the brand name, Shadowtech page 40. All use level of brand -3 as a brand names are normal cost multiplier. Alpha cyberware for target number levels all count as Alpha, determination. Use the and Beta levels all count modified cost of the as Beta. cyberware for repair cost determination. Labor prices Used Cyberware also has the disadvantages mentioned in SSC page100 as well as the modifiers above. Example of Maintenance Cost: The Street Samurai Archetype has the following Cyberware. Cybereyes with Low-Light Dermal Plating: 2 Muscle Replacement: 1 Retractable Hand Razors Smartlink Wired Reflexes: 2 Assuming all this to be Ares-MarkV Brand you have the following. Cyberware Type Essence Cost Maintenance Cost Cybereyes with Low Light .2 8,000 800 per year Dermal Plating:2 1.0 15,000 1,500 per year Muscle Replacement.:1 1.0 20,000 2,000 per year Ret. Hand Razors .2 9,000 900 per year Smartlink .5 2,500 250 per year Wired Ref.:2 3.0 165,000 16,500 per year TOTAL: 5.9 219,500 21,950 per year Monthly Maintenance Cost = 21,950/12 = 1,829 Nuyen Maintenance Cost successes are generated, Maintenance Costs can be then the item suffers a paid monthly or every so Light wound and must be many months equal to the repaired. See Shadowtech Maintenance Frequency as pg. 39-40 for damage levels long as the cost per year and repair. is equal to the brands maintenance cost percentage Financing Cyberware: X the cost of the cyber Level 3, 4, and 5 cyberware item (not including street can be financed by some index). corporations and agencies. The deals usually include Failing to pay maintenance: some legal matters like Every time a number of contracts of business. The months goes by equal to the endorsers also usually Frequency of Maintenance of require some DNA sample for the cyber brand name, the purely medicinal use GM rolls 2D6. The Target (Ritual Sorcery for number is equal to the delinquents). Damage Resistance (Serious) of the Brand Name. If one The financing usually success is generated, the involves a 20+% increase in cyber item is fine. If no price but the entire amount may be divided over 12, 24, even 36 month plans. Most financers require at least 20% of base cost down, up front. Failure to provide payments is VERY BAD. One month can slide but some fast talking MUST be done. And a gratuity will be expected. Two months might require some customer "retraining" to make him more responsible. Past two months you better leave the country and fast. Of course, a corp will probable follow if the customer was a substantial investment. Even some street organizations (read Loan Sharks, Mob, Yak, etc...) offer the above. Only payments are usually higher and retribution even less friendly. Hypoallergenics The current lines of cyberware of levels 2-5 offer a full compliment of hypoallergenic options for there brands. The cost of such comfort is an increase of 50% in cost and a maintenance cost increase of 25%. Many companies carry plans for cyberware insurance and warranties. Unfortunately for the shadow community most of these services are just not accessible safely. But as always there are a few exceptions to every rule. The options that follow represent the more stable, less NOSY, organizations that will set up convenient insurance and warranty plans for the cybered individual. Sorry, no one legally will set up plans for Alpha or Beta cyberware. >>>[Insurance is always risky. Some times you make out with a killing on your new replacement. And then sometimes you get ripped over the long run. For the sam who thinks he is in for one rough two years the Total Coverage is the way to go. Especially with repairs being typically upwards of 20% of the item's cost.]<<<< -Quiktek<11:48:37/01- 19-53> EXAMPLES OF CYBER INSURANCE Allied State Cyberware Coverage This cheap organization will take very little in the way of personal identification to set up an account. They have been known to take payment failure pretty personally. The same goes for people who start to really cost the company money. The plans they offer are detailed below. Basic Coverage Cost: Varies This plan is just a basic coverage plan that will cover up to a certain fixed amount in repairs and maintenance for one year. Typical plans are in the range of 1,000Y/yr to 50,000Y/yr. Any amount can be specified in this range. The cost is just the amount covered divided by 13. This is a monthly rate and it is recommended that it be paid promptly. Allied State will not accept any applicants who sign up for a plan that is not equal to there normal maintenance cost X 12. To register an applicant must have all his cyberware registered and agree to a background check. This check is like using a false cred stick vs. a rating 6 identifier. Basic Warranty Cost: Varies This plan is useful for financing that oh so unexpected mishap with the local thrill gang. This plan covers all repairs and replacement of cyber systems (no medical costs) for the duration of the warranty. Any duration may be set up but the minimum is the six month plan. The cost of the plan is the cyberware item's maintenance cost + 5% divided by 12. This is a monthly rate. Each cyberware item must be covered under a different warranty. The longest warranty offered is three years (or 126 Million Heartbeats). As with the Basic Coverage, registration and a background check are required. This plan does not cover routine maintenance. Total Coverage and Warranty Cost: Varies This plan offers to the "street professional" the option of putting all his chrome into a big safe coverage plan. The plan works as follows. The cost is all the maintenance costs per year for each item added together then taking that amount and adding 35% to that. Divide that total by 12. This is your low monthly payment. This plan covers all maintenance, cyber system replacement, and repair. The minimum duration on this plan is 2 years and the maximum is four years. Registration is required and a rating 8 background check is performed on all applicants. DocWagonȘ Yes the leader in Medical Insurance and Active Retrieval has now begun to enter the growing cyberware insurance market. These plans are totally separate from the usual DocWagon contracts. DocWagonȘ offers plans almost identical to Allied State. Except there checks are much lower in rating, usually 4 except total coverage is 6. Information about other --Quiktek<11:44:26/03- brands: 02-54> MCT: Shiawase: The MCT line of cyberware The leader in cyberware has has been especially just released news of its designed for low impact on upcoming line of cyberware. the body, and it's Initially termed Shiawase- appearance is stealthy. Alpha, this line The MCT stuff that filters emphasizes Ultra-Low Impact down to the streets is (ULI) technology. among the most highly (Officially termed ULICII demanded in the shadows. (Ultra-Low Impact Cyber All MCT cyberware has a +1 Interface integration)) to concealability. This is what Mr. Yamaguchi, president of DuroWare: Shiawase Cyberware This little known line of Division had to say: "We cyberware is made by only (Shiawase International) ONE Street Doc. His name are very proud of our new is Mickey. He operates out Alpha Line. We are of the Redmond Barrens in scheduled to release the Seattle. Mickey owns and initial batch of "Field operates the "Mad House", Tested" 'ware around a local ripper shop that Easter. Only the FINEST specializes in the bazaar, clinics are to be exotic, and/or the authorized for retail. Any militant. Mickey will other questions I direct only install DuroWare into to Mrs. Hanover, our UCAS SPECIAL friends, or a Representative." For more person with a HUGE information about credstick. DuroWare is the Shiawase's upcoming line of toughest stuff next to cyberware, please contact a TeflonȘ when it comes to licensed Shiawase Dealer damage. And maintenance is or Shiawase directly via nothing. Several people matrix link or voice. have tried to get Mickey's secrets but all have met >>>>[ Oh Pease! We all know the unhappy end of that the Alpha Grade Stuff "Creeps" and "Gripes", two was out there. Mass of the largest and heaviest Production, even if by cybered Trolls you would Shiawase, well do nothing ever want to meet. but make the general public Mickey's common line of know that the tech cyberware is termed exists.]<<<< StreetLethal. --Quiktek<12:43:30/03- 02-54> >>>>[ Mickey is one tough Dwarf. He personally These brands above carry outfitted the Troll twins, most cyberware types. GM Creeps and Gripes. They are Discretion. the closest thing I have ever seen to real CyBorgs. ]<<<< BioWare Optional Rules for BioWare and Magic Robert A. Hayden These are optional rules to determine the magic lost more realistically (yes, this determine magic loss for number can exceed the magic users who have had original bioware installed. Please body cost). remember, though, that the maximum amount of bioware Example A: you can install is equal to Merlin wants to get an you unaltered Body score. Adrenal Pump (level 2) installed. He checks his Type wallet and determines he Compatibility Mag. Loss has enough Nuyen to get a Cultured 100% cloned unit. The total 10% body cost will be 2.50, and Clonal 100% his magic cost will be .50 20% Base Type (2.50 x 20%). He also has O 90% to shell 200,000 nuyen out 30% Type G to some street doc. 75% 45% Second Example B: Hand 3d6 x 5% Merlin has come into a See Below second hand Suprathyroid Gland (I don't think you Magic Loss refers to the want to know how). He percentage of the Body Cost finds a street doc to of the item that is also install it. The GM rolls a subtracted from total 5 for compatibility (25%) Magic. compatible. Thus, the total magic cost will be Forced Growth bioware has 1.54 (1.4 x 110%). its magic loss determined in the following manner: Do not forget that rolls Subtract the must be made when the compatibility of the surgery is performed to grown part from 100% and determine if there is any then add 25%. Multiply additional essence loss. the body cost by