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 [h--yd--n] at [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 [i--o] at [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 <[t--o--t] at [cerc.wvu.edu]> 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 <[aa 2498] at [freenet.lorain.ober] more than 90% of the lin.edu> population.) Metabolic Robert A. Hayden studies show that the <[h--yd--n] at [krypton.mankato.msu] minotaur tends to live s.edu> 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 <[izzyux 2] at [mvs.oac.ucla.edu]> 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 <[T--g--r] at [vax2.winona.msus.edu] can increase the time by > 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 <[w--co--n] at [eecis.udel.edu]> restricted tgt. -1 voluntary subj. -1 extended range - 1 total: [F/2]D David Altman Duration: <[Izzyux 2] at [mvs.oac.ucla.edu]> 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 <[Izzyux 2] at [mvs.oac.ucla.edu]> 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 <[c h risr] at [FIT.QUT.EDU.AU]> 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 <[j c h 8169] at [rigel.tamu.edu]> +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 <[M C M] at [bton.uk.ac]> 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 <[izzyux 2] at [mvs.oac.ucla.edu]> 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 <[aalber d k] at [UCUNIX.SAN.UC.EDU] wool" over him. > 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 <[jek 5313] at [zeus.tamu.edu]> 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 <[aalber d k] at [UCUNIX.SAN.UC.EDU] is her prime motivation > 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 <[D j wa] at [Nauvax.ucc.nau.edu]> 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 <[c h risr] at [FIT.QUT.EDU.AU]> 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 <[aalber d k] at [UCUNIX.SAN.UC.EDU] > Health Adept Jason J Carter <[C--rt--r] at [UPS.EDU]> 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 <[M D B 0213] at [RIGEL.TAMU.EDU]> 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 <[l--a] at [inf.enst.fr] or [l--a] at [cal.enst.fr]> 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) <[t--o--t] at [cerc.wvu.edu]> >>>>[ 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 <[izzyux 2] at [mvs.oac.ucla.edu]> 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) <[t--o--t] at [cerc.wvu.edu]> 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 <[C--rt--r] at [UPS.EDU]> 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 <[R J R 96326] at [vax1.utulsa.edu]> 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] <[t--o--t] at [cerc.wvu.edu]> 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. DocWagonhigha; 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. DocWagonhigha; 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 Teflonhigha; 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 <[h--yd--n] at [krypton.mankato.msus.edu]> 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 this Also remember that the percentage to total magic loss for both determine the magic cyberware and bioware by loss. result from adding both together. Second Hand magic loss is determined as follows: Subtract the combatibility rating from 100%, add 35%. Multiply the body cost by this number to BioSculpting Rob Rubin <[T--G--R] at [vax1.winona.msus.edu]> From Snazzy Magazine (Neo- Any Where) Anarchists Guide (TRL!)), Circa 2054. >>>"Thank you, Tyger. And greetings once again We Dr. Hamilton also let us in hope to clear the air. So, on other things that on with tonight's AnthroCo. is doing to entertainment!<<< improve society. "Using the exotica technique, we So, what can they do? can alter what metahumanity Well, the answer depends on looks like to an extent, who and what you are. she says. It has lessened Let's start with a good the impact of goblinization percentage of the on several of our clientele population, Humans. Now, and their siblings." they can easily make you look like a dwarf, elf, or >>>"Don't believe the hype. ork. This is done with A troll is a troll, and the some frame alteration from best troll is a dead the last installment. one."<<< -Straiff (13:43:59 \ So what is a frame 3/23/54) alteration, you ask. Well, it can increase or decrease >>>"Bite me."<<< a persons height and/or -Grinder (17:22:38 \ mass by about %25. This 3/23/54) means if, for example, you're a human and you'd "The whole surgery is not rather be an ork, you'd get unlike our biosculpting a frame alteration, add technique." He went on to some mass on, and you'd say. "And, as with the look like a humanish-ork. exotica lines, the patient is in and out within a Not to say that those week." surgeons aren't miracle workers. I've seen pics of >>>>103 Mp deleted<<<< some nice lookin jobs. But, it just ain't the real >>>"Should I ask?"<<< thing! It -Jander (03:42:10 \ shows too. 3/10/54) Below is what can and >>>"No, but since you did, cannot be done. But the I deleted what wasn't impossible is just around necessary, because I left the corner, neh? the real research to the boys who know the ropes, From Human To: and the files, of Aztech. Dwarf: Must be a short Oh boys? Play dat fuhnky human moozic!"<<< Elf : BOD no -Tyger (Any Time \ higher than 5 STR no higher >>>This is before racial than 5 modifiers! <<< Ork : BOD no lower -Tyger than 4 STR no less than 3 QUICKNESS max of 5 From Dwarf To: Human: BOD max of 6 From Elf To: Human: QUICKNESS max of 5 BOD no less than 4 Ork : BOD no less than 6 STR no less than 5 From Ork To: Human : BOD no higher than 6 STR no higher than 7 Troll : BOD no less than 5 STR no less than 5 QUICKNESS max of 5 Elf : BOD no more than 3 STR no more than 4 QUICKNESS at least 4 From Troll To: Human: BOD no more than 2 STR no more than 3 QUICKNESS at least 4 Ork : BOD no more than 3 STR no more than 5 QUICKNESS at least 3 detect the 'sculpt. And, hey mage-boys! Wanna see something wiz? Find a EXAMPLE: troll who now looks human, Bob the samurai wants to and get a load of what they look like the head man at look like astraly! WOW! Renraku Arcology. He goes Ever seen a more confused to a really good street doc image? Neither did our (Biotech skill of 8). He rezi mage, he's still wants to be virtually confused perfect in appearance, so the GM decides this counts Remember, it's your life! as a 15. The doc (who is Do what you like."<<< smart...) asks for payment -da goon skwad up front. (09:23:11\3/10/54) The doc goes to work. He >>>"So there you have it, rolls his Biotech skill the tawdry details. Trust with a target of 15. The me, it's easier to tell it doc rolls (total) this way then to spend 103 2,5,7,9,13,15,16,22. With on drivel." a grand total of three -Tyger (Any Time \ successes. Bob the samurai Any Where) now looks like 'the man'. Next bit, about if you can Anybody else who sees him 'sculpt someone into must roll perception. another persona. If a Target of 15. If the player wants to do this, viewer can get 3 or more remind them it's a semi- successes, they notice the permanent procedure. Once small flaws that give it they commit, it's hard to away, like the fact that turn back. Mr. Renraku Arcology has a cleft chin, and this guy If they REALLY WANT IT, let doesn't. If they don't he them have it. A good street can pass for the real McCoy doc can get the materials. (Or whatever...) It has a base availability of about 10, with the The difficulty also normal modifiers. Street multiplies the cost index is 2.0 and up. Find exponentially. A good a trustworthy one, street doc (or "sculptors" chummers. as they call themselves) can start the cost at a The next step is the base of 8,000 to 10,000 surgery. Once they go Nuyen. Multiply the cost of under the scalpel, roll an the 'sculpt by the ultimate unresisted test using the difficulty. Let them surgeons skill. The target haggle from there. number is directly related to the difficulty number to Pricey, no? Keep in mind this is also going to ultimately try and fool electronic gadgets, guards, and so on. Magical security, however, remains totally unaffected by this charade. As such, the mages don't get any penalty to notice something is wrong. ShadowFurry Rob Rubin <[T--G--R] at [vax1.winona.msus.edu]> 2054 Fashion Guide, dateline Seattle Those who are fashion conscious have, for ages, been looking for the 'look' which will bring them the attention that they know they deserve. In the past, one might have gone to a plastic surgeon to make you more attractive and younger looking. But this is a new, awakened world. And people of all races and creeds are looking to a new direction. The direction of genetics As we move full-steam into the second half of the twenty-first century, we must keep in mind that the tremendous breakthoroughs in genetic engineering... scientists and letting them >>>>>[What?!?]<<<<< rave on about the process. -- Jander All it is grafting animal (12:30:33/03-15-54) DNA to human (& metahuman) genes through a process >>>>>[Relax, you've seen it that they really don't all before. Look back into explain, and I could really the 'Shadowtech' stuff and care less. All I know is it explains all the gene- it works. I figured that I tech and grafting. I could cut to the chase and figured it would save space let you folks cruise over that you all need to add the actual meat & your own comments. Share potato(e)s of this article. and enjoy.]<<<<< If you want to read useless -- Tyger (Any Time junk, go right on / Any When) ahead...]<<<<< >>>Tyger (Any time This year, the big hoopla / Any when) was centered on Seattle. The processes: >>>>>[You expected "The actual process is differently?]<<<<< broken down into individual -- Ursia parts." explains Dr. J (12:45:32/03-15-54) Hamilton of AntrhroCo. "For each individual case, A new company, AnthroCo., a we sit down with the subsidiary of Aztechnology, prospective patient and ask has announced a them what they want done, breakthrough in genetics. we work over the details, The ability to alter any and work out a plan. human, or metahuman to Within a week of the first specific styles. If you incision, the patient can thought a Mortimer walk out the door." He Greatcoat was style says. defined, you should see what AnthroCo. has in store >>>>>[Don't even think of for you! walking in the door unless you have a LOT of Nuyen to >>>50 Mp deleted spare. It aint cheap, and the permit can be murder. >>>>>[Ok, keep your pants More on that later. I'll on. If you really want to let the boys talk about see this background stuff, that.]<<<<< download a copy of 'Snazzy' -- Abigail magazine. It's all in (06:34:25/03-19-54) there. But keep in mind that 'Snazzy' is also a "We work one on one with subsid of Aztech. So you each patient, so they are can expect a lot of flag pleased with the end waiving and general result." Says Dr. Hamilton. grandstanding. With this work ethic, it's no wonder the list is The gist is talking to the growing the rate it is. cost is on top of the "We have some ready made facials! Ouch! package deals available," Dr. Hamilton says. Natural Fangs .3 "Because we expect requests 1,500 for some of the more common Natural Claws .4 animals. However, we can do 3,500 custom work, and anything Retractable Claws .5 is possible in our 4,500 laboratories." Horns (Small) .1 3,500 >>>>70 Mp Deleted Horns (Large) .4 6,000 >>>>>[We interrupt this bit Hooves .5 of flag waiving to bring 6,000 you.... the TRUTH! What they don't tell you What animal would be ANYWHERE in the article is complete without claws? how much it costs. So me These are self explanatory. and a few of the boys went The claws do the same into Aztech to bring you damage as a set of hand what it costs THEM to give razors. They remove your all you people the 'look' old nails to put in the you always wanted and never claws. And they do grow needed.]<<<<< back. >>>Tyger (Any time / Any when) The horns do (Str)L1 for small, and (Str)S4 for Process large. (For the Shadowrun B.I. Cost 2 people out there, this Min. Facial Alterations .1 roughly translates into 1,500 (Str)L for the small, and Maj. Facial Alterations .5 (Str+2)S for large, These 3,000 are BIG HORNS!!!) The small horns are like devil This covers moving ears horns, the large ones are around, modifying like bulls and big-horn cheekbones, rounding out rams. the head, and the like. Minor alteration still NOTE: This is all leaves you looking vaguely dependent on the animal like who you started as. type! If you get rams Major is a real trip to the horns, the large horn wildside. damage is "STUN" only seeing the it's only Muzzle (Short) .3 impact. If you get a bull 6,000 type of large horns, it is Muzzle (Long) .7 'physical' slash / puncture 8,000 damage. It's a GM's discretion and final call A bit more drastic than the facial alterations, but a Hooves is a weird one, they must for the full fuzz reconstruct your hands to features. Mind you, this be something like a club, leaving you with two and there isn't any fingers and an opposable fatigue. (But it's funnier thumb. This can screw your than drek watchin' a 'morph life over a bit walking with their butts (-4 on all skills dependent sticking out...) on finger manipulation, like all B/R skills, The combat tail is firearms, any instrument weighted, and can have a skill (Except, arguably, poison injector inside it drumming...), bike, car, (And that's not only throwing, and so on). So illegal, but it costs why bother? Well, it acts ESSENCE to install the as a natural club, but it 'stinger' injector <.2 for hurts a lot more! <(STR)S2 the injector, and it's in 1st ed, (Str)S in 2nd> retractable too!> But And, wow. Oh yah, there's since when did that ever rumors of a weaponsmith stop us?) The injector who'll custom fit a gun for holds four doses of your 'hands', if you got anything you put into it. the cash. (4 human doses. You adjust accordingly per race.) Extended Mandibles .9 Either way, either tail is 10,000 sturdy enough to use as a hand (at about 1/2 Very insect like. See the Quickness) and it can be 'Mantis' package notes for used to hold onto large more info. objects. But believe you/me. It can't hold a Tail .3 troll... 3,000 Combat Tail .6 Digitigrade Legs 1.75 4,500 10,000 Quadruped System 2.9* A normal tail is just that, 50,000 a tail. The normal model Fur / Scales .75 (if you can call it that) 20,000 is decorative, and only Skinchange .2 enhances the look. It can, 5,000 however, be made to act Heavy Scales 1.0 like a real tail in all 25,000 aspects of the term, mainly Full Exo-Skeleton 2.0 that of balance. 50,000 This costs the surgical Frame Alterations 1.5 team an extra thousand 20,000 Nuyen . But it Digitigrade legs move your screws your posture but feet so you walk on the good. Don't worry tips, a lot like a dog. chummers, they make sure it Trust me, this really all works fine in the end screws you up for a week or product (Pardon the pun), so. (+7 to all action- oriented target numbers. tho'. Because your using This number goes down one all 4 limbs for movement per day, as you get used to only, it tends to make you it.) But the advantage is faster and more agile. it can make you move like a **<+2 dice athletics, +3 banshee in heat once you quickness, and a +1 to get into it. (+2 to reaction when in full reaction, and it adds +3 to form>** It also tends to quickness for movement make a Johnson a bit more purposes only.) lucrative in the cash department, soka? The 'quadroped system' is a fun one. They rip out your A skinchange just pigments skeleton, and replace it the dermis to a color with a plasteel one. Now, pattern of your choice. it's not like the OTHER This can simulate anything 'steel skeleton' the from a white rabbit to a sammies know and love. It's orange and black striped not armored. But, once you tiger to a black & white activate it, it runs zebra. Once you choose it, through pistons and wires it doesn't change, it's and makes you a 4 legged permanent, kids. That is, version of the animal until you go in for a you're sculpted to be. different style. It's like a tattoo with an attitude, The bad part. You have to really. have the digitigrade legs, starter. You get the most The fur and scales are realistic sculpt you can pretty much self (read, the most expensive), explanatory. There is a and then you go under the chance of getting cancer knife. Once you get it, it from this process. **** painful the first few times you use it, and you have to Heavy scales give the get used to walking on all person actual armor! (1 4's, and all your cyberware ballistic, 2 impact) The may not fit you anymore, full Exo-skeleton is even and your armor won't fit, more so! (4 Ballistic, 4 and so on and so forth. Impact) but it munches your You can get 'customised' speed **<+1 to all active armor made up, if you'd skills for heavy scales, like, if you can find and +2 to all active skills someone to make it for you. for the exo-skeleton, including firearms! Also, There is a brighter side, a -1 to quickness for heavy scales, -2 for exo- some rather obscure skeleton>**. All in the requests, but we can do quest to virtually anything that a be a walking panzer, I customer can think up." guess. >>>>>[Sorry to interrupt Frame alterations basically again, but I feel I have to make you smaller or bigger. apologize. See, the rest Our figures guess somewhere of this is all color around the 15-35% mark each adverts. And, seeing the way. This is covered in medium I'm using, I can't the other posting of show the photos. Now, 'biosculpting', but it's granted, they look real included in here so you can nice. But the words are as look more like a beast of effective. Oh yeah, your choice. I mean, who'd remember that this is the be intimidated by a scrawny cost to the consumer if you little bear? (I know some go to AnthroCo. Buyer guys who'd hug you instead beware? Neh? So, again, a shooting you!) Sorry about the no- photos.]<<<<< Keep in mind that all those -- Tyger (Any Time prices was the factory / Any When) cost! The cost at the Seattle AnthroCo. Clinic is >>>>>[Sure, he can blot out about x1.5 that cost, and a a time-date stamp, but he ripperdoc's cost can be can't zap a simple picture. higher still. Ha.]<<<<< -- Jander And, before you forget, (00:49:23/03-23:54) remember you need permits for implanted weapons! Felines: AnthroCo. is generous This package has a few enough to register you as incarnations. The first an armed 'anthropomorph' in is a slight modification, Lone-Star files. But, a only changing the facial ripperdoc doesn't ask features slightly and questions (usually). The adding a tail. (Minor cost of the permit is equal facial, Short muzzle, a to a weapon of like. (For tail and example, a small blade skinchange. weapon will cover fangs and Body: .9 claws. And a large bladed Cost : 23,250 weapon will cover the larger horns.) The second is a more striking cat, stronger Package deals: features, and a stronger "Because of the high demand appearance. (Major facial, on certain types of short muzzle, natch fangs, changeovers," Dr. Kass says retractable claws, tail, "We have package deals that fur[you specify pattern] cover all the basics of a Body: 2.65 certain animal type. In Cost : 57,000 the past, we have gotten >>>>>[Expensive, yes.. But the user wants it to be. worth every nuYen.]<<<<< (Frame alteration, >>>Tyger (Any Time mandibles, and the / Any When) exoskeleton). Body: 4.4 >>>>>[Says you, you mangy Cost: 120,000 furball.]<<<<< We have also done one -- Rascal conversion to a scorpion- (17:38:46/04:10:54) type humanoid for an up and coming urbanbrawler. Be K-9 watching the vids for him! Again, this comes in stages. Dependent on your >>>>>[I wouldn't go for needs. For example, the this one, chummers.]<<<<< pit-bull, a popular option -- Rascal for the back-alley types, (13:23:55/03-20-54) is easily done. (Major facial, muzzle (short), >>>>>[Why not?]<<<<< natural fangs, (tail is -- Wolfman negligible), digitigrade (13:24:10/03-20-54) legs, fur. Body: 3.6 >>>>>[I don't know the Cost: 60,750 details, but it seems there ** something about the perfect predator and his This package also covers connections. Well, he many other types of species saved up the money and got such as wolves, foxes, and himself a conversion. On the like. the way out of the ripperdoc, he was geeked by >>>>>[Mix and match the about thirty 'runners all price list above, I know an yelling it was a bug and it elf who had a fox should be killed. conversion. Neat guy, too Personally, I was on the bad about the choice, other end of the sprawl however...]<<<<< when it happened...]<<<<< >>>Tyger (Any Time -- Rascal / Any When) (13:25:12/04-02-54) >>>>>[Yah, right.]<<<<< Minotaur >>>Kit Again, this was by special (14:14:14/03-21-54) request, but it was so interesting that we have Mantis added it to the line. This We offer this mainly was made for 'Minotaur', a because we have had several no-holds combat fighter on requests for it in the the Tri-vids. It has Seattle area. It consists caused quite a stir, and of replacing the body with it's now available to the the full exoskeleton and public. (Major facial, adding the mandibles. The Long muzzle, digitigrade effect is disturbing, if legs, skinchange, and large horns. The tail is negligible. Bears Body: 3.55 Some people are naturally Cost: 48,000 drawn to bears of all kinds, so we include this >>>>>[Obviously, not for with our stock exotica the carnivore in your forms. (Minor facial, Short life...]<<<<< muzzle, natch fangs, natch >>>Jander claws, tail (negligible in (23:30:43/03-29-54) costs) and fur). Body: 1.95 Dracoforms Cost : 48,750 This style had long been popular. The fact that the >>>>>[There's a troll out Tri-vid show "Dinosaurs" there somewhere with this. has done so well is a I had the honor to work tribute to this. So we with him once. Awesome offer this for the true doesn't even begin to beasts that roam the describe this guy. Honest streets. (Minor facial, to ghost, this guy picked Short muzzle (or long, but up three Lone Star's and this one is for short), threw them across the natch fangs, retract claws, street! Simultaneously! combat tail, digitigrade One mean bear. I'd like to legs and scales). work with this guy again Body: 4.0 sometime...]<<<<< Cost: 60,000 -- Flynn (06:23:54/03-22-54) >>>>>[Keep in mind they will add whatever you want >>>>>[Thanks.]<<<<< to add. A chummer of mine -- Ursia had this done, and he got (23:55:23/03-25-54) the heavy scales and got an injector on the tail. WOW! This guy can rock with the best of them! Oh yeah, this is a fun convert if you like to slam in the local mosh pit!]<<<<< -- Predator (10:32:52/04-01-54) >>>>>[Dunkelzahn won't be amused.]<<<<< -- Highwayman (17:33:54/04-08-54) >>>>>[Really?]<<<<< -- Dunkelzahn (--:- -:--/--:--:--) >>>>>[HUH?!?]<<<<< -- Jander (13:23:11/04-10-54) Horses have often been signs of strength, loyalty, and bravery. So it seemed natural to include this into the package lists of AnthroCo. Any coat pattern can be made. (Major facial, long muzzle, hooves, fur skinchange, tail, and frame alteration). Body: 3.5 Cost: 53,250 know...]<<<<< -- Zappy (19:58:33/04-9-54) >>>>>[NO RUMOR!!! It's fact! He also knows a way to make a Pegasus furry FLY! An eagle shaman friend of mine said it was some quickened thing, but it was spooky. Whoever he was got shot down by UCAS as a UFO and was taken in for questioning... 'just hope they don't ask 'bout me.]<<<<< -- Tyger (Any Time / Any When) Enzymatic Reinforcer Treatment Todd Montgomery [aka Quiktek] <[t--o--t] at [cerc.wvu.edu]> This chemical treatment John Halos Carpenter injects a complex, non- Marcus. harmful enzyme into the body. The enzyme is 2) The enzyme acts as a totally self-replicating sort of caretaker for the and attaches to the human- delicate interface. This cyberware interface units. reduces maintenance cost of The benefits of this are cyber items and reduces two-fold: the need for regular check- ups. The only 1) The enzyme produces a disadvantage the treatment membrane over the cyber has is the fact that the unit - nerve interface, in enzyme lowers the bodies effect reducing the items immune system to lower impact on the body. Thus levels. This in effect reducing essence loss if means that the user has 1 the enzyme is used before point less body when cyberware implantation. dealing with diseases and This effect has been termed toxins. The lowering of the the "HALO" Effect after maintenance cost works with the Treatments creator, Dr. diagnostic systems as well. Cost: 95,000Y Body Cost: 0.2 Availability: 12/60dys. Legality: Legal Street Index: 1.1 Effects: Maintenance cost is cut down to a fourth. All cyberware implanted after the treatment (except Alpha and Beta Grade, which uses a similar treatment) has a reduction in Essence Cost of 10% (Essence Cost = Essence Cost x 0.9). Matrix Programming Languages Todd Montgomery [aka Quiktek] <[t--o--t] at [cerc.wvu.edu]> Languages used to program the freelance utilities. These include programmers. suites of tools to automate Cost: 500Y some of the programming, Size: 0 Mp, and compilers to actually Tool is usually produce cyberdeck integrated into most executables. The languages PCs come in two different Availability: 4/48 hrs. styles, PC based and Matrix Street Index: 0.5 based. A programmer can not use a Language which has a level greater than OCGI his Computer Skill. All (Object C Graphic these programs are Legal to Interface): Level 1 Licensed Matrix This tool includes a Corporations. These compiler as well as a programs carry the same collection of very good Legality of all other limited expert systems to Matrix Programs (Highly do most of the Illegal most everywhere). actual coding. Cost: 1,200Y Personal Computer (PC) Size: 32 Mp based languages: Availability: 6/72 hrs. These languages use a PC to Street Index: 0.8 program the code. These languages give MEDI additional dice to making (Matrix Elementwise Design programs (Add level of Interface): Level 2 language to number of dice This tool includes a to roll). high performance compiler, suite Required Equipment: of resource tools for Personal Computer graphics, and an extended (Mp equal to program group of limited expert being worked on + Size of systems to perform most of language tool) the coding. Cost: 4,050Y Size: 108 Mp CGI Availability: 10/14 days (C Graphic Interface): Street Index: 1.5 Level 0 This basic compiler takes high level code MPDT and creates cyberdeck (Multi-Persona Design executable files. This is Tool): Level 3 the standard This tool includes tool used by 90% of three separate compilers, dedicated to used. producing high quality code, a suite of resource XMEDI tools, and a vast (eXtended Matrix collection of limited Elementwise Design expert systems to perform Interface): Level 1 most of the actual This tool provides a coding. large array of expert Cost: 10,400Y systems, compilers, and Size: 256 Mp resource handlers that can Availability: 12/24 days drastically affect the Street Index: 3.0 Software development process. The use of Matrix simsense allows the Matrix based languages developer the ability to These programming languages tailor graphics to require a connection to the taste while not Matrix to use. The link is sacrificing program necessary because the requirements. programs are highly Tool Size: 64 Mp dependent on Matrix Cost: 24,450Y utilities to help in Object Availability: 12/24 visualization. This high days dependency on Virtual Street Index: 2.0 Reality Construction and Mainframe system abilities allow the developer to full LBT take advantage of the tool. (Library Born Technology): These languages are the Level 2 kind used by most This tool is the best corporations and as such on the market. It has all are very difficult to the capabilities of the LEGALLY get a hold of XMEDI plus adds in a very without getting permits. limited expert control system which can These languages lower the actually code while the Target Number of the developer is spending all programming success test by their energies on the their level. They do not "Big Software Picture". add additional dice. The Tool Size: 324 Mp reduction of the Target Cost: 48,650Y Number is only used for the Availability: 24/60 actual Programming Success days Test, not for figuring the Street Index: 3.0 program size, ability limits, etc. Required Equipment: Matrix connection to a Mainframe system. Cyberdeck with Active memory equal to size of program being constructed + 1/5 size of tool being Matrix based: Matrix OMPDT connection to a (Object Multi-Persona Mainframe system. Design Tool): Level 2 Cyberdeck with Active This tool is a small Memory equal to 1/5 size of utility which allows the tool being Matrix user to develop constructed. short one-shots with a Limit: minimum of stress. PC based: Level = Tool Size: 32 Mp Computer Cost: 3,750Y Theory/3 (round off) Availability: 8/14 Matrix based: Level = days Computer Theory/4 Use: This tool gives the (round off) decker 2 extra dice to design programs on the fly. Must be running to give the Programming Library benefit. Options: When, in the early days of the computer revolution, Programming Languages: programmers needed routines Most deckers make their own to put output to the screen suite of tools, and or read from a keyboard resources for their own port, they were required use. This procedure, while to write these low level being different from usual routines themselves, thus programming, is not adding more time to an extremely difficult. already laborious task. Early in the 1980's, the Two Kinds of Languages can issues of software reuse be made: PC based, and were discussed. But as we Matrix Based. PC based adds all know it took several its level in Dice to the generations of computing success test, while Matrix experience to see that based lowers the Target software reuse really Number by its level. could be useful. Today, most software developers Base Time: Size X 2 days look to premade libraries Size: to provide them with needed PC based: (Level+1)^3 code to meet tough program x 4 Mp requirements. Speed, Memory Matrix based: size, Load Ratings, etc. (Level+1)^4 x 4 Mp are all tough requirements Skill used: Computer to fill. And it is Skill Target: libraries which make these PC based: (Level+1)*2 requirements reachable. Matrix based: (Level+1)^2 All the languages above and Required Equipment: many other undiscussed PC based: PC (Mp equal languages have GigaPulses to Size of and GigaPulses of support Language + Size of any libraries. Any of these tools being used.) specialized libraries can be incorporated into a 5 Mp programming project. The Cost: As program legalities of using of same rating. libraries are covered under Availability: As program the World Trade Act of of same rating. 2036. Corporations may use Effect: Reduce size libraries for development of finished program as long as the library is by (Rating x licensed under their Matrix Programmer Computer Licensing Permit. Theory Skill/2 (Round off))%. Increase Target Libraries, like most other Number for determining programs, have ratings. But Program Success Test by unlike most other programs, Rating/2 (Round up). libraries are only used when a developer is Load Rating Optimizing designing/coding a project. Libraries: These libraries contain a These Libraries are large amount of optimized to take advantage alternatives to the of system characteristics same problem. So that is to lessen the Load Rating why the actual size of imparted by a cyberdeck. these libraries varies so But the tradeoff is widely. These libraries increased program size. also have a drastic effect This is the result of the on various aspects of a use of limited AI routines program performance. The to decide how to load the trade off is will known in system. the software community. Ratings: 1-10 Using these libraries: Size: (Rating^2) x The effects of each library 4 Mp are discussed below. Each Cost: As program library also has a size. of same rating. This size has no effect on Availability: As program the programming. All it is of same rating. used for is figuring time Effect: Reduce Size to develop libraries and of Program, how much memory such when determining libraries take up. contribution to Load Rating Size Optimizing Libraries: only, by (Rating These libraries allow x programmers to use Programmers specially made subroutines Computer which are optimized to take Theory Skill)%. up as little space as Increase possible. The trade off is Size of Program these libraries are by (Rating difficult to use and x 2.0)% require careful planning. Non-Corruptive Libraries: Ratings: 1-10 These libraries provide a Size: (Rating^2) x level of bullet-proofing to utilties. This bullet- be ((4 x 2)-(6/2 x 5)) = - proofing allows the program 7%. The Target Number for more resistance to data determining Program corruption from viruses and Success is +2, and The arrant Tar class IC. The Program acts as if it were trade off is that the size -(6 x 5)% to size when of programs is slightly determining Load Rating. increased. Programming Libraries: Ratings: 1-10 Libraries are programmed Size: (Rating^2) x exactly like normal 5 Mp programs. But languages Cost: As program provide no additional dice of same OR reductions to Target rating/2. Number. Availability: As program of same rating - 2. Effect: Tar Baby and Tar Pit IC have their Ratings reduced by the Rating of the Library/2 when determining if they corrupt a utility. Increase Program size by (Rating)% A specific library is made for a certain Language. So self made Languages can ONLY use self-made Libraries. And a library written for XMEDI will not work with CGI or MPDT. Several libraries may be combined, but each library added adds 1 to the Target Number of the Programming Success Test. Each effect uses the Base program statistics before any modifications. And then all effects are added. Percentages are added before computing there actual value. Example: Joey (Computer Theory Skill 6) is using Load Rating (4) and Size Optimizing (5) Libraries. The final program will size will Matrix Combat (version 2.1) Jason J Carter <[c--rt--r] at [ups.edu]> The purpose of these rule and write programs on the modifications are to remove fly. The number of in the some of the problems with Hacking Pool is equal to the decking rules as the decker's Computer Skill presented in Shadowrun. (or Software Concentration These problems include, but or Decking Specialization) are not limited to the multiplied by 1.5 (rounded ineffectiveness of attacks up). The Hacking Pool may in the Matrix, the size and be used to affect the power of the Hacking Pool, success of Sensor and and the "Search for Sixes". Masking utilities, but not The greatest flaw to this Combat Utilities. The set of rule modifications maximum number of dice that is that you will need to can be used to affect a own a large number of dice program is the Rating of to use them quickly. the program. Note: Whenever Matrix Combat Pool Computer Skill is used in The Matrix Combat Pool this text, the decker may reflects the decker's replace Computer Skill with ability to react to combat his Software Concentration situations in the Matrix. or his Decking It can be used to increase Specialization. the effect of Combat Utilities, and for Damage Resistance Test. The Hacking Pool Modification number of dice in the The immense size of the Matrix Combat Pool is equal Hacking Pool in proportion to the deckers Reaction. to the number of dice The maximum number of dice rolled made the pool all to usable to augment a Combat effective. In this system Utility is equal to that two things have been done utilities rating, but there to reduce the effectiveness is no limit to the number of the Hacking Pool. First of dice that can be used on the number of dice rolled a Damage Resistance Test. have been increased. Secondly, the Hacking Pool Matrix Initiative has been divided into two There are three levels of dice pools, the new Hacking cyberdeck command, each Pool and a Matrix Combat with their own advantages Pool. and disadvantages. They are full cybernetic Hacking Pool interface, standard The Hacking Pool reflects interface, and manual the decker's ability to interface. modify and fine-tune programs while they are in Deckers using a full use, suppress IC messages, cybernetic interface receive all bonuses from defense utilities is a increased response on their complex action. Executing deck and gain an additional a defense utility is a 1d6 on their initiative simple action. rolls. While in full cybernetic interface, the When the target number of a decker is unaware of his roll is indicated to be surroundings and suffers something plus "Mods" this from a +8 penalty to notice refers to modifiers to the direct physical stimuli program execution test. that does not include pain. This include, but are not Pain is always noticed. necessary limited, to Persona Condition, node Deckers using a standard overload, and the presence interface often utilize of a Smoke program. The keyboards along with their target number penalties for datajacks, but this is not overloaded nodes, loading required. All increase programs into memory, or response bonuses are uploading programs from the received while using matrix is only +1 under standard interface. these rules. A manual interface includes Node Autosuccesses is not a using a cyberdeck with an dice a number of dice to be electrode net or by rolled, but a number of keyboard alone (turtling). successes that a node/IC While using manual automatically recieves on interface the deckers any defensive test. The reaction is halved and he amount of autosucceses is gains no additional determined by the node reaction points from color. Blue nodes receive increased response. one autosuccess, Green Additional initiative dice nodes receive two are still gained. autosuccesses, Orange nodes receive three System Operations autosuccesses, while Red To perform a system nodes receive four operation the decker must autosuccesses. receive more successes than the node. The decker rolls Combat Utility Execution Computer Skill plus hacking Test Pool dice while the system Target #: 4 + Mods rolls its Security Rating Dice: Computer and adds Node Autosuccesses Skill + Program (See program execution Rating + Matrix Combat below). Both are rolling Pool Dice against a target number of 4 + Mods. Damage Resistance Test Target #: Power - Program Execution Hardening Program execution test and Dice: (Persona) effect test have been Bod/Evasion Rating unified into just one die + MPCP Rating + roll. Executing all but Matrix Combat Pool Dice (IC) Node Autosuccesses + Node Security Rating + IC Rating Sensor Utility Execution Test Target #: 4 + Mods Dice: Sensor Rating + Program Rating + Hacking Pool Dice Sensor Resistance Test Target #: 4 + Mods Dice: (Node) Node Autosuccesses + Node Security Rating (IC) Node Autosuccesses + Node Security Rating + IC Rating (Persona's running Sleaze use Sleaze execution test) Masking Execution Test Target #: 4 + Mods Dice: Masking Rating + Program Rating + Hacking Pool Dice Masking Resistance Test Target #: 4 + Mods Dice: (IC) Node Autosuccesses + Node Security Rating + IC Rating Target #: 4 + Mods Load. Dice: Node Autosuccesses + Node Security Rating + IC WHITE IC Rating Access IC No modifications. Load: IC Modifications 1/2 Rating (round down) IC Defenses Barrier IC IC has three different No modifications. Load: types of defense; Standard, 1/2 Rating (round down) Shifting, and Hardened. Only one form of defense Probe IC may be on any piece of IC. Probe IC (including Black IC) double their rating Standard Defense is the when rolling to defeat the default defense, which most sleaze program. Load: IC uses. It gives the IC Rating Hardening equal to one-half of it's Rating (rounding Scramble IC up). When attempting to download a scrambled file, the Shifting Defense utilizes a system rolls a number of variety of different dice equal to the scramble defensive routines to rating verses target number increase the IC's ability 4. Add the number of of defend itself. Increase successes to the node's it's Rating to 1.5 times successes on the system normal for defending operation test. Load: 1/2 against any Combat Utility Rating (round down) that does not have the Area Effect Modification. Hardening is 1/2 Rating GREY IC (round up). Acid IC Hardened Defense increases Use Evasion to resist this the tightness of the IC IC. Every net success code making it more reduces the cyberdeck's Bod difficult for Combat by one, to a minimum of Utilities to affect the IC. one. Power is the IC It's Hardening Rating is rating. Load: Rating 3/4 it's Rating (round up) unless the attacking Binder IC Utility has the Penetration Use Evasion to resist this Modification, in which case IC. Every net success Hardening is 1/2 Rating reduces the cyberdeck's (round up). Evasion by one, to a minimum of one. Power is IC using Shifting or the IC rating. Load: Hardened Defense increase Rating their Rating by one for purposes of determining Blaster IC Blaster IC performs exactly like Killer IC Moderate Tar Baby IC until it crashes a persona. No modifications. Load: When the persona crashes Rating the Blaster IC rolls dice equal to its Rating versus Tar Pit IC Target Number 4 + Mods. No modifications. Load: The cyberdeck rolls dice 1.5x Rating equal to its MPCP rating versus a Target number of Trace IC Blaster Rating minus The Trace IC makes a Grey Hardening. Calculate the IC Execution test will the damage starting at Moderate decker rolls dice equal to and staging up or down for deck Masking Rating + net successes. The number Computer Skill versus of boxes of damage done is target number 4. If the the number of MPCP Rating Trace gets positive net points permanently lost. successes, divide the Load: 1.5x Rating successes into 10 to determine the number of Jammer IC turns the Trace will take. Use Evasion to resist this IC. Every net success Trace and Report reduces the cyberdeck's No other modifications. Sensor by one, to a minimum Load: 1/2 Rating (round of one. Power is the IC down) rating. Load: Rating Trace and Dump Killer IC No other Modifications. The damage of Killer IC is Load: Rating calcuated just like an attack in melee combat. Trace and Burn The power is equal to the The decker may not use IC rating and the base Matrix Combat Pool dice to damage is determined by the defend himself from the IC itself. Killer IC comes Blaster part of this in Light, Moderate, program. Load: 1.5x Rating Serious, and Deadly varieties, each with their own Load Ratings. Use the Black IC Bod rating of the deck to resist damage. Load: 1/2 No general modifications. Rating (L), Rating (M), Load: 2x Rating 1.5x Rating (S), 2x Rating (D) Hanging Tough The black IC rolls dice Marker IC equal to its Rating while Use Evasion to resist this the decker makes a Computer IC. Every net success Skill test, both versus a reduces the cyberdeck's target number of 4 + Mods. Masking by one, to a If the black IC receives minimum of one. Power is positive net successes, it the IC rating. Load: delivers damage to the Rating decker as if it were Killer IC of the same rating. The Serious by 3, and Deadly by decker may resist the 5. damage with his Body (or Willpower if the black IC Blind Program was set to stun). Deckers use Evasion to Hardening still protects defend themselves from this the decker, but the Shield program. The power of this Utility does not. program is the decker's Computer Skill. Every two Jacking Out net successes reduces the The decker rolls Computer target's Sensor Rating by Skill plus Willpower Rating 1, to a minimum of 1. dice while the black IC rolls Rating dice, both Hog Program versus a target number of 4 Deckers use Evasion to + Mods. If the decker defend themselves from this rolls more successes than program. The power of this the black IC he jacks out program is the decker's and must resist 4M Stun Computer Skill. To Damage. If the black IC determine if a hog program receives more successes, it stays hidden in the deck, prevents the decker from roll the program rating jacking out. The attack dice and the deck's MPCP preceeds as under Hanging Rating in dice, both versus Tough, but the decker does target number 4. If the not get to make a Computer hog receives one net Skill test. Say ouch! success it stays hidden. The decker may run a check Expert IC with a simple action, in Expert IC comes in three which case he may add levels. Each level Hacking Pool dice to the increases the IC's MPCP roll. effective Rating by one, adds 1d6 to it's Poison Program initiative, and increases Deckers use Evasion to Load by the Expert level defend themselves from this minus one. program. The power of this program is the decker's Computer Skill. Every two UTILITIES net successes reduces the Combat Utilities target's Bod Rating by 1, to a minimum of 1. Attack Program Deckers use Bod to defend Restrict Program themselves from this Deckers use Evasion to program. The power of this defend themselves from this program is the program program. The power of this Rating. Base damage level program is the decker's is determined by the Computer Skill. Every two program design. Light net successes reduces the damage increases the target's Evasion Rating by program Rating by 1 for 1, to a minimum of 1. determining size. Moderate damage increases by 2, Reveal Program Deckers use Evasion to defend themselves from this program. The power of this program is the decker's Computer Skill. Every two net successes reduces the target's Masking Rating by 1, to a minimum of 1. Slow Program Power is the program rating. Defense Utilities Armor Program No modifications. Cloak Program No modifications. Medic Program No modifications. Mirrors Program No modifications. Restore Program To restore the rating of a persona program, roll Rating Dice plus Hacking Pool versus target number 4 + Mods. Then roll dice equal to the program or IC rating that did the damage, also versus target number 4. Each net success restores one rating point to the reduced persona program. Shield Program The rating of the shield program is added to the deck's hardening Rating. Smoke Program No modifications. the decker. While using a Analyze Program sleaze program the decker No Modifications. may not perform system operations, use combat Browse Program utilities, or use sensor No modifications. utilities other than Analyze or Scanner. Doing Decrypt Program any of these voids the No modifications. program and renders the persona visible to all IC Evaluate Program and personas in the node. No modifications. Scanner Program No modifications. Shift Program No modifications. Masking Utilities Deception Program Once a Deception program defeats a particular piece of IC, the decker will not be bothered by that piece of IC until the alarm level changes. Once the alarm level changes (from standard to passive or passive to active) it will be necessary to redefeat every piece of IC in the system. Relocate Program No modifications. Sleaze Program Sleaze is a sustained program. When activated the decker makes the execution test and records the number of successes. From then until the decker drops the sleaze, whenever the decker encounters a piece of IC, it makes its detection test. If it receives more successes than the sleaze did when it was activated, it detects Area-Effect Area Effect negates the bonus of Shifting IC, but causes IC with Hardened Defense to roll 1.5 times Rating Dice in their damage resistance test. The ability to attack multiple targets is the same as in Virtual Realities. Link No change. Mobility No change. One-Shot No change. Penetration Penetration negates the extra Hardening received by IC with hardened defense, but increases the Hardening of IC with Shifting Defense to 3/4 Rating. Staging Staging has been incorporated as a mandatory part of the Attack Utility. Flygrams The number of Hacking Pool dice required for a flygram is equal to the sum from 1 to the desired program rating. Flygrams may not benefit from Hacking Pool dice, but they may benefit from Matrix Combat Pool dice. The following chart is provided for your use. Program Rating Hacking Dice 1 1 2 3 3 6 4 10 5 15 MultiTasking Robert A. Hayden <[h--yd--n] at [krypton.mankato.msus.edu]> Vincent Esposito <[V--PO--T] at [CCVM.sunysb.edu]> INTRODUCTION instantaneous, so there is some degradation in With the advent of the response time. Encephalon as a cognitive multi-tasking control unit, Also, the encephalon was a team of industrious cyber- not designed to handle engineers have been multiple datastreams, so developing methods for the FIFO (First In/First multi-tasking several Out) buffer is required. datajacks, allowing many The buffer stores outgoing interesting possibilities. commands, and incoming Now you can run multiple segments of data, so that cyberdecks, rigs, the encephalon only has to communication jobs, deal with one device. The computers, synthesizers, encephalon simply looks up etc. in nearly any the region of the buffer combination, as long as you that is associated with the have enough datajacks. datajack it is currently giving attention to, and writes output to that HOW MULTI-TASKING WORKS datajack in another partition of that region. Multi-tasking is accomplished by switching The I/O SPU associated with attention between tasks at a datajack looks in it's an incredibly fast rate assigned region of memory utilizing the cognitive for data that is to be sent multi-tasking of the through the datajack, and encephalon. A person using places any incoming data in this system to run 2 decks that region also. (and thus having 2 Matrix personas doing different Furthermore, a Math SPU things) or someone rigging added to the encephalon a vehicle and using two acts as a floating point remote control decks, for math coprocessor of the example, never actually 20th century, speeding up executes two commands response time so reaction simultaneously. penalties are reduced. The encephalon allows the user to have his attention TECHNICAL SPECIFICATIONS on one task for a few AND RULES nanoseconds, and then switches attention to The Basic system: another task for a few To multitask several nanoseconds. This datajacks you need a few switching is fast, but not things: 1) An encephalon of appropriate level 2) A number of datajacks 3) an equal number of I/O SPU's of the same rating as the datajacks 4) A FIFO (First-In/First- Out) buffer of headware memory 5) (optional) A math SPU whose rating is at least that of the encephalon to decrease system overhead. The number of datajacks that can be controlled by an encephalon is equal to the rating of the encephalon + 1. (i.e. an encephalon-3 can multitask a maximum of 4 datajacks) Buffer Memory Requirements: This is internal memory utilized by the encephalon to buffer commands and data. To determine the amount of buffer memory that must be installed, consult the table below. Reaction Penalties: Multi-tasking does cause some loss of response time due to data clash and processing time spent switching between datajacks. Basically, this results in a reaction penalty depending on how many datajacks are being used at any given time. This is determined by the following table. Encephalon Level 1 tasking user can distribute 2 3 4 5 his reaction penalties in 1 0 - any fashion. This means 1 -- -- -- that the user can rank the 2 0 - importance of each task by 1 -2 -- -- it's reaction penalty 3 0 - (hence the name "priority 1 -2 -3 -- system".) 4 0 - 1 -2 -3 -4 The following table shows the total penalty for This penalty applies to running a given number of each "Task" being done. datajacks. The user may distribute these "penalty For example: points" among his active OddBall is running 3 datajacks in any fashion. datajacks, one is a remote The penalties assigned must vehicle rig, and the others add up to the total given are cyberdecks. This means by the table. that OddBall has a -2 to his reaction for each "task". NOTE: The addition of a Math SPU whose level is equal or greater than the level of the encephalon will speed up response time somewhat. Adding this extra hardware will reduce all reaction penalties by one point. (Suppose OddBall has a Math SPU, each of his "tasks" will now only have a -1 reaction penalty). A MATH SPU will not bestow a bonus for running only one datajack. OPTIONAL RULE PRIORITIZED MULTI-TASKING Optionally, a GM can allow multitasking players (and NPC's) to use the following "priority system" for reaction penalties. Instead of having an across the board reaction penalty to all processes, the multi- 1 2 allow the automatic 3 4 5 redistribution functions to 1 take over. If this 0 -2 -- -- -- happens, the penalties are 2 equally divided between all 0 -2 -6 -- -- of the active datajacks. 3 This takes no action as it 0 -2 -6 -12 -- is automatic. (Example: 4 Static is running four 0 -2 -6 -12 -20 datajacks in a prioritized system [total penalty is - NOTE: The figures in 12]. He has assigned this table are derived penalties as 0, -1, -4, -7. by multiplying the base Suddenly, his -7 datajack penalty (see previous is disconnected. The chart) by the number of system reaction penalty is datajacks. now -6 and the computer will automatically assign Math SPU: those points as -2, -2, -2 After assigning penalties unless Static was to spend to all datajacks, reduce the next action assigning each penalty by one if a them differently. Math SPU is present. (note: you cannot gain a bonus Because each process must this way, a task running at have a minimum amount of -0 does not become +1 with CPU time, there is a a Math SPU) maximum penalty that you can assign to a process. Changing Priorities: This penalty is based on At any time, a user may the number of datajacks change the way his being used and the penalties are distributed. processing power (rating) This takes one action to of the encephalon. Consult accomplish, and is done the table below to exactly the same as determine this maximum assigning the initial penalty. penalties. Maximum Penalties: "Dead" Tasks: Encephalon Level If a task goes inactive, # of Active Datajacks whether on purpose or as 1 the result of an outside 2 3 4 5 force (i.e.: A persona gets 1 x fried by IC, a remote drone -2 -- -- -- is destroyed, someone pulls 2 x out one of your cords, -2 -4 -- -- etc.) then the user must re- 3 x distribute his priorities -2 -5 -7 -- immediately to reflect the 4 x change in the system. This -2 -6 -8 -11 will take one action. Example: If the user chooses, he can Splut is running four datajacks with a level 3 very cheap, but it really system. He must distribute pays off in the end. 12 priority points. The maximum number of points he Deckers can also make good could put into one process use of this system. I know would be 7, and he would a gal who usually runs with have to use the other 5 in three decks. Each of the any of the other three personas has a specialty. datajacks. One can fight real well, one is the master data- >>>>>{This is a classy gatherer, another sleazes setup, let me tell you. I and scans. Remarkable once knew a rigger who had setup. Andeach of the three datajacks. Was able personas of course use the to plug himself into his same memory for utilities, car and drive, fire the dramatically cutting down car's guns, and control a on the amount of data being flying drone all at the moved around. Even Black same time with very little IC have problems fighting apparent loss of control. off three deckers at once. It's not JUST for Really remarkable.}<<<<< deckers.}<<<<< -- Wolf 359 -- Joyride <13:41:46/10-10-52> <13:18:36/10-10-52> >>>>>{Christ, Wolfie. You >>>>>{The biggest problem I sound like you are in see with this system is the love.}<<<<< fact that it is not very -- Ramirez <> essence friendly. I mean, if you want a Level 4 >>>>>{Well, just don't tell Encephalon, 5 level 4 anyone.}<<<<< datajacks, 5 level 4 I/O -- Wolf 359 SPUs, a level 4 MATH SPU, <13:43:04/10-10-52> and 200 Mp of memory, you are looking at 5.16 points of essence!!!!!!! Who in their right mind would do something like that?}<<<< -- Splut >>>>>{I would.}<<<<< -- Datajerk <13:28:21/10-10-52> >>>>>{Figures. Where this really pays off is that you can have one person working on five computer projects at once. I've heard of a bunch of corps giving their wage-slaves level 4 systems in order to increase productivity. It isn't CPU Controllers Robert Watkins <[b--b] at [it.ntu.edu.au]> One thing that people seem check must be made every to overlook in these days time you enter the of smart frames, killer node.]<<<<< ice, and GigaPulse program -- Spunk sizes is the simple art of convincing a computer to do This deception will last something for you, as until you leave the system. opposed to forcing it to. 3rd: There are myriad advantages Having convinced the CPU to this. The first and that you are a local sysop, foremost is that it doesn't you can do damn near set off any alarms anything. HOWEVER: Failure (assuming you do it right). to convince the CPU (or any However, it does have node) that you are a valid problems, of course. user will set off a passive Otherwise people will still alert. be doing it. If you've got in, you must So how do you do this think of things to play wonderful thing?? with. You can activate any programs the system has on- 1st: line. You can run batch Get to the CPU scripts, remove files, in essence, anything a sysop 2nd: could do at his terminal. You must deceive the CPU Most importantly, you can into thinking you are a get it to do delayed permitted user. This isn't actions. [Executing a easy. [Deceiving a node has command is a Computer test, a target number of 10, and vs. TN of 4. For really is a resisted success test. tricky stuff, the number The node gets dice equal to could be bumped up.] it's rating times (it's level + 1). An example: A Now, this would be fine if Blue-2 node only gets 2 the computer was all there dice (Rating = 2, Level = was. However, corps being 0). A Red-6 node gets 24 suspicious folks, often get dice (Rating = 6, Level = people to look over things. 3).] You can actually do So, you've got to make your this to any node, but if activity look normal. [ you do it to the CPU, it This is a Computer Theory works for the entire test, TN the sysop's Comp. system. Theory. It's resisted by the sysop's Comp. Theory, >>>>>[Natch, doing it to to which is added the only one node only works rating of the CPU, plus for that node. Also, until it's level. TN is your the CPU is fooled, the Comp. Theory.] If it's not normal-looking, the sysop will do things like come and have a look, all the way up to logging you out. This doesn't kick you out, but it will stop the computer thinking you belong, and probably set off an Active alert. It's not easy. But if you can pull it off, you've got an in on the system. My all time favorite use for this is making other sysop accounts. Okay, this is a quick sketch of how you can do things like make a system think you REALLY belong. One other side effect of making the Deception test: You can ignore node threshold (after all, if you belong, it won't resist you). Tech Consolidated Ammunition J Roberson [R J R 96326] at [vax1.utulsa.edu] >>>>>[Even the greatest Let's talk about armor, pacifist in the modern age shall we? Today's armor is is aware of who measured in both its manufactures guns in the ability to stop high-speed world. Names like Ares, kinetic damage and any sort Colt, and Fichetti have of edged penetration. These become synonymous with are the Ballistic and Death by Kinetic Energy. Impact ratings of armor. Police reports, the news, and other media have always Ballistic armor is made of given the manufacturer with a high-tech polymer that is the name of the gun. But woven together to for a who can name the maker of mesh. Imagine cloth, which the bullets themselves? consists of a number of Without bullets, those big strings woven together. You names would be so much dead can't poke a whole through weight on dead meat. Today it very easily with a we've put together a report pencil eraser, not unless on Consolidated Ammo, Inc, you poke very hard. But a supplier of small arms knife will slip through munitions the world over with little pressure. and considered a leader in Ballistic armor is the same the industry and the way; only very powerful standard against which all bullets can smash their way others are compared.. Our through the weave, but guide is Wesley Neville sharp objects like knives Smith. and arrows will slip through with no trouble. "Call me Wes" That's why they add Impact Very well. Could you armor. This is hardened describe your ammunition to plates that work like us? traditional armor; they offer a solid barrier that "Certainly. Here's a copy cannot be penetrated of our pamphlet, See Dick easily. It's weakness is Die." its rigidity; at a certain point, it will shatter or Odd title. fail. Bullets tend to have the speed to punch holes "It's meant for through this stuff, which kindergartners, to is why you have ballistic introduce them to the armor to spread their wonderful and colorful energy out over the world of handguns. It's surface, resulting in less quite successful." force per square inch. Armor Standard round List Damage The standard round is made of lead. It can be cased or caseless. General Armor-Piercing -2 Ballistic This is different from APDS (described below). Instead of firing a saboted sub- caliber round, the bullet is made of denser materials (Tungsten or Depleted Uranium) and given a sharp point. It does not splatter as easy as lead bullets. resulting in less of its force being spread out by ballistic armor. Armor-Piercing Discarding Sabot (APDS) Goes against Impact rather than Ballistic This is a sub-caliber round. Imagine a tungsten- carbide nail held in place by plastic that flies away in flight. It flies like a small high- speed arrow, thin and pointed to go right through ballistic armor. It is resisted with Impact armor. Similar to Needle rounds in NAGRL, but effective against up to 5 points of Impact. Useless vs. vehicles. +1 wound level on explosive at all. If you unarmored targets; stage it to nothing using Resist with higher of body dice, you take the Ballistic or double Impact. external (4M) explosion Exactly like in the using body, remaining rules. combat pool, and external This is a number of tiny bioware such as dermal flechettes, like pellets armor and orthoskin to. from a shotgun. Unlike Impact armor protects. If APDS, they do not have you take damage from the penetrate armor efficiently ballistic round, you must because they have a very resist the internal 4S erratic trajectory and explosion with nothing but little individual mass. Body Dice; Bone Lacing and They shred unarmored other internal 'ware will people, but who doesn't help, but not Dermal Armor, wear armor these days? Orthoskin, or armor worn. Additionally, Flechettes Attacker's successes do NOT don't fly as far as normal stage explosive damage. bullets. Treat them as having a choke setting This round is prohibited by equal to the Power of the most conventions on modern standard round. (SR2 p 95). warfare but is still in use by violent revolutionaries, AP Flechette terrorists, and smaller +1 wound level; resist nations, as well as with Impact. clandestine operations for These work exactly like more advanced nations and flechettes, but are corporations. stabilized in flight and made of denser materials. High-Explosive Armor They don't lose power as Piercing (HEAP) easily and consequently Special don't have as difficult a The explosive is placed time with penetrating behind a more stable armor. penetrator, negating the -2 Power for the initial Explosive attack. It is otherwise the -2 Power; Special same as the regular HE An explosive warhead is round. mounted in the bullet. It detonates on contact, Hollow Point adding slightly to the +1 wound level vs. power of the bullet. If it people only, +2 detonates in meat, woe be Ballistic Armor the casualty of war. There is a myth that Hollow Point is the standard round A clean miss is a clean of our century. Given that miss. If you can stage the they are relatively ballistic damage to nothing ineffective against armor, with Combat Pool alone, you that is simply not the are not affected by the case. When they hit, air is compressed in the bullet each round, roll Body dice tip, which then expands the (no combat pool) against a round, increasing the 6L attack. surface and resulting in greater damage. However, AP Incendiary Rounds the wider surface's kinetic Special energy is more easily As above, but no penalty absorbed by armor. vs armor. Tungsten/Depleted Uranium Silver Bullets Core Double Ballistic; +1/+2 power Silver Allergy This option is already Very popular with assumed for AP and APDS, paranormal hunters and and would be counter- certain magical groups. productive on exploding and hollow point rounds. The size of Flechette makes Well, that's certainly a their material moot. good-sized array in your However, standard bullets arsenal of democracy. can be forged of Tungsten or DU for a general "Capitalism. We defend the increase in power. Unlike free market now, not free AP, they are not brought to government." a point. Tungsten is +1, DUC is +2. "Of course."]<<<< --Guns 'n' Ammo Teflon coating Electronic Edition Halve Ballistic, -1 Aug 2054 wound level. This coating keeps the bullet from losing it's shape, making ballistic armor much easier to penetrate. However,it also tends to continue traveling in a straight line, meaning it doesn't tumble and spin as much, which is what causes so much of a bullet's damage. It goes right on through. It may only be applied to standard, Tungsten and DUC rounds. Incendiary Rounds +2 Ballistic; Special Theses contain a hot chemical that continues to burn, even after penetrating the body. The effect continues for 3 rounds. At the start of All legal except: General AP 4- L APDS 3- L AP Flechette 5- L Explosive 2- L HEAP 2- L DUC 4- L Teflon 3- L Incendiary 4- L AP Incendiary 3-L Ammunition (10 rnds) Conc Damage Wt Avail Cost SI Standard 8 Weapon .5 2/24h 20 .75 Gen AP 8 -2 Bal .75 4/4d 50 2 APDS 8 Impact .25 14/14d 70 4 Flechette 8 See rules .5 3/36h 100 .8 AP Flech 8 Impact .5 6/3d 150 3.5 Explosive 8 Special 1 16/21d 150 4 HEAP 8 Special 1 18/21d 200 5 Hollow Point 8 +1 wound .5 3/24 30 1 Tungsten 8 +1 Power .6 6/6d 50 1.5 DUC 8 +2 Power .75 8/12d 75 2 Teflon 8 Halve Bal Rnd +2 +25 3 Incendiary 8 +2 Bal;Special .75 8/48h 75 2 AP Incend 8 Special .75 10/48h 100 3 Silver 8 Allergy .5 6/6d 50 2 Clustered DataJacks Robert A. Hayden <[h--yd--n] at [krypton.mankato.msus.edu]> New from Yoshida datajack. Technologies: CLUSTERED DATAJACKS Consult the tables below to determine nuyen and essence Tired of the bulky and costs for these systems. intrusive cyberware Level indicates the level required to operate more of all components. than one datajack? Then these systems are for you. Level 1: # Datajacks I/O SPUs Clustered Datajacks are Memory Cost complete I/O subsystems Essence designed specifically for 2 2 multitasking environments. 50 30,000 .35 Each system contains two to 3 3 five of our ChromeTekhigha; 100 50,000 .60 shielded datajacks, a 4 4 matching number of our 150 70,000 .85 award-winning Conductorhigha; 5 5 I/O processors to control 200 90,000 1.10 traffic flow, and a liberal supply of memory to buffer Level 2: your important data. # Datajacks I/O SPUs Memory Cost Designed to be less Essence intrusive than the old 2 2 systems, each cluster is 50 40,000 .50 computer matched and 3 3 synchronized to operate in 100 65,000 .80 perfect harmony with any 4 4 one of our state-of-the-art 150 85,000 1.10 Encephalons. 5 5 200 110,000 1.40 Clustered Datajacks are Level 3: just that, a cluster of # Datajacks I/O SPUs matched datajacks. Memory Cost Installing a clustered Essence system yields a savings of 2 2 approximately 33% on 50 55,000 .65 essence costs over the 3 3 installation of the 100 87,500 1.00 separate pieces alone. The 4 4 cost is approximately 50% 150 120,000 1.40 more, though. 5 5 200 155,000 1.75 Each system includes the datajacks, I/O SPUs, and Level 4: memory required to # Datajacks I/O SPUs multitask more that one Memory Cost E 2 2 50 90,000 .75 3 3 100 140,500 1.20 4 4 150 190,000 1.65 5 5 200 240,000 2.00 -- Splut apparently. Computer <01:48:16/10-21-52> processors don't work well together unless they are >>>>>[Depends on what you synced up correctly, and need it for. Any person even then it is a pretty using 5 datajacks will most uneasy working likely have the money for relationship. Our it, or the corporate subsystems get the backing. Of course, for a processors to "be friendly" complete level 4 system, by having a less than you are looking at about .00003% data clash rate. 350k or so.]<<<<< Unfortunately, when we add -- Trog the Gnome in the processors for the <01:51:10/10-21-52> encephalon expert system, it fights like hell to >>>>>[Don't forget to get a dominate the other Math SPU. Multitasking can processors, raising data slow down system response, clashes to .0074%. While which can be deadly if you this is well below typical are decking. A Math SPU multitasking operation helps to alleviate some of levels, it doesn't meet our that system delay.]<<<<< purposes of making it easy -- Fiddler on the human mind. <01:55:43/10-21-52> Research continues and I think we will have a viable >>>>>[Correction. A product on the market complete level 4 system within about six to eight will cost you about months. 380k.]<<<<< -- Trog the Gnome The other problem is in <01:58:58/10-21-92> manufacturing. Right now we have sixteen different >>>>>[Any truth to the clustered systems rumors that Yoshida Tech is available. If we offer trying to match up the every level of encephalon encephalon processor into with every level of I/O the same essence friendly subsystem, we will be system? looking at manufacturing 64 different products, which This would be mint because would probably make the you could drop in a costs prohibitive. But complete multiport setup then again, that isn't my with completely matched department. I just get the components.]<<<<< stuff made, it is up to -- Slipspeed someone else in the company <02:03:41/10-21-52> to sell the damn things.]<<<< >>>>>[Yes we are. We have -- Lincoln Howe encountered two major Vice President problems though. First, of Cybertronics and the encephalon base processor doesn't like to Matrix Research be very friendly, Yoshida Technolo <02:17:06/10-21- 52> Expert Systems Robert A. Hayden <[h--yd--n] at [krypton.mankato.msus.edu]> The dream of any computer programmer is to develop an All expert systems consist artificially intelligent of four parts. These parts computer. Well, Yoshida are: technologies is proud to The Expert System announce that it has taken firmware the first step into the A Knowsoft for the world of AI with its new Technical, line of expert systems. Knowledge or B/R Skill Configured for use with A Datasoft for the present skillsofts, these same skill systems provide maximum A personal computer to flexibility and usefulness. provide an interface (requires memory equal to the Mp of the An Expert System is datasoft plus the Mp of the sometimes considered to be knowsoft times .5) a rudimentary form of artificial intelligence. Expert System Firmware Single minded in task, it The Firmware is really just is able to conduct a handful of computer research many hundreds of processors designed times faster than a human specifically to work with could. data and make decisions. Each firmware is unique to An expert system is a the type of data it works research system and does with, so, for example, an just that, research. The Electronics system will not system uses current work with Physical Science information to make logical Know- and Datasofts. "guesses" and extrapolations about Level Intelligence something unknown. First Price appearing in the 1 1 Int engineering field and other 18,000 physical sciences, these 2 2 Int computer systems 35,000 dramatically decreased the 3 3 Int time required to take a 70,000 product or idea from 4 4 Int concept to execution by 105,000 running simulations within itself, locating problems, Knowsofts: refining the model, and A Knowsoft will be used to repeating these steps, synthesize the simulations gradually working the for the expert system. "bugs" out of the system. These are the same Knowsofts utilized in a chipjack. WHAT IS NEEDED Datasofts: a research oriented expert These provide the raw system can be given the library of information for tasks and will dramatically the system. Sizes and reduce the time involved. prices of this library can vary, but a good base is as The maximum rating of that follows: being researched cannot exceed the level of the Type Size Knowsoft. Price General 10 To determine the amount of times the size Mp x 20 time it will take for the of the Knowsoft expert system to perform in Mp its task, multiply its rating by 50 and divide the Concentration 7 times base time required by this the size Mp x 50 number. A level 4 system of the Knowsoft could perform a 200 day in Mp task in a mere day, for example. Specialization 4 times the size Mp x 100 Once the computer has of the Knowsoft finished its computations, in Mp the GM should secretly roll a success test. The target NOTE: These prices are number will vary with the only guidelines and can complexity of the task, but vary usually the rating of that with the data. A Hermetic being researched is used. library (required for spell Roll the number of dice re equal to the Intelligence search) costs 100/Mp for of the computer. If the example. check succeeds, the computer has produced a Personal Computer: correct answer (but Provides the interface remember, the player between the user and the doesn't know this.) expert system along with working memory and If the check fails, it must additional processing be determined if the power. Must have memory computer realizes it has equal to 1/2 the sum of the failed. Subtract the MPs of the Knowsoft and the computer's intelligence Datasoft. from the previous target number. Roll the computer's intelligence in HOW TO USE dice against this new target number. If you Any time a character succeed, the computer knows chooses to do something it fails and informs the that can take a great deal player. If the computer of time, such as writing a fails this check, it program or researching a believes it has a working hermetic spell for example, answer and gives it to the player. If the computer rolls all ones, use of the solution should have some kind of disastrous effect on the player. If a computer fails, and knows it has failed, it can keep working. Allow the same amount of time to pass as previous and make the checks again, but lower the target numbers by one. A computer can continue on a problem a number of times equal to its intelligence. Example: A decker is going to utilize his expert system to write himself a new level 6 MPCP program. He has a level 3 expert system with Computer Theory-6. The base time to program the MPCP is 288 days, divided by 150, yielding 1.92 days (round it to two days). The decker starts the program and walks away. Two days later he comes back. The GM rolls three dice with a target number of six and gets a 2,3 and 5. The computer has failed. The GM then rolls to see if the computer knows it. Subtract 3 from the target number of 6 and roll three dice, getting a 2,5, and 11. The computer knows it failed and tells the player, asking "Would you like me to keep working on it?" If the player says yes, he can come back in two days and see if it is done right. If so, the program is completed and ready for cooking. Signal Router J Roberson <[R J R 96326] at [vax1.utulsa.edu]> The signal router sends and is time. A decker can receives signals. It can be continue to operate while plugged into any commline the IC tries to nail him. and functions as a node, of The disadvantage is that sorts. Cyberdecks, phones, the router slows down the Trid broadcasts, virtually decker's speed, equal to anything that can be rating. For instance, a transmitted over the Matrix rating 6 router would can send their signal to subtract 6 from a decker's the LTG# of the router, Initiative. which will then send the signal on to final A number of routers may be destination. In the case of used, but the effects for two-way transmission, the both IC and the decker are router also routes the cumulative. return signal back to the source (i.e., when BUYING A ROUTER decking). These are illegal. They are used only by government and When used, the signal corporate deckers to crack router serves to confuse illegal systems; the police the Trace. Its primary vs. the Mafia, the application is in government vs. another decking.The Trace will go government, corp vs. to the router before it whoever has the most geld. finds the decker. The Trace But they are also will get past the router, relatively easy to make, so but it takes time: a request for one usually won't take more than three a number of actions weeks. equal to the rating of the router, divided by the Cost: 5000xRating number of successes Availability: determined by rolling the 4+Rating/12+Rating in days Trace's dice against the router's rating. BUILDING A ROUTER The parts are available in Routers also serve to slow most repair kits and at down any IC which must Radio Hut. The knowledge to affect the intruder's deck; build them is easy to Killer, Blaster, Tar Baby figure out but not and similar programs follow generally taught below the the same procedure as college level. The above, unless another expensive part of the list program has already price is the LTG ID codes succeeded in and numbers; these are getting past the router. difficult to obtain and make Routers expensive. The advantage, obviously, Parts Cost: 1500xRating Note: Cost not lowered by # of successes. Base Time: 6+Rating in days Target #: 2+Rating Notes: You probably don't want the parts cost to be lowered by # of successes because either you have the parts or you don't. Most of cost covers the LTG hardware anyway. Low-Altitude Vectored Thrust Vehicles Todd Montgomery <[t--o--t] at [cerc.wvu.edu]> Direct article from Magnus is logged in the police BBS of Chicago records as speeding and a Date: February 23, 2054 ticket is sent to the Time: 03:23:57CST offenders bank and a draft is taken directly from TSCS - Traffic Speed their account. This system Control System was further upgraded in 2041 by the addition of a The UCAS Traffic Speed transmitter in all licensed Control System (TSCS) vehicles for the UCAS. was put online on This transmitter which December 18th., 2038. connects to either the This system, contracted to autopilot or replaces the Fuchi Industries, controls license plate itself, the traffic lights and eliminates the need for speed monitors across a the speed monitor city, or district. With optical system. Although this advance the need for some systems still use the police monitoring of optical system to pinpoint traffic speed under the fleeing criminals and Federal Transportation Act the identify stolen was eliminated. The speed cars. This contract, the monitors contain sensors largest UCAS civil contract to monitor a vehicles to go to Fuchi, speed and optics to reportedly has raised City, identify the vehicle by State, and Federal revenues its license plate. Once by 500%. "The system more a vehicle is identified as than procures enough exceeding the posted speed funds to supplement and identified by the itself.", said Arthur optical system, the vehicle Cronner, Assistant Treasurer for the City of report is sent to the New York. Since the regional security agency. implementation of this Needless to say with all system, many other North the Go-Gang activity, American nations have these systems log a LOT adopted the system as part of unregistered vehicles. of their own highway The only things to worry systems. about are the systems with optics. They log a scan >>>>[ We are certainly all of all unregistered familiar with the TSCS. vehicles and the vehicle But what is not known very is marked stolen. well is the fact that Fortunately, the optical the system is as corrupt systems are very few now as everything else because of their expense. political. There are a lot But they still do pose a of extra fees tacked onto threat to the rigger these tickets and a lot community. Although very of tickets given to slight.]<<<< people with multiple --Quiktek<03:22:47/02- licensed vehicles. Since 23-54> this is a Federal Highway System (FHS) component, a collection of what was SOME NEW FORMS OF VEHICLES seperate states Department An Excerpt from the of Motor Vehicles WorldNet NewsFAX, departments, all the funds February 23, 2054; 03:23:43 go directly to the Fed. GMT Nice! The cities or the security agencies that Ford, Saab, and Mitsubishi patrol don't get a dime Release directly. But they LAVTs for Public Use suppliment their incomes by issuing tickets from LAVTs,Low-Altitude Vector security patrols. The Thrust vehicles, were put system really is low tech on the public market in the telecommunications today all over the UCAS, department. The system is CAS, and NAN. Ford drone to intrusion and released its Aerodynehigha; doesn't really put up much series of LAVTs by of a fight. For releasing the Jayhawk. unlicensed vehicles, this Saab has released its system is the great Ultra'. And Mitsubishi loophole. Anyone with a released its Vector and little skill can dump a Artemis models. The first fake ID connection to their day sales figures are license and make some estimated to be 10M, 8M, poor fool take the money and 12M for the three draft. When these system manufacturers spot an unregistered respectively. In vehicle, they log the accordance with Federal vehicle and a report is Transportation Act, FTA- sent to the local FHS 4563, the LAVT owners are department and another required to pass federal tests in order to receive by the year 2055, Ford, their license, as well Saab, and Mitsubishi. as, their vehicles. All These vehicles were to be three of the designed for low altitude manufacturers provide (less than 150 meters) training classes and transports of people and practice vehicles for their cargo. The laws passed by customers. The price of UCAS are very stringent LAVTs depends very heavily with regard to emissions, on the manufacturer and noise level, and economy. model. But with all three So stringent in fact that manufacturers offering 36 it was assumed that most to 60 month payment plans manufacturers would abandon with APRs of 12.0% and the LAVT concept for a less, a growing number of while. But the upper middle and lower researchers pushed on to high class families are meet the laws and make thinking of LAVTs as civilian LAVTs a reality their solution to growing to traffic congested traffic threats and metroplexes, like New problems. Several large York. and LA. The corporations, Fuchi, Ares, research has paid off, MCT, etc. , are planning This year (2054) all four to purchase LAVTs for use manufacturers plan to by regional executives and introduce their lines of visiting officials. And in LAVTs. And in accord with accordance with FTA-4564, government regulations, Ford, Saab, and Mitsubishi security configured LAVTs have already provided are to be distributed to public security forces Security agencies that are [Lone Star in Seattle to enforce the government areas] with security level regulations. LAVTs. Direct article from Magnus BBS of Chicago Date: February 23, 2054 Time: 03:25:46 CST Low Altitude Vectored Thrust (LAVT) Vehicles In 2051, UCAS Government and several other governments made provisions for laws to govern the use of Low Altitude Vectored Thrust vehicles (LAVTs), STD-17-LAVT001 through STD- 17-LAVT298. Such vehicles were planned to be introduced by three of the major auto. manufacturers --Quiktek<03:27:18/02- 23-54> >>>>[ The Rolls Pegasus IIIc is a great engine. The The propulsion plants compression is its real used in these craft are selling point. And since it very complex for civilian is patented tens ways to vehicles. The detailed Sunday, it is one of a design varies from kind. The way that the manufacturer and model, but thrust is channeled to the basic design is taken the different thrust from the Rolls Royce controllers is pretty T- Pegasus IIIc Micro-Turbofan Bird like in function. used in some racing "Rocket But the amount of thrust Cars". This engine uses a being channeled is a basic Turbine design, but lot less than any the intakes use a special T-Bird.]<<<< compression system --Cooper<03:26:14/02- to compress the air as it 23-54> is forced into the combustion chamber. This system can produce LAWS APPLICABLE FOR LAVTs incredible amounts of thrust than would be LAVTs must follow the same expected from an engine the roadways as land craft. size of a V12 block. The But at altitude levels Pegasus IIIc was just the between 20 meters and 150 start though. The economy meters. Speed of LAVTs and noise of these engines are not to exceed limits would have to be adjusted determined by zone to the point were they descriptions. Speeds are were feasible for public to be use. Currently, patents enforced with specially are held by all three LAVT modified TSCS systems. manufacturers for their specific engine Zone Description improvements. Generally the Max Speed support systems, Noise 1 Suburban Areas Reduction, Emissions 140 Control, and Control 2 Buildings < 100m Service Control, are 110 slightly more complex 3 Buildings > 100m than would be found 90 onboard commercial jet aircraft. These power No LAVT shall exceed the plants were also required 150 meter ceiling. If a to provide electricity to craft does so then it will the LAVT electric systems. be considered an aircraft and MUST contact air * Autopilots of traffic control or be civilian rating 3 are considered unidentified and REQUIRED on all be under investigation. LAVTs. The autopilot, in addition It is permissible for a to performing craft to request its usual duties, permission from air will not allow traffic control to exceed the above standards to 150 meters. But a flight be broken. plan must be filed on-line and the craft must * All LAVTs must be thereafter conform to all capable of air traffic regulations. attaining an altitude of 5 meters in In accordance with STD-17- HV Mode at 60 kph for LAVT003, all commercial use in engaging LAVT LAVTs are to have three mode. modes of operation, Hover Vehicle (HV), Wheeled * WV and HV Mode must Vehicle (WV), and Low be propelled by the Altitude Vector Thrust propulsion system at a Vehicle (LAVT). HV Mode level that is not harmful conforms to STD-06- to pedestrians. HOVER015, the standard in use for Hovercraft >>>>[ The HV mode was the vehicles worldwide. WV hardest to meet. WV mode Mode conforms to STD-03- was fairly easy to WHEELED027, the new engineer. Use the turbine international standard for at idle, connect up a small Wheeled Vehicles. LAVT Mode set of electric must conform to the generators. Power the standards below: wheels by electric. Same * LAVT Mode is technique used in some illegal under altitudes early planes to generate of 4 meters from earth onboard electric. HV mode ground unless government was different. The feds provisions have been made. made the restrictions so that the LAVTs had to be * LAVT Mode must able to operate in traffic conform to STD-10- with a hover mode. I have HELI248 and STD-10- HELI249 heard that Saab pulled it which determine location off by using a very for Helicopter class sophisticated combination vehicle to land and of micro control thrust takeoff. ports that are used ONLY for HV mode. The main force * Ceilings of 1000 to get the thing in the air meters are to be is still the same power minimum for LAVT mode. plant, but the level of And 5000 meters are to be thrust output is supposedly maximum for 1st. safe.]<<<< generation LAVTs. --Cooper<03:29:39/02- 23-54> LAVTs are to use the ramp at the same time. This LAVT Takeoff and Landing control is to be done Procedures directly by the autopilot which will not allow the LAVTs may use Helicopter LAVT to perform a Pads of Class M or better. disastrous action. Under the UCAS LAVT These LAVT ramps are to Transportation laws STD-17- assist LAVTs in gaining the LAVT049, LAVTs are required altitude for limited to ground use until activation of the Vector regional governments pass Thrust engines. LAVTs local laws to control LAVT can activate the engine takeoff and landing upon entering the ramp constraints. It is the section. A Speed of 60 local governments kph must be attained before responsibility to use the the Level Top Platform of set aside government the ramp is reached. It is funding for LAVTs to here that the vehicle may determine local laws fully engage the vector governing LAVT takeoff and thrust engine and lift off landing. in a VSTOL manner. From there the LAVT must reach In Seattle: As well as Los 20 meters. Vehicles may Angeles and parts of land on the Level Top Chicago. In NAN Territory Platform of the ramp in this is a national either VTOL or VSTOL standard. manners and use the descending ramp to join LAVT takeoff ramps are to with traffic in either HV be constructed on major or WV modes. highways. These ramps will be in their own special Until these ramps are lanes and will have constructed, LAVTs may use these dimensions: fast lanes to attain speeds of greater than 60 kph so Length of Rise: greater that an altitude of 5 than 100 meters meters may be reached. Upon Height of Rise: greater reaching this altitude an than 5 meters LAVT must engage LAVT mode Length of Level Top and proceed to 20 meters. Platform: greater than 50 After the ramps are meters constructed, LAVTs must use Width of Ramp: greater than them for attaining LAVT 4 meters mode. Length of Descending Ramp: greater than 100 meters In New York: As well as parts of Chicago. Japan has Each ramp will have a adopted this as a national small communications system standard. And in Downtown which LAVTs must contact Seattle and other congested before takeoff and landing. areas. This ensures that no two LAVT Pads are to be an LAVTs may be finalized. constructed. These pads With the prices of this which may be placed in 1st. generation batch parking lots, top of being upwards of 300KY, buildings, or placed with the likelihood of our special permission. Pads skies becoming filled with are to be of no less than LAVTs is small. Supposedly 40 feet in diameter and the UCAS is supplying up provide limited to 1.5 Billion Nuyen for communications to LAVT support. With Japan LAVTs Autopilots supplying almost twice that requesting Landing/Takeoff for its cities. It seems clearance. The LAVT to me that both governments autopilots will disallow want to make LAVTs usable any Landing/Takeoff which by the public in a hurry. puts the LAVT in danger of ]<<<< collision. --Quiktek<03:43:30/02- 23-54> LAVT Pads are to allow LAVTs in HV or WV Mode to >>>>[ Hey Dandy Eater, I am join traffic. gonna make a term link so that what I says will be LAVTs require a separate legible to ya non-Cajun governmental license to terms. ]<<<< operate. LAVT skill is --Mickey<03:45:13/02- another concentration under 23-54> Vectored Thrust Skill. ***** Terminal Link >>>>[ What a confusing Established bunch of drek. Basically >>>>[ LAVTs are pretty it boils down to is that sweet. I love them! I used LAVTs can operate like to run a T-Bird in the cars and hovercraft in CAS Territory. All a LAVT traffic. And can only is a scaled down T-Bird takeoff or land in with civilian control specific places and ways. systems. ... Well, add in I assume that the Hover a few other niceties and Mode is much better you're really close... I handled than regular am in the middle of hovercraft. If it wasn't swinging a Saab deal right then how did it make it to now. Don't believe all the being legal to use in hype about autopilots and traffic. And don't forget laws. I know of a buddy who that these things can get "confiscated" a NYPD Inc. up to 5 meters in altitude LAVT and has done some at 60 kph in Hover Mode. minor mods to disable all This is a minimum by LAW! the autopilot overrides and In order to get an LAVT the altitude governors. It license, a person must go may not make the security through a lot of classes people happy when a rigger and testing. Right now the blasts on the Vector LAVT manufacturers are engine in traffic, but it making these classes sure do make the perfect required before purchase of getting away vehicle. Without the governers, the LAVT will be able to VTOL from anywhere. Just remember that the VTOL takeoff capability still burns a drek load of fuel. ]<<<< --Mickey<03:45:57/02- 23-54> Price of Fuel: 1D6 x 30Y/liter, or 30Y to 180Y per liter. Economy: 0.8 km Ford AeroDynehigha; Jayhawk per liter Price: Fuel: IC/160 $400,000 liters Handling: 4 Storage: 2 CF (LAVT)/ 4/8 (WV)/ 4 trunk (HV) Accessories: APPS Speed: 140/300 (tm), Rollbars, Anti- (LAVT): 30/90 (WV): Theft System (4) 40/120 (HV) B/A: 2/0 Landing/Takeoff Signature: 2 Protocol: VTOL/VSTOL (LAVT)/ 4 (WV)/ 3 (HV) Availability: 26/20 dys Autopilot: 3 Street Index: 4 Seating: Twin bucket seats + bench Access: 2 standard Economy: 1 km per liter Fuel: IC/120 liters Storage: 2 CF trunk Accessories: APPS (tm), Rollbars, Anti- Theft System (3) Landing/Takeoff Protocol: VTOL/VSTOL Availability:: 24/18 dys Street Index: 4 Mitsubishi Vector Price: $600,000 Handling: 3 (LAVT)/ 4/10 (WV)/ 3 (HV) Speed: 160/320 (LAVT): 30/90 (WV): 60/180 (HV) B/A: 2/0 Signature: 2 (LAVT)/ 4 (WV)/ 4 (HV) Autopilot: 4 Seating: Twin bucket seats Access: 2 Gull Wing Very similar in appearance None/Security I (1) to the Ford Jayhawk. This Availability: NA Security LAVT fills a Street Index: NA needed role in Helicopter support and riot control. Currently in use by Lone Star, NYPD Inc, and Knight Errant, these LAVTs will become even more prominent in the future. Price: $800,000 Handling: 4 (LAVT)/ 4/10 (WV)/ 3(HV) Speed: 160/320 (LAVT): 30/90 (WV): 60/180 (HV) B/A: 2/3 Signature: 3 (LAVT)/ 4 (WV)/ 4 (HV) Autopilot: 3 Seating: Twin bucket seats + bench Access: 2 standard Economy: 0.8 km per liter Fuel: IC/250 liters Storage: 2 CF trunk Accessories: APPS (tm), Rollbars, Anti- Theft System (4) 1 Firmpoint (Front), Remote Control Gear, Rigger Control Gear Landing/Takeoff Protocol: VTOL/VSTOL Armaments: Grenade Launcher or Missile Launcher. Some have sacrificed trunk space for ammo in of front mounted LMG. Sensors: Security I (4) ECM/ECCM: Gadgets Spetsdod truly become proficient in Ethan Court the use of the spetsdod <[jek 5313] at [zeus.tamu.edu]> (i.e., specialized) one stands a good chance of The spetsdod is a very firing unintentionally. sophisticated weapon, For game purposes this consisting of a semi- means that if any arm adhesive block of plastic, motion occurs, the GM has a 6" barrel, and a the option to ask for a reloading port for Willpower test -target magazines of various sorts. number based on the The plastic adheres to the difficulty of resisting flesh of the wielder when a consciously an unconscious chemical is added to the habit - to see if the mixture to make it pliant. wielder shoots himself, a The barrel is then braced comrade, Mr. Johnson, etc. in the material, behind the index finger on the hand, Also, due to the fact that and a second chemical is this is a dart weapon, it added to the is ineffective when hitting plastic, causing it to impact armor greater than become firm and fixed in 1. To reflect the fact that position - for the duration the majority of shots are of its use, a part of the called shots, and that wielder. firing is no more difficult than pointing, the Target It is this very facility Number modifier for Called with which this weapon can Shot is halved, making it be used that makes it so +2. Also reflecting the dangerous. Should a person facility of firing the who is not fully proficient weapon is the fact that a with the weapon attempt to specialized wielder suffers wield it, he more often no off-hand penalty. than not ends up shooting either himself of his This is a military variant comrades. The reason for of the Narcoject weapon, this are simple; to fire and as such is only the spetsdod, one merely available to those points. A self- functioning in that regenerating chemical capacity. This is a compound exists at the very prototypical weapon, only tip of the barrel which now finding use in the UCAS reacts to the fingernail of Special Forces. Rumors the wielder. This reaction abound of similar devices causes the weapon to fire. in use by the security It is the very simplicity forces of Aztlan, Japan, of this trigger which makes Renraku, CAS, and the weapon so deadly, elsewhere. The spetsdod, either to the wielder or to meaning "point death," is his foes. Until one has just now being touted in CFS as the "natural way," and thus has seen a Military Darts dramatic surge in its use DTox: Deadly by CFS security forces. venom. 3D damage. Eaten or injected. The spetsdod is capable of Neurotoxin. No fully-automatic fire, side effects if though seldom necessary. resisted. Because the spetsdod is gas- SPAZM: No powered, there is no damage. Target resists appreciable recoil. Each 6D. If failed, all dart in the burst is voluntary muscles knot treated as an individual up shot, for purposes of uncontrollably. targeting and resistance Approximately 6 months of tests. The power of the physical therapy damage code is cumulative, will be required to however, for burst fire and restore use to full auto, adding +1 to the patient. power for each shot fired, including the primary. This is a genengineered virus, Type: which mutates Special beyond the speed Base Price: of possible 3,600Y cures. Conceal: 7 Legality: 4P- Dart Statistics: E (w/o ammo) Conceal: Ammo: 15 8 (clip) Legality / Availability: Damage: As 10E 4/48hrs per dart Stinger Availability: 3F 4/48hrs. 18/21 days ShokTox Weight: 18L 14/14days .25 DTox 26L 14/30days SPAZM AMMUNITION TYPES RANGE/Target # Table Civilian Darts Short Med. Long ShokTox: 6D Extreme Stun. Touch sufficient. 0-5 6-10 11-12 13- No side affects if 50 resisted. 200Y Target # 4 5 6 9 each. Stinger: No damage unless dart hits Taser / Hand Razor a vulnerable Combination area. Treat at Michael Crowley nuisance allergy <[m c rowley] at [lwcnet.lwc.edu]> otherwise. 100Y each This item is a new device for those scrupulous Each additional dart fired razorguys and gals out at one time is affected there who need to bring just the same as a shot somebody down quick, and would be affected by discreetly, and didn't recoil, (i.e. +1 TN bring a Panther Cannon to modifier), and is rolled do it with. It is for separately as if it was basically hand razors, a totally different shot, modified to a shape that which it is. Regardless of allows good aerodynamics, whether the dart(s) hit or as well as being slightly not, a charge goes down the detachable. Attached to wire to the tip of the the tips of the hand dart(s) upon contact. If razors, which can be they hit their intended installed in any or all target, the victim must fingers (excluding the defend against 10S2 (stun) thumb) of either hand damage, adjusted by without much room being whatever extra successes taken up, are spools of the attacker might have. very thin conductive wire If the victim takes deadly that run back to a tiny, stun damage from this high-voltage battery. weapon alone, he/she is paralyzed for 2D6 turns. The entire setup is After discharging, if the separately insulated. Due option is bought, the darts to the need for such may be rolled back into insulation, however, these place, but this action devices cannot be installed makes the hand inactive for without at the very least a 2 turns, in order for the cybernetic hand tiny internal motor to do replacement. The battery its work. is in its own small compartment, with an access Due to the fact that they door optional for quick conceal so well, and have a replacement. If more than very good take-down factor, one finger is set up to these weapons are highly hold a dart, all of the illegal, unless you have wires run back to the same the right pieces of paper battery, but the battery to specify that you are must be of a higher grade permitted to carry them. A (see table below). The regular Cybergun permit battery can only be used will apply to these as once per level before well. needing recharging, counting each separate dart Name/option as a separate use. Cost Smartgun adapters may not Taser/Razor Combo, be used with these weapons. one dart, no battery, no retractor Upon firing the dart(s), 11,000 the attacker makes a Each additional dart typical firearms success 1,000 test, just as if he/she was Grade 1 battery firing a regular taser. 200 Grade 2 battery Colt Commando Smartlink 450 Grade 3 battery Like the Frontline but does 750 not require datajack. Grade 4 battery Instead the gun is 1,000 connected to small special Dart & Wire retractor plugs installed in the 1,500 wrist. Again this is aimed at military units. BRAND NAME EQUIPMENT Essence: 0.35 Todd Montgomery Price: 2,000 <[t--o--t] at [cerc.wvu.wvnet.edu]> Availability: 3/36 Lester Ward hrs <[l--a--d] at [husc11.harvard.edu]> Street Index: 1.1 Maintenance: The following equipment is 4/10%(200Y) created using the brand Damage Resistance: 6/8 name rules found earlier in Legality: 5P-CA this tome. Ares Stealth(tm) Smartlink SMARTLINK OPTIONS Standard smartlink. But the induction pad is subdermal Colt Frontline Smartlink and nearly undetectable This requires a datajack. A both visually and by cord connects the gun and scanners (double Target the users datajack. This Number). This system can be either requires a special used with average thickness port for the gun (for gloves. This piece comes in smartgun variants of the all the standard Ares weapons) or a standard lines. The base stats are smartgun adapter. No other below. connection with the gun works. (No palm induction Essence: 0.5 pads..) This is a cheap Price: 10,000 system that requires a Availability: 5/14 Complex Action to hook up days and start up. Colt markets Street Index: 1.25 this to military units, and Maintenance: As is therefore popular among brand mercs. Damage Resistance: As brand Essence: 0.2 Legality: 4-CA Price: 1,000 Availability: 3/36 hrs DATAJACK OPTIONS Street Index: 1.1 Maintenance: Ares Stealthhigha; Induction 6/10%(100Y) Datajacks Damage Resistance: 5/6 These function just like Legality: 5P-CA there standard counterpart. The difference is that the port is inductive in nature allowing the jack to be all levels, that are mounted but invisible to sight and entirely within the head. scanners double Target This makes them unreachable Numbers). For these jacks except through surgery. to be used a special cable This makes them (20Y) must be used. A undetectable by visible special gel (10 uses, 1Y) searches and scanners are must be used to reduce the all but defeated (double motion artifact of the Target Numbers). inductive connection. These come in all the standard Essence: -0.05 Ares lines. Price: x3 Availability: 3/72 Level Essence hrs Price Street Index: 1.0 1 0.15 Legality: Legal 2,000 2 0.20 4,000 3 0.30 16,000 REFLEX ENHANCERS OPTIONS Availability: Always Street Index: 1.0 Ares Reacthigha; System Legality: Legal This state-of-the art Wired Reflex(tm) System offers a more Essence friendly Fuchi Bodyjacks package for less money than Standard datajacks, standard systems. The available in all levels, reason for the less essence that can be mounted in cost is because the users optional places. The common reaction is set and locations are top of the consistent every time. No shoulders, the wrists, and more quick then slow just under the armpits. Fuchi because of whim of carries these in all there cyberware. The patented lines of datajacks. adrenaline release system provides an even flow of Essence: +0.05 adrenaline to all body Price: +300 parts and heightens those Availability: Legal areas that need it the Street Index: 0.9 most. The user still only Legality: Legal gets the standard 1D6 for Initiative. Ares currently >>>>[ The armpits are offers this piece in all of perfect for connecting its lines. enough storage to capture what your vid link is These systems CAN NOT be picking up without dangling combined with other reflex cords giving you away.]<<<< enhancements. -Wordman<09:48:46 GMT/02-13-53> Level React. Essence Price 1 +2 MCT Permanent Softlink 1.2 29,000 Standard softlink chip 2 +4 holders, available in all 2.8 87,000 3 +6 Level Index 3.0 153,000 Availability Legality 1 1.0 4/3 days Level Index 8P-CB Availability Legality 2 1.25 4/6 days 5P- 1 1.0 5/14 days CB 8P-CB 3 1.5 6/10 days 3- 2 1.25 5/14 days 5P- CC CB 3 1.5 8/14 days 3- Maintenance: 2/10% CC Damage Resistance: 8/10 >>>>[ This piece is a mixed >>>>[ This chrome is blessing. Typically the rapidly getting into vogue users react to this little with gangers of all stripes jewel in much the same way and colors. Cheaper than as the users of a Wired Reflexhigha; and not as suprathyroid gland (i.e. permanent as Boostedhigha;. This FOOD). Except the system will assure that the is always ON. These people streets will stay generally act as if they mean.]<<<< are in fast mode. When -Black someone asked Ares about Chain<07:14:55/10-02-52> this affect they flatly denied it. Of course that point is not advertised Ares Reflex Controller along with the This controller attaches to product.]<<<< existing Reflex Enhancement -Quiktek<10:51:26 Cyberware, except Boosted, GMT/01-18-53> and provides a convenient ON/OFF Switch for preservation of system Raineer Crossman Heightened usage. Activation of the Reflex System system is by mere thought John Modica and takes a Free Action to accomplish. While the This system uses a secret system is dormant, the user design to provide the user does not acquire the with that needed speed systems bonuses to his boost. These systems are reflexes. When activated incompatible with other the system does provide its reflex enhancement systems, bonuses. The long term including synaptic effect of this controller accelerators. is x6 to the maintenance frequency and division of Level Init. Essence maintenance cost per year Price by a remarkable factor of 4 1 +1D6 (i.e. 10% -> 2.5%). Of 1.4 27,000 course these effects are 2 +2D6 entirely dependent on the 2.1 75,000 reduction in usage time of 3 +3D6 the cyber system. This 3.5 185,000 controller is carried by all Ares lines. Essence: 0.1 Price: 500 Availability: 3/36 hrs Street Index: 0.9 Maintenance: 6/5%(25Y) Damage Resistance: 8/10 Legality: As Reflex System controlled This revolutionary system items especially designed relies totally on the to be a homogeneous item, bodies natural andrenal such as the clustered gland to produce some hefty datajacks earlier. Some results. A small "sack" additional examples are collects adrenaline at a below. constant SLOW rate. When the user activates the The total, unmodified, system (like the Ares essence and price are given Controller above) the in parenthesis. adrenaline is released at a constant proscribed level into the users system. The Optical, Audial and Other only components are the Packages "sack" and the control These packages were circuitry wired as an provided by Wordman. Thanx. interface module. The I took his idea and adrenal "boost" lasts for expanded on it and included only a short time as the some more rules. The only adrenaline supply is disadvantages are that the depleted. This jewel acts packages are ONE unit and much like the adrenal pump can not be modified or but without the spontaneous upgraded without taking the triggering from anger and whole thing out. such. The effects of overexertion with the heart that is common to the adrenal pump is still a problem. The pump can only be activated by the control circuitry. Level Essence Price 1 1.30 29,000 2 2.60 87,000 Level Index Availability Legality 1 3.5 12/70 days 5P-CB 2 4.0 12/70 days 5P-CB Maintenance: 4/10% Damage Resistance: 8/10 PACKAGE DEALS Sometimes manufacturers produce packages of cyber Cybereyes with Electronic Mag. 1, 90 Mp Thermographic, Low-Light, Memory (FIFF), Recorder and Flare Compensation Essence: 0.6 Essence: 0.2 Cost: 22,000Y Cost: 10,000Y (27,500Y) (13,000Y) Availability: 6/24hrs Availability: 5/48 Maintenance: 3/10% hrs. Street Index: 1.2 Maintenance: 4/7.5% Damage Resistance: 12/15 Street Index: 1.1 Damage Resistance: 10/12 Nikkon ProSystem Cybereyes with Camera, Colt Scout Optical Mag. 3, Low-Light, Cybereyes with Low-Light, Flare Compensation, Flare Compensation, Optical Datajack Level 4, 300 Mp Mag. 2, and Rangefinder Memory (FIFF) Essence: 0.25 (0.3) Essence: 1.7 (1.85) Cost: 12,800Y Cost: 55,000Y (16,000Y) (70,000Y) Availability: 8/48 Availability: 6/24hr hrs Maintenance: 3/10% Maintenance: 3/12% Street Index: 1.2 Street Index: 1.0 Damage Resistance: 12/15 Damage Resistance: 12/15 >>>>[ Used by every fashion photographer and news fax Colt Sniper writer worth their salt. Cybereyes with ]<<<< Thermographic, Low-Light, -Quiktek<10:18:43/01- Flare Compensation, Optical 19-53> Mag. 3, and Rangefinder Essence: 0.4 (0.5) RCA Vidpack Cost: 17,500Y Cybereyes with Video Link, (21,000Y) Datajack Level 1, 90 Mp Availability: 8/48hrs Memory (FIFF), Recorder Maintenance: 3/12% Street Index: 1.0 Essence: 0.9 Damage Resistance: 12/15 Cost: 38,000Y (48,000Y) >>>>[ I hear that this Availability: 6/24hrs package is STANDARD issue Maintenance: 2/10% to the UCAS Armed Forces Street Index: 1.0 Sharp Shooting units. ]<<<< Damage Resistance: 12/15 -Quiktek<10:10:54/01- 19-53> Sony XB5000 Cybereyes with Video Link, Nikkon Tourister Optical Mag. 3, Datajack Cybereyes with Camera, Level 4, 90 Mp Memory (FIFF), Cyberears with Select Sound Filter Level 5 Essence: 1.25 Cost: 80,000Y (104,500Y) Availability: 6/24hrs Maintenance: 2/10% Street Index: 1.0 Damage Resistance: 12/15 Fuchi VI300 Cybereyes with Video Link, Optical Mag. 3, Low-Light, Flare Compensation, Thermographic, Datajack Level 4, 90 Mp Memory (FIFF), Cyberears with Select Sound Filter Level 5, Hearing Amp., Damper This package is part of the Fuchi-Synth line. Cost: 96,000Y Bose Voxx System (119,500Y) Voice Modulator (Rating 6), Availability: 8/48hrs Increased Volume, Playback, Maintenance: 3/10% Tonal Shift Street Index: 1.1 Damage Resistance: 12/15 Essence: 0.4 Cost: 165,000Y (220,000Y) RCA Tridpack Availability: 6/24hrs Eyecrafters Opticam, Maintenance: 3/12% Datajack Level 1, 90 Mp Street Index: 1.0 Memory (FIFF), Recorder Damage Resistance: 10/12 Essence: 0.9 Cost: 36,000Y Shiawase Filter Suite (46,000Y) Air Filter 5, Blood Filters Availability: 6/24hrs 5, Toxin Filter 5 Maintenance: 3/10% Street Index: 1.0 Essence: 2.3 (2.5) Damage Resistance: 12/15 Cost: 140,000Y (175,000Y) Availability: 6/4 Fuchi FullTrid days Eyecrafters Opticam with Maintenance: 3/10% Optical Mag. 3 instead of Street Index: 1.1 Electronic Mag. 1, Dr. Damage Resistance: 12/15 Spott Smartcam Implant, Low- Light, Flare Compensation, Thermographic, Datajack Sony Skillman Level 4, 90 Mp Memory Skillwires Plus Rating 3, (FIFF), Cyberears with Softlink Rating 3 Select Sound Filter Level 5, Hearing Amp., Damper Essence: 0.55 Cost: 40,000Y This package is part of the (49,000Y) Fuchi-Synth line. Availability: 4/10 days Essence: 2.1 (2.25) Maintenance: As Cost: brand 103,000Y (127,500Y) Street Index: 1.0 Availability: 10/7 Damage Resistance: As days brand Maintenance: 3/10% Street Index: 1.2 Ares Skillmaster Damage Resistance: 12/15 Skillwires Plus Rating 6, Softlink Rating 4, >>>>[ Awe... Watch out for Encephalon Rating 4, SPU: those Cybersnoops. This is I/O Rating 4 their deal. ]<<<< -Quiktek<10:36:23/01- Essence: 3.5 19-53> Cost: 720,000Y (895,500Y) Availability: 5/10 day Maintenance: As brand Street Index: 1.0 Damage Resistance: As brand >>>>[ A chummer told me that some of Ares' Company Men are wired with these babies. BURRRRRRR...... Scary thought.]<<<< -Quiktek<10:47:25/01- 19-53> Ares Stealth(tm) Radio Suite Radio, Commlink-IV, Crypto Circuit HD Level 6 Essence: 0.8 (0.9) Cost: 110,000Y (142,000Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand Telephone, Commlink-VIII, Crypto Circuit HD Level 6 Essence: 0.6 (0.65) Cost: 122,000Y (163,700Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand Ares BattleLink Radio, Commlink-X, Crypto Circuit HD Level 6, Scramble Breaker HD Level 6 Essence: 1.0 Cost: 340,000Y (442,000Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand Behind the Scenes Matador Files Steve Wilcoxon <[w--co--n] at [cis.udel.edu]> [Based on the Matador weapon is used, series by Steve Perry.] the participant is instantly disqualified - losing their Musashi Flex: entrance A loose collection of fee) fighters who constantly test themselves against one 2) there can be only another. It is usually one winner (alliances done one on one. The are allowed, but must be opponents decide on armed "broken" to determine a or unarmed (unarmed being winner) more common), but sometimes resort to using hidden 3) there is a one week weapons in the event that time limit (if more than they start to lose (the one entrant is left at that honor is in surviving). point, there is no The fights can be to any winner). The rules, such extent - to the death, as they are, are strictly "blood and bones" (first enforced. blood or broken bone), submission, or some other A combatant is considered basis for winning. "out" when incapacitated (unconscious, severely The Musashi Flex is illegal wounded, or dead). There in most areas as it tends is excellent medical staff to leave dead bodies around standing by so it is after encounters between uncommon for someone to "players". die. One of the most dangerous The Maze: parts of the Maze is One of the few legally getting food. There are sanctioned events for the only 10 feeding stations Musashi Flex, it is held which make prime sites for periodically [however often ambushes. the GM feels like making it] in a large section of abandoned buildings in Fugue: [insert city]. With the advent of improved technology and magic to There are 100 entrants and help in determining the each must pay the 10,000Y truth of statements, it entrance fee. The winner became harder and harder to gets 500,000Y [it was 100% lie. Fugue is the skill of in the books]. The rules giving half-truths and are as follows: undetectable mis- 1) no weapons (if a directions. Legality: 1-M4 [this Fugue is a social skill. is highly The number of dice used in restricted - anyone caught a fugue test can not be using or in possession of higher than the language this will be skill being used. If the fined and jailed questioner has 2 or more (treat as upper part of M3 levels in excess of the for sentencing)] questionee, then fugue will Availability: 24/30 days do no good (the questioner Cost: variable knows what questions to ask [price is whatever to force a full answer, but the fixer/doc/whatever he must still have a way of wants to charge] verifying the truth). Otherwise, an opposed success test is made Reflex: between the two with a This is a drug that boosts target number of the reflexes and heightens intelligence of the other. perceptions for short amounts of time (1D6 x 10 Fugue is useful against any minutes). This drug has form of mechanical lie two side effects: 1) it is detection short of a full addictive [Willpower test brain scan (i.e. thoughts, with target number of 4 + # memories, etc) [if this of doses in last week to even exists in your game] avoid addiction], and 2) it and "simple" spells (like causes the user to "crash" Detect Lie), but not more after the effects wear off thorough spells (like Mind (8S Stun). Probe). Effects: +1D6 Initiative Legality: 3-M1 Bacterial Augmentation: Availability: 6/5d This is a military Cost: 200Y treatment which involves injecting a short lived culture (6 months) into the Parker Carbine: patient's blood stream. This is a .177 caliber The colony is self- assault rifle firing replicating and will cause caseless high-explosive an extreme itching rounds mainly used by sensation until it is fully military units in war in place (2-3 days). The zones. culture has the effect of greatly increasing reaction Conceal: 3 time. Ammo: 500(c) [HE only] Mode: FA Effects: +2 Reaction Damage: 6M (not adjusted +1D6 Initiative for HE mods) Body Cost: .25 [one- Weight: 3.6kg empty, time cost (i.e. when 5.1kg loaded re-injected in 6 months no Availability: 12/7d further loss of Body Legality: 1-G occurs)] Cost: 2,500Y extras: gas-vent 2, recoil penalties are halved due to small round Toxin Exposure Hal Mangold <[h--ng--d] at [muselab.ac.runet.edu]> These rules were originally number of dice rolled to design to simulate the determine the power number pollution of the cities of of a toxic attack. 2053, but work equally well for toxic waste, and Example: radiation exposure as well. The Austin Biotech Waste For as much emphasis as the Processing and Disposal SR game puts on how screwed Facility (read "big hole in the environment is there the ground") has a Toxic need to be a few more rating of 3. This means concrete consequences of that the Power of a toxic this. To wit, these rules attack can vary anywhere from 3 to 18. EXPOSURE This variable Powered attack represents the Toxic environments are a shifting winds, etc., all fairly common feature to the factors that are the SII world, whether they variable around a toxic be the East Anglian site. Stinkfens, or just the average suffocating The Wound Level of a toxic pollution of Seattle. The attack is also determined consequences for those by the Rating, as follows: exposed to these substances can be severe, especially Rating Wound Level if a allergy is present. 1 L(stun) 2 M(stun) To simulate these effects 3 S(stun) in areas of variable 4 D(stun) exposure, first rate the level of toxic exposure "Aha!" you cry. "Its only from 1-4. A rating 1 area stun damage, and I have a would be a city on an trauma damper." average day, while rating 4 would be a huge chemical Yeah, well then you're safe dumping ground, just oozing until you hit the physical toxins. overflow point. After stun damage gets to Deadly, it This rating is not treated starts overflowing onto the as a normal rating for physical chart. damage purposes. Instead Additionally this damage the rating equals the does not heal until the person is no longer exposed cyberware/bioware. The to the toxic environment. masks are very common on Magical Healing is an the streets of polluted exception, of course. Keep cities like LA, New York, in mind, though, that a And Seattle. piece of land so blighted as to be toxic will Insulasted protection comes probably have a background in the form of sealed suits count, so all you mages, (like todays EPA workers don't get cocky. wear). As a rule of thumb, make Radioactivity can only be checks every two hours or screened by a radiation so, although particularly suit. deadly environments may require checks every hour, All of these protective or even 1/2 hour. Another forms can be bought in tactic for really toxic varying ratings. The rating environments is to make the of the protective device is damage physical to begin subtracted from the Power with (i.e. corrosives in of the toxic attack, like the air etc), instead of armor in fire combat. stun. Unlike fire combat, if the Power of the toxic attack Now this is for areas that is reduced to 0, no check have a fluctuating toxic is needed. level. In an area of constant exposure things are easier. Just set the HOW IT ALL COMES TOGETHER Power and Wound Level at fixed numbers and require a Brutus the Samurai is on check every so often (see the run, and stumbles upon above). a toxic dump area. The dump gives off airborne toxic Keep in mind that any PC vapors with a rating of 2, with a pollutant allergy and Brutus is wearing a should have to deal with rating 5 filter mask. The that on top of these GM rolls 2 dice and gets a effects. result of 11. Since the rating for the site is 2, the initial Wound Level PROTECTION will be M(stun). The toxic attack will be at Protection against toxic 11M(stun), and Brutus will exposure can be worn, but get to treat his rating 5 the protection must be mask as 5 points of appropriate for the type. "armor", making the final Exposure can be divide up attack 6M(stun). Keep in into inhaled, insulated and mind that if the toxins had radioactive types. been insinuative instead of inhaled, Brutus' mask would Proper protection for have been useless. inhaled toxins is a filter Furthermore, the longer mask or similar Brutus stays in this environment, the more checks he will have to make. Two-Weapon Combat Jason J Carter <[C--rt--r] at [UPS.EDU]> Using two weapons in melee The dual attack style is combat increases a used to attack one opponent characters ability to with both weapons. To attack and defend himself. attack with both weapons When fighting with two against one target apply +2 weapons there are two to the target number of styles. The first is the both attacks with an parry/attack method while additional +2 for the off- the second is the dual hand weapon. For each attack method. attack treat the weapon as if it had and additional +1 When the character is using reach and use that weapons the parry/ attack method he Skill Rating. Combat Pool gains the following Dice are applied advantages. The reach the separately. The character character uses to determine gets to use the increased melee combat target numbers reach of the longer weapon is that of the longer to defend, but he must use weapon + 1. Defensive the lower of the two skill Melee Combat Test are made ratings. using the highest Skill Rating for those two weapons. The character can attack with either weapon, but must use his Skill Rating for that weapon. Example: Ginsu is fighting with a katana in one hand and a survival knife in the other. His skill ratings are Armed Combat 4, Edged Weapons 6, Katana 8. Ginsu's effective reach is +2 (+1 for Katana +1 for two parry/attack style). When making defensive melee combat test he rolls 8 dice (the higher of the 6 for edged weapons and the 8 for Katana). If he attacks with the Katana he rolls 8 dice, but if he attacks with the knife he rolls 6 dice. Use normal rules for attacking multiple targets with the increased reach. Ginsu is still fighting attacking with two weapons with his katana and by one. survival knife. However this action he decides to attack with both weapons. Optional Rule: For the katana, which is in Game masters who think that his favored hand, Ginsu has these rules make it too a reach of +2, rolls 8 easy or too advantageous to dice, and suffers a +2 use two weapon combat penalty to his Skill Test. styles can make the Two For the survival knife, in Weapon Style skill his off-hand, Ginsu has a mandatory and make all reach of +1, rolls 6 dice, combat rolls equal to the and suffers a +4 penalty to average of the skill listed his Skill Test. To defend in the rules and the Ginsu uses a reach of +2, characters Two Weapon but only rolls 6 dice. Style, but never greater than the base weapon skill rating. New Skill Two Weapon Style (Parry/Attack (SWs), Dual Attack (SWs)) This skill is the practice of using two weapons in melee combat. It can be used in enhance both the parry/attack style and the dual attack style of fighting. When used with the parry/attack style, the character can use the level of this skill instead of that of his weapons to defend only. When used with the dual attack style this skill allows the character to reduce the negative effects of using the dual weapon attack style. To use it the character uses a Free Action and makes a skill test verses a target number equal to 4 + total length of weapons. For every two successes the character reduces the penalty for Unarmed Combat Jason J Carter <[C--rt--r] at [UPS.EDU]> Note: These rules target. It includes eliminate the Subduing punches, elbow smashes, Combat Concentration of chops, and even headbutts. Unarmed Combat, but the A Strike does (Strength)M Cyber- Implant Weapons Stun Damage. Concentration still exists and Kick: should be used Kick is any attack that normally. uses a part of the lower body to do damage to the Definitions: target. It includes all Unarmed Combat - The foot, leg, and knee ability to fight without strikes. A Kick does using weapons. Unarmed (Strength)M Stun Damage. Combat Skill includes techniques gained from Note: Kick and Strike informal and formal do the same damage, but sources that are combined depending upon role- to produces the best playing circumstances, it possible effects. can be possible to Martial Arts Style - Formal perform one while the or informal training in other is impossible. The a particular method of two forms of attack unarmed combat that are also emphasized to stresses certain types of different degrees in most attacks and defenses. A martial arts forms. When student of a particular a physical adept uses Martial Arts style is more killing hands, he replaces skilled in the the damage for strike or maneuvers stressed in that kick with his killing skill by neglecting hands damage code. other maneuvers. Maneuver Specialization - Throw: Highly stressed A throw is any attack that concentration one tries to force the target particular facet to the ground in a manner of a martial art that causes damage. If the style. target counterattacks but the attacker still receives These are the Maneuvers for positive net successes in Unarmed Combat and their the Opposed Unarmed Combat game rules: Skill test, the target is knocked Prone and takes (Strength)L Stun damage. OFFENSIVE MANEUVERS If the target dodges and achieves a Clean Miss, than Strike: he remains standing, Strike is any attack that otherwise he is knocked uses a part of the upper prone and takes (Strength)L body to do damage to the Stun damage. Sweep: A Sweep is any maneuver SUBDUING COMBAT MANEUVERS that tries to force the target to the ground, not Hold: to harm him but to throw A hold is an attempt to off his combat rythm. It grab and subdue a target could be the classic hook with the hands. It can be the leg and push attack just plain manhandling or done on playgrounds painful but non-damaging everyday or more elaborate joint locks. Hold is the leg sweeps used in martial offensive half of Subduing arts. To avoid being Combat and uses those thrown to the ground the rules. target of a sweep must achieve a clean miss with Escape: the Power of the attack Escape is the other half of being the One-Half the Subduing Combat, avoiding attacker's Strength or being Subdued. It use the Quickness, whichever is Subduing Combat rules, but higher. only to defend. DEFENSIVE MANEUVERS THE MARTIAL ARTS Counterattack: This section is a list of Counterattack is the Martial Arts styles and the aggressive way to respond maneuvers that may use the to an attack, to attempt Martial Art Style hit the attacker while concentration level for avoiding his blow. When that art. counterattacking the character can add Combat Aikido Throw, Pool dice to his defensive Sweep, Counterattack, Unarmed Combat Skill test, Dodge, Hold, Escape. but not his Damage Animal Kung Fu Strike, Resistance test. Note that Kick, Sweep, this is the standard melee Counterattack. combat defense test. Boxing Strike, Damage for Counterattack is Counterattack, Dodge. (Strength)M Stun. Capeoria Strike, Kick, Sweep, Dodge: Counterattack, Dodge. To attempt to avoid being Choi Li Fut Strike, hit by an attack or Kick, Throw, Sweep, minimize the damage that Counterattack, Dodge. attack causes. When dodging Judo Throw, Sweep, the character can add Dodge, Hold, Escape. Combat Pool dice to his Karate Strike, Damage Resistance test, but Kick, Counterattack, not his defensive Unarmed Sweep. Combat Skill test. This is Savate Kick, the melee combat Full Counterattack, Dodge. Defense option. Tae Kwon Do Strike, Kick, Counterattack, Dodge. Thai Kick Boxing Strike, Kick, Counterattack, Dodge. Wrestling Throw, Sweep, Hold, Escape. Contacts / Archetypes PRIORITIES FORMER ESPIONAGE AGENT A= Tech J Roberson B= Skills (30) <[R J R 96326] at [VAX1.UTULSA.EDU]> C= Attributes (20) D= Human "Don't Ask. My story, my E= Magic past employer, and the means by which I found ATTRIBUTES myself here can be Body: 4 considered. ..classified. Strength: 3(4) Suffice it to say that I am Willpower: 4 well-trained and well- Intelligence 3(6) equipped to obtain any data Charisma 3 you desire, even that which Quickness: 3(4) is not found in the Matrix. Reaction 3(5) I can also conduct Magic: Nil surveillance, tracking, and Essence: .05 other activities which involve the procuring of SKILLS information. Data is the Firearms/Pistol 4/6 cash of the New Age, and Computer: 5 I'm your printing press." Stealth: 6 Athletics: 4 (6) The Former Espionage Agent Interrogate: 4 was employed by a very high- Negotiate: 6 level intelligence organization, either public CONTACTS or private. For reasons choose 5, preferably from best left unknown, she has "high levels" such as left their employ and taken Johnsons, Yak bosses, and a good amount of equipment others who may have with her in order to use encountered the PC to an her skills freelance. extent before running the Highly augmented, capable shadows. of operating on her own and possessing the best BIOWARE equipment money can buy, Synthacardium Heart-2 (+2 she is the best person for dice Athletics based obtaining information on test and to resist heart anyone, anytime, anywhere. disease) Cerebral Boost (+2 Intelligence, +2 dice to Knowledge and B/R skills) SKILLSOFTS Synaptic Accelerator (+2 ACTIVE (all rating 3) Initiative dice) Armed Combat, Unarmed Muscle Augmentation-1 (+1 Combat, Demolitions, Strength, +1 Quickness) Gunnery, Electronics, Trauma Damper (shifts Electronics B/R, damage, 1 box per wound: Computer B/R, physical->mental; mental Bike, Car, Motorboat, >nil) Rotorcraft, Winged CYBERWARE KNOWSOFTS (etiquette are 4, Smartlink,Datajack- all others are 3) 4,Hi-freq/lo- freq Corp etiquette, Matrix hearing, Audio Damper, etiquette, Media Hearingamplification, Flare etiquette, Street Comp, Camera Eyes, etiquette, Tribal Display Link, Voice etiquette,Biology, Computer Modulator, Tonal Shift, Theory, Software, Magical Second Pattern, Theory, Telephone, Secure HD Military, Psychology, Encrypt-6, Encephalon-2 (+1 Sociology Int; allows use of skillsofts uploaded to EQUIPMENT headware memory) I/O SPU-3 Smart Manhunter (Reduces SLD and SSLD by w/Silencer, Smart 4), Softlink-4 (allows use Narcojet pistol, Smart of 4 skillsoft Crusader Mp w/Gasvent-2 simultaneously), Skillwires Smart Defiance T-250, Plus 3 (allows total of Form-Fitting Armor-3, 6 active skill levels to Secure Jacket, Secure be used), 120 Mp headware Vest,Binoculars, memory, Data Management SPU- Codebreaker-6, Dataline Tap- 4 (effectively doubles 6, Laser Mic-6, Shotgun headware memory) Mic-6, 5xTracking signals-6, Signal Locater- SLD (for Encephalon, 6, Dataline Scanner-6, Bug headware) max=240/250. If a Scanner- 6, Data Encrypt- skillsoft is run through 6, Jammer-6, White Noise the datajack, multiply its Generator-6, 2 months Mpx2.5 and add to headware Middle Lifestyle memory used before prepaid(includes feeble calculation. Up to 300 Mp commuter car), Retinal may thus be used via Scanlock-6 at home, 1000 skillsoft through the Mp telecom, Pocket datajack with no effect on Secretary, DocWagon Gold, SLD. Medkit SSLD (for Skillsoft) Total Loaded/100. With I/O port HALFLING STREET OPERATOR above, up to 400 Mp of non- David Altman active skillsofts can be <[izzyux 2] at [mvs.oac.ucla.edu]> loaded without suffering from delay. COMMENTARY Always the smallest, he attracted bullies that tried to prey on him. Fights and beatings became as common as the chipheads in his neighborhood. But it didn't break him. Instead he became tough, ruthless, and cunning. He came to understand the nature of the streets. A flying kick to the groin and elbow to the face of the local bully did wonders for his rep. Pretty soon even the ork bullies gave him respect. But it wasn't enough - he wanted power too. Pretty soon he was hustling the streets, using gangs and lowlifes. He found out that he had a talent for street ops. He decided that the local scene was just to small, he moved on to the Real Action - where the major operators were - The Shadow-world. Body: 3 respects, that's why I take Strength: 3 payment in triple A scrip Willpower: 3 or triple A favors . . . Intelligence 6 the choice is yours" Charisma: 6 Quickness: 6 Magic: Nil OGRE ENFORCER Essence: 6 David Altman <[izzyux 2] at [mvs.oac.ucla.edu]> SKILLS Unarmed Combat 5 COMMENTARY Firearms 5 The Ogre Enforcer was Stealth 4 always an outsider. His Street Etiquette 4 appearance and physique Negotiation 6 made smaller people shy away from him, either out EQUIPMENT of fear or contempt - Secure Jacket sometimes both. Even the Colt Manhunter Ork and Trolls derided him Uzi III because of his differences. 4 spare clips He learned to be a Concealibility Holster loner.The Ogre Enforcer was Ordinary Clothing resolved to being alone, Pocket Secretary deeply scarred by the Armor Clothing universal dislike he faced. Low Lifestyle He took odd jobs that utilized his great size, QUOTES: often working for employers "Shortstuff huh, you won't that were abusive and be laughin' with your guts thought him to be subhuman. splattered across the Once while he was working wall." as a bouncer in a club he noticed a group of suits " I'm a pro, I got the coming towards him. He got skills and contacts you ready for a fight. Suits need . . . If I didn't, I always tried to make him wouldn't be talkin' to you feel bad, and he could right now" never stand that. But this time it was different. One "Hoi chummer, I gotta a of the suits, an old guy, sweetdeal for you. Easy started talking to him. payen for null persp" After a short conversation "The Boss", as the Ogre "My job is to know who and Enforcer came to know the whats moving on the street" old guy, offered him a job. He could even join "The "Chummer, I would love to Family". He'd start at the sell you the paydata, but bottom, but he could work you gotta be reasonable on his way up. price . . . " The Ogre Enforcer liked "Money and Power, that's working with his family, the only thing the street they treated him nice, talked to him, went out OUTCAST TIR NOBLE I with him, trained him. It David Altman was good to be part of the <[izzyux 2] at [mvs.oac.ucla.edu]> family. He rose up through the organization, but when COMMENTARY "The Boss" died, and a new The Outcast Tir Noble was boss took over the family, raised in luxury, trained his heart wasn't in it by the most exclusive anymore. He decided to go instructors in all the freelance. skills he would need to become a leader of the ATTRIBUTES Elven Nation. Body: 8 Unfortunately, he Strength: 9 associated with people that Willpower: 3 were on the loosing side of Intelligence 6 a internal power struggle. Charisma: 1 His "friends" blithely Quickness: 4 scapegoated him. Ruined Magic: Nil politically and socially he Essence: 5.5 had to become an outcast. He is disenchanted with the SKILLS Tir, but hopes to regain Firearms 6 his rightful place. Unarmed Combat 6 Stealth 4 ATTRIBUTES Street Etiquette 4 Body: 3 Interrogation 4 Strength: 3 Willpower: 4 CYBER Intelligence 5 Smartgun Link Charisma: 3 Quickness: 5 EQUIPMENT Magic: 6 Ruger Super Warhawk Essence: 6 Secure Jacket Reaction: (5+3d6) Armor Clothing Colt Manhunter SKILLS Various ammo Increased Reflexes 2* Combat Sense 1* ALLERGIES Armed Combat 6 Pick your own Negotiation 4 Firearms 6 QUOTES Sperethriel 3 "Da Boss says I gotta . . . Leadership 6 " Stealth 5 * Physical Adept "Waz dat s'pposed to hurt Skills ?" QUOTES "Oops, I hit im too hard" "You should not be afraid of my sword or gun, but "Don' fragg wid me . . youz rather my intellect and goin' to looze" skills" "Why am I shadowrunning instead of living the life of a noble in Tir Tairngire? It is better for you not to know . . . . but if you must, I can sum it up in one word - Betrayal" "My skills are those of warrior and general - I was trained by tutors mere money could not hire. You can hire me, though, for an appropriately dear price" OUTCAST TIR NOBLE II (Sorcerer Adept) David Altman <[izzyux 2] at [mvs.oac.ucla.edu]> ATTRIBUTES Body: 2 Strength: 2 Willpower: 4 Intelligence 5 Charisma: 3 Quickness: 3 Magic: 6 Essence: 6 Reaction: 4 SKILLS Sorcery 6 Magical Theory 6 Armed Combat 5 Stealth 4 SPELLS Fireball 6 ManaBolt 6 Heal 6 Combat Sense 6 Increase Reflex (+2d6) 6 Improved Invisibility 5 GEAR 400,000 to spend ALLERGIES Pick your own David Altman FINAL NOTE: <[izzyux 2] at [mvs.oac.ucla.edu]> With Essence 2 and less than half the Body Index "The streets have only used up, the samurai has gotten worse, Mr. Johnson, plenty of room for further and I and my brethren have upgrades. Also, there are grown tougher to three variations listed accommodate it. I'm the hot below; feel free to come up new meat on the market: with your own. Quicker, tougher, and meaner than my predecessor. ATTRIBUTES My style? I don't just Body: 6(7) spray and pray no more Strength: 6(7) neither; I don't cut loose Willpower: 5 ten bullets for the price Intelligence 5 of one-keeps your costs Charisma: 2 down, neh? Guns too loud? Quickness: 6(7) Well, I'm much more Magic: Nil efficient at slicing meat Essence: 2 too. Whatever you want, I Reaction: 5(9) can do it better than anyone you're familiar SKILLS with." Armed Combat 4 Street Etiquette 4 COMMENTARY Unarmed Combat 6 The Street Samurai II is an Firearms 4 attempt to incorpoarte the Bike 2 advances of Shadowtech and Stealth 4 the SSC into the character generation ystem. Also, in CYBERWARE reverse-engineering the Wired Reflexes-2, original sam, I noticed he Smartlink, Cybereyes deserved 2 more attribute w/Lowlight, Thermo, Flare points. comp, Retractable Cyberspur The Street Sam is basically BIOWARE a thug or punk who managed Trauma Damper, Aluminum to keep the right 'ware Bone Lacing (+1 Body vs. installed to rise above the damage, +1 Impact armor, rest and earn a living as STR+2M damage), Muscle pure brawn. Where other Augmentation-1 archetypes invest their Essence in skillwires, CONTACTS & MONEY higher intelligence, and Choose 5 other exotic subsystems, 3d6x1000 +1025 the street samurai chooses only that which directly EQUPMENT enhances his combat 100 Mp Data Display, Armor effectiveness, particularly Jacket (5/3), Platinum in melee. Not a tactician, DocWagon, Rapier not a scout, the samurai is Motorcycle, Stun Baton, brawn, muscle, and power. Predator w/external smartlink, 50 Explosive rounds, Ingram Smartgun, 100 normal rounds, Wristphone w/flip-up screen STREET SAMURAI IIb As above, with the following changes: Drop the DocWagon from Platinum to Gold. Add Stealth Reflex Recorder Add SMG Reflex Recorder Roll 3d6x1000 +25 for starting money This adds .25 to Body cost STREET SAMURAI IIc Drop DocWagon from Platinum to Gold Take only 3 contacts Remove Cyber spur Upgrade Bone Lacing to Titanium B:6(8), +1 Impact, +1 Ballistic. Essence is now 1.2 Roll for 3d6x1000 +175 for starting cash Drop DocWagon from Platinum to Gold Take only 3 contacts Add 2 months Low Lifestyle prepaid Upgrade Muscle Augmentation to level 2 (S:6(8), Q:6(8)) Body Cost is now 3.25 Roll 3d6x1000 +325 for money.